skill.c 347 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/strlib.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "skill.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "pet.h"
  18. #include "homunculus.h"
  19. #include "mercenary.h"
  20. #include "mob.h"
  21. #include "npc.h"
  22. #include "battle.h"
  23. #include "battleground.h"
  24. #include "party.h"
  25. #include "itemdb.h"
  26. #include "script.h"
  27. #include "intif.h"
  28. #include "log.h"
  29. #include "chrif.h"
  30. #include "guild.h"
  31. #include "date.h"
  32. #include "unit.h"
  33. #include <stdio.h>
  34. #include <stdlib.h>
  35. #include <string.h>
  36. #include <time.h>
  37. #define SKILLUNITTIMER_INTERVAL 100
  38. // ranges reserved for mapping skill ids to skilldb offsets
  39. #define GD_SKILLRANGEMIN 900
  40. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  41. #define MC_SKILLRANGEMIN 800
  42. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN+MAX_MERCSKILL
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  45. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  46. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  47. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  48. DBMap* skilldb_name2id = NULL;
  49. struct s_skill_db skill_db[MAX_SKILL_DB];
  50. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  51. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  52. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  53. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  54. int firewall_unit_pos;
  55. int icewall_unit_pos;
  56. //Since only mob-casted splash skills can hit ice-walls
  57. #define splash_target(bl) (bl->type==BL_MOB?BL_SKILL|BL_CHAR:BL_CHAR)
  58. /// Returns the id of the skill, or 0 if not found.
  59. int skill_name2id(const char* name)
  60. {
  61. if( name == NULL )
  62. return 0;
  63. return (int)strdb_get(skilldb_name2id, name);
  64. }
  65. /// Maps skill ids to skill db offsets.
  66. /// Returns the skill's array index, or 0 (Unknown Skill).
  67. int skill_get_index( int id )
  68. {
  69. // avoid ranges reserved for mapping guild/homun/mercenary skills
  70. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  71. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  72. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  73. return 0;
  74. // map skill id to skill db index
  75. if( id >= GD_SKILLBASE )
  76. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  77. else
  78. if( id >= MC_SKILLBASE )
  79. id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
  80. else
  81. if( id >= HM_SKILLBASE )
  82. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  83. else
  84. ; // identity
  85. // validate result
  86. if( id <= 0 || id >= MAX_SKILL_DB )
  87. return 0;
  88. return id;
  89. }
  90. const char* skill_get_name( int id )
  91. {
  92. return skill_db[skill_get_index(id)].name;
  93. }
  94. const char* skill_get_desc( int id )
  95. {
  96. return skill_db[skill_get_index(id)].desc;
  97. }
  98. // out of bounds error checking [celest]
  99. static void skill_chk(int* id, int lv)
  100. {
  101. *id = skill_get_index(*id); // checks/adjusts id
  102. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  103. }
  104. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  105. // Skill DB
  106. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  107. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  108. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  109. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  110. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  111. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  112. int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  113. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  114. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  115. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  116. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  117. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  118. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  119. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  120. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  121. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  122. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  123. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  124. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  125. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  126. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  127. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  128. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  129. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  130. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  131. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  132. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  133. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  134. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  135. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  136. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  137. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  138. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  139. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  140. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  141. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  142. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  143. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  144. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  145. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  146. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  147. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  148. int skill_tree_get_max(int id, int b_class)
  149. {
  150. int i;
  151. b_class = pc_class2idx(b_class);
  152. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
  153. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
  154. return skill_tree[b_class][i].max;
  155. else
  156. return skill_get_max(id);
  157. }
  158. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  159. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  160. int status_change_timer_sub(struct block_list *bl, va_list ap);
  161. int skill_attack_area(struct block_list *bl,va_list ap);
  162. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  163. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  164. int skill_greed(struct block_list *bl, va_list ap);
  165. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  166. static int skill_trap_splash(struct block_list *bl, va_list ap);
  167. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  168. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  169. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  170. static int skill_unit_effect(struct block_list *bl,va_list ap);
  171. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  172. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  173. int skill_get_casttype (int id)
  174. {
  175. int inf = skill_get_inf(id);
  176. if (inf&(INF_GROUND_SKILL))
  177. return CAST_GROUND;
  178. if (inf&INF_SUPPORT_SKILL)
  179. return CAST_NODAMAGE;
  180. if (inf&INF_SELF_SKILL) {
  181. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  182. return CAST_DAMAGE; //Combo skill.
  183. return CAST_NODAMAGE;
  184. }
  185. if (skill_get_nk(id)&NK_NO_DAMAGE)
  186. return CAST_NODAMAGE;
  187. return CAST_DAMAGE;
  188. };
  189. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  190. int skill_get_range2 (struct block_list *bl, int id, int lv)
  191. {
  192. int range;
  193. if( bl->type == BL_MOB && !(battle_config.mob_ai&0x400) )
  194. return 9; //Mobs have a range of 9 regardless of skill used.
  195. range = skill_get_range(id, lv);
  196. if( range < 0 )
  197. {
  198. if( battle_config.use_weapon_skill_range&bl->type )
  199. return status_get_range(bl);
  200. range *=-1;
  201. }
  202. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  203. switch( id )
  204. {
  205. case AC_SHOWER: case MA_SHOWER:
  206. case AC_DOUBLE: case MA_DOUBLE:
  207. case HT_BLITZBEAT:
  208. case AC_CHARGEARROW:
  209. case MA_CHARGEARROW:
  210. case SN_FALCONASSAULT:
  211. case SN_SHARPSHOOTING:
  212. case MA_SHARPSHOOTING:
  213. case HT_POWER:
  214. if( bl->type == BL_PC )
  215. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  216. else
  217. range += 10; //Assume level 10?
  218. break;
  219. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  220. case GS_RAPIDSHOWER:
  221. case GS_PIERCINGSHOT:
  222. case GS_FULLBUSTER:
  223. case GS_SPREADATTACK:
  224. case GS_GROUNDDRIFT:
  225. if (bl->type == BL_PC)
  226. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  227. else
  228. range += 10; //Assume level 10?
  229. break;
  230. case NJ_KIRIKAGE:
  231. if (bl->type == BL_PC)
  232. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  233. break;
  234. }
  235. if( !range && bl->type != BL_PC )
  236. return 9; // Enable non players to use self skills on others. [Skotlex]
  237. return range;
  238. }
  239. int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal)
  240. {
  241. int skill, hp;
  242. struct map_session_data *sd = map_id2sd(src->id);
  243. struct map_session_data *tsd = map_id2sd(target->id);
  244. struct status_change* sc;
  245. switch( skill_id )
  246. {
  247. case BA_APPLEIDUN:
  248. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  249. if( sd )
  250. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  251. break;
  252. case PR_SANCTUARY:
  253. hp = (skill_lv>6)?777:skill_lv*100;
  254. break;
  255. case NPC_EVILLAND:
  256. hp = (skill_lv>6)?666:skill_lv*100;
  257. break;
  258. default:
  259. if (skill_lv >= battle_config.max_heal_lv)
  260. return battle_config.max_heal;
  261. hp = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8);
  262. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  263. hp += hp * skill * 2 / 100;
  264. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  265. hp += hp * skill * 2 / 100;
  266. break;
  267. }
  268. if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
  269. hp >>= 1;
  270. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  271. hp += hp*skill/100;
  272. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  273. hp += hp*skill/100;
  274. sc = status_get_sc(target);
  275. if( sc && sc->count )
  276. {
  277. if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
  278. hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
  279. if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  280. hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  281. }
  282. return hp;
  283. }
  284. // Making plagiarize check its own function [Aru]
  285. int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
  286. {
  287. struct status_change* sc;
  288. sc = status_get_sc(bl);
  289. // Never copy NPC/Wedding Skills
  290. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  291. return 0;
  292. // High-class skills
  293. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  294. {
  295. if(battle_config.copyskill_restrict == 2)
  296. return 0;
  297. else if(battle_config.copyskill_restrict)
  298. return (sd->status.class_ == JOB_STALKER);
  299. }
  300. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  301. if ((skillid == AL_INCAGI || skillid == AL_BLESSING || skillid == CASH_BLESSING || skillid == CASH_INCAGI))
  302. return 0;
  303. return 1;
  304. }
  305. // [MouseJstr] - skill ok to cast? and when?
  306. int skillnotok (int skillid, struct map_session_data *sd)
  307. {
  308. int i,m;
  309. nullpo_retr (1, sd);
  310. m = sd->bl.m;
  311. i = skill_get_index(skillid);
  312. if (i == 0)
  313. return 1; // invalid skill id
  314. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  315. return 0; // GMs can do any damn thing they want
  316. if (sd->blockskill[i] > 0)
  317. return 1;
  318. // Check skill restrictions [Celest]
  319. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  320. return 1;
  321. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  322. return 1;
  323. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  324. return 1;
  325. if(map[m].flag.battleground && skill_get_nocast (skillid) & 8)
  326. return 1;
  327. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  328. return 1;
  329. switch (skillid) {
  330. case AL_WARP:
  331. if(map[m].flag.nowarp) {
  332. clif_skill_teleportmessage(sd,0);
  333. return 1;
  334. }
  335. return 0;
  336. case AL_TELEPORT:
  337. // if(map[m].flag.noteleport) {
  338. // clif_skill_teleportmessage(sd,0);
  339. // return 1;
  340. // }
  341. return 0; // gonna be checked in 'skill_castend_nodamage_id'
  342. case WE_CALLPARTNER:
  343. case WE_CALLPARENT:
  344. case WE_CALLBABY:
  345. if (map[m].flag.nomemo) {
  346. clif_skill_teleportmessage(sd,1);
  347. return 1;
  348. }
  349. break;
  350. case MC_VENDING:
  351. case MC_IDENTIFY:
  352. return 0; // always allowed
  353. case WZ_ICEWALL:
  354. // noicewall flag [Valaris]
  355. if (map[m].flag.noicewall) {
  356. clif_skill_fail(sd,skillid,0,0);
  357. return 1;
  358. }
  359. break;
  360. case GD_EMERGENCYCALL:
  361. if (
  362. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  363. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  364. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  365. ) {
  366. clif_skill_fail(sd,skillid,0,0);
  367. return 1;
  368. }
  369. break;
  370. }
  371. return (map[m].flag.noskill);
  372. }
  373. int skillnotok_hom(int skillid, struct homun_data *hd)
  374. {
  375. int i = skill_get_index(skillid);
  376. nullpo_retr(1,hd);
  377. if (i == 0)
  378. return 1; // invalid skill id
  379. if (hd->blockskill[i] > 0)
  380. return 1;
  381. //Use master's criteria.
  382. return skillnotok(skillid, hd->master);
  383. }
  384. int skillnotok_mercenary(int skillid, struct mercenary_data *md)
  385. {
  386. int i = skill_get_index(skillid);
  387. nullpo_retr(1,md);
  388. if( i == 0 )
  389. return 1; // Invalid Skill ID
  390. if( md->blockskill[i] > 0 )
  391. return 1;
  392. return skillnotok(skillid, md->master);
  393. }
  394. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  395. {
  396. int pos = skill_get_unit_layout_type(skillid,skilllv);
  397. int dir;
  398. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  399. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  400. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  401. }
  402. if (pos != -1) // simple single-definition layout
  403. return &skill_unit_layout[pos];
  404. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  405. if (skillid == MG_FIREWALL)
  406. return &skill_unit_layout [firewall_unit_pos + dir];
  407. else if (skillid == WZ_ICEWALL)
  408. return &skill_unit_layout [icewall_unit_pos + dir];
  409. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  410. return &skill_unit_layout[0]; // default 1x1 layout
  411. }
  412. /*==========================================
  413. *
  414. *------------------------------------------*/
  415. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, int dmg_lv, unsigned int tick)
  416. {
  417. struct map_session_data *sd, *dstsd;
  418. struct mob_data *md, *dstmd;
  419. struct status_data *sstatus, *tstatus;
  420. struct status_change *sc, *tsc;
  421. enum sc_type status;
  422. int skill;
  423. int rate;
  424. nullpo_retr(0, src);
  425. nullpo_retr(0, bl);
  426. if(skillid < 0) return 0;
  427. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  428. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  429. return 0;
  430. sd = BL_CAST(BL_PC, src);
  431. md = BL_CAST(BL_MOB, src);
  432. dstsd = BL_CAST(BL_PC, bl);
  433. dstmd = BL_CAST(BL_MOB, bl);
  434. sc = status_get_sc(src);
  435. tsc = status_get_sc(bl);
  436. sstatus = status_get_status_data(src);
  437. tstatus = status_get_status_data(bl);
  438. if (!tsc) //skill additional effect is about adding effects to the target...
  439. //So if the target can't be inflicted with statuses, this is pointless.
  440. return 0;
  441. if( sd )
  442. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  443. if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
  444. { // Trigger status effects
  445. enum sc_type type;
  446. int i;
  447. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
  448. {
  449. rate = sd->addeff[i].rate;
  450. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  451. rate += sd->addeff[i].arrow_rate;
  452. if( !rate ) continue;
  453. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_SKILL)) != (ATF_WEAPON|ATF_SKILL) )
  454. { // Trigger has attack type consideration.
  455. if( (sd->addeff[i].flag&ATF_WEAPON && !(attack_type&BF_WEAPON)) || (sd->addeff[i].flag&ATF_SKILL && !(attack_type&(BF_MAGIC|BF_MISC))) )
  456. continue;
  457. }
  458. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
  459. { // Trigger has range consideration.
  460. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  461. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  462. continue; //Range Failed.
  463. }
  464. type = sd->addeff[i].id;
  465. skill = skill_get_time2(status_sc2skill(type),7);
  466. if (sd->addeff[i].flag&ATF_TARGET)
  467. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  468. if (sd->addeff[i].flag&ATF_SELF)
  469. status_change_start(src,type,rate,7,0,0,0,skill,0);
  470. }
  471. }
  472. if( skillid )
  473. { // Trigger status effects on skills
  474. enum sc_type type;
  475. int i;
  476. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
  477. {
  478. if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  479. continue;
  480. type = sd->addeff3[i].id;
  481. skill = skill_get_time2(status_sc2skill(type),7);
  482. if( sd->addeff3[i].target&ATF_TARGET )
  483. status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  484. if( sd->addeff3[i].target&ATF_SELF )
  485. status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  486. }
  487. }
  488. }
  489. if( dmg_lv < ATK_DEF ) // no damage, return;
  490. return 0;
  491. switch(skillid)
  492. {
  493. case 0: // Normal attacks (no skill used)
  494. {
  495. if( attack_type&BF_SKILL )
  496. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  497. if(sd) {
  498. // Automatic trigger of Blitz Beat
  499. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  500. rand()%1000 <= sstatus->luk*10/3+1 ) {
  501. rate=(sd->status.job_level+9)/10;
  502. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  503. }
  504. // Gank
  505. if(dstmd && sd->status.weapon != W_BOW &&
  506. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  507. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  508. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  509. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  510. else
  511. clif_skill_fail(sd,RG_SNATCHER,0,0);
  512. }
  513. // Chance to trigger Taekwon kicks [Dralnu]
  514. if(sc && !sc->data[SC_COMBO]) {
  515. if(sc->data[SC_READYSTORM] &&
  516. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  517. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  518. ; //Stance triggered
  519. else if(sc->data[SC_READYDOWN] &&
  520. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  521. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  522. ; //Stance triggered
  523. else if(sc->data[SC_READYTURN] &&
  524. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  525. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  526. ; //Stance triggered
  527. else if(sc->data[SC_READYCOUNTER])
  528. { //additional chance from SG_FRIEND [Komurka]
  529. rate = 20;
  530. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  531. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  532. status_change_end(src,SC_SKILLRATE_UP,-1);
  533. }
  534. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  535. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  536. }
  537. }
  538. }
  539. if (sc) {
  540. struct status_change_entry *sce;
  541. // Enchant Poison gives a chance to poison attacked enemies
  542. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  543. status_change_start(bl,SC_POISON,sce->val2, sce->val1,0,0,0,
  544. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  545. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  546. if((sce=sc->data[SC_EDP]))
  547. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,0,0,0,
  548. skill_get_time2(ASC_EDP,sce->val1));
  549. }
  550. }
  551. break;
  552. case SM_BASH:
  553. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  554. //TODO: How much % per base level it actually is?
  555. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  556. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  557. }
  558. break;
  559. case MER_CRASH:
  560. sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  561. break;
  562. case AS_VENOMKNIFE:
  563. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  564. skilllv = pc_checkskill(sd, TF_POISON);
  565. case TF_POISON:
  566. case AS_SPLASHER:
  567. if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  568. && sd && skillid==TF_POISON
  569. )
  570. clif_skill_fail(sd,skillid,0,0);
  571. break;
  572. case AS_SONICBLOW:
  573. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  574. break;
  575. case WZ_FIREPILLAR:
  576. unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
  577. break;
  578. case MG_FROSTDIVER:
  579. case WZ_FROSTNOVA:
  580. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  581. break;
  582. case WZ_STORMGUST:
  583. //Tharis pointed out that this is normal freeze chance with a base of 300%
  584. if(tsc->sg_counter >= 3 &&
  585. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  586. tsc->sg_counter = 0;
  587. break;
  588. case WZ_METEOR:
  589. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  590. break;
  591. case WZ_VERMILION:
  592. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  593. break;
  594. case HT_FREEZINGTRAP:
  595. case MA_FREEZINGTRAP:
  596. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  597. break;
  598. case HT_FLASHER:
  599. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  600. break;
  601. case HT_LANDMINE:
  602. case MA_LANDMINE:
  603. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  604. break;
  605. case HT_SHOCKWAVE:
  606. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  607. break;
  608. case HT_SANDMAN:
  609. case MA_SANDMAN:
  610. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  611. break;
  612. case TF_SPRINKLESAND:
  613. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  614. break;
  615. case TF_THROWSTONE:
  616. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  617. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  618. break;
  619. case NPC_DARKCROSS:
  620. case CR_HOLYCROSS:
  621. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  622. break;
  623. case CR_GRANDCROSS:
  624. case NPC_GRANDDARKNESS:
  625. //Chance to cause blind status vs demon and undead element, but not against players
  626. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  627. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  628. attack_type |= BF_WEAPON;
  629. break;
  630. case AM_ACIDTERROR:
  631. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  632. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  633. clif_emotion(bl,23);
  634. break;
  635. case AM_DEMONSTRATION:
  636. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  637. break;
  638. case CR_SHIELDCHARGE:
  639. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  640. break;
  641. case PA_PRESSURE:
  642. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  643. break;
  644. case RG_RAID:
  645. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  646. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  647. break;
  648. case BA_FROSTJOKER:
  649. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  650. break;
  651. case DC_SCREAM:
  652. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  653. break;
  654. case BD_LULLABY:
  655. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  656. break;
  657. case DC_UGLYDANCE:
  658. rate = 5+5*skilllv;
  659. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  660. rate += 5+skill;
  661. status_zap(bl, 0, rate);
  662. break;
  663. case SL_STUN:
  664. if (tstatus->size==1) //Only stuns mid-sized mobs.
  665. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  666. break;
  667. case NPC_PETRIFYATTACK:
  668. sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
  669. skilllv,0,0,skill_get_time(skillid,skilllv),
  670. skill_get_time2(skillid,skilllv));
  671. break;
  672. case NPC_CURSEATTACK:
  673. case NPC_SLEEPATTACK:
  674. case NPC_BLINDATTACK:
  675. case NPC_POISON:
  676. case NPC_SILENCEATTACK:
  677. case NPC_STUNATTACK:
  678. case NPC_HELLPOWER:
  679. sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  680. break;
  681. case NPC_ACIDBREATH:
  682. case NPC_ICEBREATH:
  683. sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  684. break;
  685. case NPC_BLEEDING:
  686. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  687. break;
  688. case NPC_MENTALBREAKER:
  689. { //Based on observations by Tharis, Mental Breaker should do SP damage
  690. //equal to Matk*skLevel.
  691. rate = sstatus->matk_min;
  692. if (rate < sstatus->matk_max)
  693. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  694. rate*=skilllv;
  695. status_zap(bl, 0, rate);
  696. break;
  697. }
  698. // Equipment breaking monster skills [Celest]
  699. case NPC_WEAPONBRAKER:
  700. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  701. break;
  702. case NPC_ARMORBRAKE:
  703. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  704. break;
  705. case NPC_HELMBRAKE:
  706. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  707. break;
  708. case NPC_SHIELDBRAKE:
  709. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  710. break;
  711. case CH_TIGERFIST:
  712. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  713. break;
  714. case LK_SPIRALPIERCE:
  715. case ML_SPIRALPIERCE:
  716. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  717. break;
  718. case ST_REJECTSWORD:
  719. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
  720. break;
  721. case PF_FOGWALL:
  722. if (src != bl && !tsc->data[SC_DELUGE])
  723. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  724. break;
  725. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  726. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  727. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  728. break;
  729. case LK_JOINTBEAT:
  730. status = status_skill2sc(skillid);
  731. if (tsc->jb_flag) {
  732. sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  733. tsc->jb_flag = 0;
  734. }
  735. break;
  736. case ASC_METEORASSAULT:
  737. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  738. switch(rand()%3) {
  739. case 0:
  740. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  741. break;
  742. case 1:
  743. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  744. break;
  745. default:
  746. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  747. }
  748. break;
  749. case HW_NAPALMVULCAN:
  750. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  751. break;
  752. case WS_CARTTERMINATION: // Cart termination
  753. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  754. break;
  755. case CR_ACIDDEMONSTRATION:
  756. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  757. break;
  758. case TK_DOWNKICK:
  759. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  760. break;
  761. case TK_JUMPKICK:
  762. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
  763. {// debuff the following statuses
  764. status_change_end(bl, SC_SPIRIT, -1);
  765. status_change_end(bl, SC_ADRENALINE2, -1);
  766. status_change_end(bl, SC_KAITE, -1);
  767. status_change_end(bl, SC_KAAHI, -1);
  768. status_change_end(bl, SC_ONEHAND, -1);
  769. status_change_end(bl, SC_ASPDPOTION2, -1);
  770. }
  771. break;
  772. case TK_TURNKICK:
  773. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  774. if(attack_type&BF_MISC) //70% base stun chance...
  775. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  776. break;
  777. case GS_BULLSEYE: //0.1% coma rate.
  778. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  779. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  780. break;
  781. case GS_PIERCINGSHOT:
  782. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  783. break;
  784. case NJ_HYOUSYOURAKU:
  785. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  786. break;
  787. case GS_FLING:
  788. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  789. break;
  790. case GS_DISARM:
  791. rate = 3*skilllv;
  792. if (sstatus->dex > tstatus->dex)
  793. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  794. skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv));
  795. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  796. break;
  797. case NPC_EVILLAND:
  798. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  799. break;
  800. case NPC_HELLJUDGEMENT:
  801. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  802. break;
  803. case NPC_CRITICALWOUND:
  804. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  805. break;
  806. }
  807. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  808. { //Pass heritage to Master for status causing effects. [Skotlex]
  809. sd = map_id2sd(md->master_id);
  810. src = sd?&sd->bl:src;
  811. }
  812. if( attack_type&BF_WEAPON )
  813. { // Coma, Breaking Equipment
  814. if( sd && sd->special_state.bonus_coma )
  815. {
  816. rate = sd->weapon_coma_ele[tstatus->def_ele];
  817. rate += sd->weapon_coma_race[tstatus->race];
  818. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  819. if (rate)
  820. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  821. }
  822. if( sd && battle_config.equip_self_break_rate )
  823. { // Self weapon breaking
  824. rate = battle_config.equip_natural_break_rate;
  825. if( sc )
  826. {
  827. if(sc->data[SC_OVERTHRUST])
  828. rate += 10;
  829. if(sc->data[SC_MAXOVERTHRUST])
  830. rate += 10;
  831. }
  832. if( rate )
  833. skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF);
  834. }
  835. if( battle_config.equip_skill_break_rate && skillid != WS_CARTTERMINATION && skillid != ITM_TOMAHAWK )
  836. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  837. // Target weapon breaking
  838. rate = 0;
  839. if( sd )
  840. rate += sd->break_weapon_rate;
  841. if( sc && sc->data[SC_MELTDOWN] )
  842. rate += sc->data[SC_MELTDOWN]->val2;
  843. if( rate )
  844. skill_break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
  845. // Target armor breaking
  846. rate = 0;
  847. if( sd )
  848. rate += sd->break_armor_rate;
  849. if( sc && sc->data[SC_MELTDOWN] )
  850. rate += sc->data[SC_MELTDOWN]->val3;
  851. if( rate )
  852. skill_break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
  853. }
  854. }
  855. // Autospell when attacking
  856. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  857. {
  858. struct block_list *tbl;
  859. struct unit_data *ud;
  860. int i, skilllv;
  861. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  862. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  863. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  864. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  865. continue; // one or more trigger conditions were not fulfilled
  866. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  867. if (skillnotok(skill, sd))
  868. continue;
  869. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  870. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  871. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  872. if (rand()%1000 > rate)
  873. continue;
  874. if (sd->autospell[i].id < 0)
  875. tbl = src;
  876. else
  877. tbl = bl;
  878. sd->state.autocast = 1;
  879. skill_consume_requirement(sd,skill,skilllv,1);
  880. switch (skill_get_casttype(skill)) {
  881. case CAST_GROUND:
  882. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  883. break;
  884. case CAST_NODAMAGE:
  885. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  886. break;
  887. case CAST_DAMAGE:
  888. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  889. break;
  890. }
  891. sd->state.autocast = 0;
  892. //Set canact delay. [Skotlex]
  893. ud = unit_bl2ud(src);
  894. if (ud) {
  895. rate = skill_delayfix(src, skill, skilllv);
  896. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  897. ud->canact_tick = tick+rate;
  898. if ( battle_config.display_status_timers && sd )
  899. clif_status_change(src, SI_ACTIONDELAY, 1, rate);
  900. }
  901. }
  902. }
  903. }
  904. //Auto-script when attacking
  905. if( sd && sd->autoscript[0].script )
  906. {
  907. int i;
  908. for( i = 0; i < ARRAYLENGTH(sd->autoscript) && sd->autoscript[i].script; i++ )
  909. {
  910. if(!(sd->autoscript[i].flag&attack_type&BF_WEAPONMASK &&
  911. sd->autoscript[i].flag&attack_type&BF_RANGEMASK &&
  912. sd->autoscript[i].flag&attack_type&BF_SKILLMASK))
  913. continue; // one or more trigger conditions were not fulfilled
  914. if( rand()%1000 > sd->autoscript[i].rate )
  915. continue;
  916. sd->state.autocast = 1;
  917. run_script(sd->autoscript[i].script,0,sd->autoscript[i].target?bl->id:src->id,0);
  918. sd->state.autocast = 0;
  919. }
  920. }
  921. //Polymorph
  922. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  923. dstmd && !(tstatus->mode&MD_BOSS) &&
  924. (rand()%10000 < sd->classchange))
  925. {
  926. struct mob_db *mob;
  927. int class_;
  928. skill = 0;
  929. do {
  930. do {
  931. class_ = rand() % MAX_MOB_DB;
  932. } while (!mobdb_checkid(class_));
  933. rate = rand() % 1000000;
  934. mob = mob_db(class_);
  935. } while (
  936. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  937. (skill++) < 2000);
  938. if (skill < 2000)
  939. mob_class_change(dstmd,class_);
  940. }
  941. return 0;
  942. }
  943. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick)
  944. {
  945. int skill, skilllv, i;
  946. struct block_list *tbl;
  947. if( sd == NULL || skillid <= 0 )
  948. return 0;
  949. sd->state.skillonskill = 1;
  950. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ )
  951. {
  952. if( sd->autospell3[i].flag != skillid )
  953. continue;
  954. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  955. if( skillnotok(skill, sd) )
  956. continue;
  957. skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  958. if( skilllv < 0 ) skilllv = 1 + rand()%(-skilllv);
  959. if( sd->autospell3[i].id >= 0 && bl == NULL )
  960. continue; // No target
  961. if( rand()%1000 > sd->autospell3[i].rate )
  962. continue;
  963. if( sd->autospell3[i].id < 0 )
  964. tbl = &sd->bl;
  965. else
  966. tbl = bl;
  967. sd->state.autocast = 1;
  968. skill_consume_requirement(sd,skill,skilllv,1);
  969. switch( skill_get_casttype(skill) )
  970. {
  971. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break;
  972. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  973. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  974. }
  975. sd->state.autocast = 0;
  976. }
  977. if( sd->autoscript3[0].script )
  978. {
  979. for( i = 0; i < ARRAYLENGTH(sd->autoscript3) && sd->autoscript3[i].script; i++ )
  980. {
  981. if( sd->autoscript3[i].flag != skillid )
  982. continue;
  983. if( sd->autoscript3[i].target && bl == NULL )
  984. continue;
  985. if( rand()%1000 > sd->autoscript3[i].rate )
  986. continue;
  987. sd->state.autocast = 1;
  988. run_script(sd->autoscript3[i].script,0,sd->bl.id,0);
  989. sd->state.autocast = 0;
  990. }
  991. }
  992. sd->state.skillonskill = 0;
  993. return 1;
  994. }
  995. /* Splitted off from skill_additional_effect, which is never called when the
  996. * attack skill kills the enemy. Place in this function counter status effects
  997. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  998. * from cards) that will take effect on the source, not the target. [Skotlex]
  999. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1000. * type of skills, so not every instance of skill_additional_effect needs a call
  1001. * to this one.
  1002. */
  1003. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1004. {
  1005. int rate;
  1006. struct map_session_data *sd=NULL;
  1007. struct map_session_data *dstsd=NULL;
  1008. struct status_change *tsc;
  1009. nullpo_retr(0, src);
  1010. nullpo_retr(0, bl);
  1011. if(skillid < 0) return 0;
  1012. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1013. tsc = status_get_sc(bl);
  1014. if (tsc && !tsc->count)
  1015. tsc = NULL;
  1016. sd = BL_CAST(BL_PC, src);
  1017. dstsd = BL_CAST(BL_PC, bl);
  1018. if(dstsd && attack_type&BF_WEAPON)
  1019. { //Counter effects.
  1020. enum sc_type type;
  1021. int i, time;
  1022. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1023. {
  1024. rate = dstsd->addeff2[i].rate;
  1025. if (attack_type&BF_LONG)
  1026. rate+=dstsd->addeff2[i].arrow_rate;
  1027. if (!rate) continue;
  1028. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1029. { //Trigger has range consideration.
  1030. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1031. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1032. continue; //Range Failed.
  1033. }
  1034. type = dstsd->addeff2[i].id;
  1035. time = skill_get_time2(status_sc2skill(type),7);
  1036. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1037. status_change_start(src,type,rate,7,0,0,0,time,0);
  1038. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1039. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1040. }
  1041. }
  1042. switch(skillid){
  1043. case 0: //Normal Attack
  1044. if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == -1)
  1045. tsc->data[SC_KAAHI]->val4 = add_timer(
  1046. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1),
  1047. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  1048. break;
  1049. case MO_EXTREMITYFIST:
  1050. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1051. break;
  1052. case GS_FULLBUSTER:
  1053. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1054. break;
  1055. case HFLI_SBR44: //[orn]
  1056. case HVAN_EXPLOSION:
  1057. if(src->type == BL_HOM){
  1058. TBL_HOM *hd = (TBL_HOM*)src;
  1059. hd->homunculus.intimacy = 200;
  1060. if (hd->master)
  1061. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  1062. }
  1063. break;
  1064. case CR_GRANDCROSS:
  1065. case NPC_GRANDDARKNESS:
  1066. attack_type |= BF_WEAPON;
  1067. break;
  1068. }
  1069. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1070. rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  1071. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  1072. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1073. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1074. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1075. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1076. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1077. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1078. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1079. }
  1080. if( sd && status_isdead(bl) && attack_type&BF_WEAPON )
  1081. {
  1082. int sp = 0, hp = 0;
  1083. sp += sd->sp_gain_value;
  1084. sp += sd->sp_gain_race[status_get_race(bl)];
  1085. sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
  1086. hp += sd->hp_gain_value;
  1087. if( hp || sp )
  1088. status_heal(src, hp, sp, battle_config.show_hp_sp_gain?2:0);
  1089. }
  1090. // Trigger counter-spells to retaliate against damage causing skills.
  1091. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1092. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1093. {
  1094. struct block_list *tbl;
  1095. struct unit_data *ud;
  1096. int i, skillid, skilllv, rate;
  1097. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1098. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1099. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1100. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1101. continue; // one or more trigger conditions were not fulfilled
  1102. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1103. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1104. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1105. rate = dstsd->autospell2[i].rate;
  1106. if (attack_type&BF_LONG)
  1107. rate>>=1;
  1108. if (skillnotok(skillid, dstsd))
  1109. continue;
  1110. if (rand()%1000 > rate)
  1111. continue;
  1112. if (dstsd->autospell2[i].id < 0)
  1113. tbl = bl;
  1114. else
  1115. tbl = src;
  1116. dstsd->state.autocast = 1;
  1117. skill_consume_requirement(dstsd,skillid,skilllv,1);
  1118. switch (skill_get_casttype(skillid)) {
  1119. case CAST_GROUND:
  1120. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1121. break;
  1122. case CAST_NODAMAGE:
  1123. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1124. break;
  1125. case CAST_DAMAGE:
  1126. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1127. break;
  1128. }
  1129. dstsd->state.autocast = 0;
  1130. //Set canact delay. [Skotlex]
  1131. ud = unit_bl2ud(bl);
  1132. if (ud) {
  1133. rate = skill_delayfix(bl, skillid, skilllv);
  1134. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1135. ud->canact_tick = tick+rate;
  1136. if ( battle_config.display_status_timers && dstsd )
  1137. clif_status_change(bl, SI_ACTIONDELAY, 1, rate);
  1138. }
  1139. }
  1140. }
  1141. }
  1142. //Auto-script when attacked
  1143. if( dstsd && !status_isdead(bl) && dstsd->autoscript2[0].script && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) )
  1144. {
  1145. int i;
  1146. for( i = 0; i < ARRAYLENGTH(dstsd->autoscript2) && dstsd->autoscript2[i].script; i++ )
  1147. {
  1148. if(!(dstsd->autoscript2[i].flag&attack_type&BF_WEAPONMASK &&
  1149. dstsd->autoscript2[i].flag&attack_type&BF_RANGEMASK &&
  1150. dstsd->autoscript2[i].flag&attack_type&BF_SKILLMASK))
  1151. continue; // one or more trigger conditions were not fulfilled
  1152. if( rand()%1000 > dstsd->autoscript2[i].rate )
  1153. continue;
  1154. dstsd->state.autocast = 1;
  1155. run_script(dstsd->autoscript2[i].script,0,dstsd->autoscript2[i].target?src->id:bl->id,0);
  1156. dstsd->state.autocast = 0;
  1157. }
  1158. }
  1159. return 0;
  1160. }
  1161. /*=========================================================================
  1162. Breaks equipment. On-non players causes the corresponding strip effect.
  1163. - rate goes from 0 to 10000 (100.00%)
  1164. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1165. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1166. --------------------------------------------------------------------------*/
  1167. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1168. {
  1169. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1170. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1171. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1172. struct status_change *sc = status_get_sc(bl);
  1173. int i,j;
  1174. TBL_PC *sd;
  1175. sd = BL_CAST(BL_PC, bl);
  1176. if (sc && !sc->count)
  1177. sc = NULL;
  1178. if (sd) {
  1179. if (sd->unbreakable_equip)
  1180. where &= ~sd->unbreakable_equip;
  1181. if (sd->unbreakable)
  1182. rate -= rate*sd->unbreakable/100;
  1183. if (where&EQP_WEAPON) {
  1184. switch (sd->status.weapon) {
  1185. case W_FIST: //Bare fists should not break :P
  1186. case W_1HAXE:
  1187. case W_2HAXE:
  1188. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1189. case W_2HMACE:
  1190. case W_STAFF:
  1191. case W_2HSTAFF:
  1192. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1193. case W_HUUMA:
  1194. where &= ~EQP_WEAPON;
  1195. }
  1196. }
  1197. }
  1198. if (flag&BCT_ENEMY) {
  1199. if (battle_config.equip_skill_break_rate != 100)
  1200. rate = rate*battle_config.equip_skill_break_rate/100;
  1201. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1202. if (battle_config.equip_self_break_rate != 100)
  1203. rate = rate*battle_config.equip_self_break_rate/100;
  1204. }
  1205. for (i = 0; i < 4; i++) {
  1206. if (where&where_list[i]) {
  1207. if (sc && sc->count && sc->data[scdef[i]])
  1208. where&=~where_list[i];
  1209. else if (rand()%10000 >= rate)
  1210. where&=~where_list[i];
  1211. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1212. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1213. }
  1214. }
  1215. if (!where) //Nothing to break.
  1216. return 0;
  1217. if (sd) {
  1218. for (i = 0; i < EQI_MAX; i++) {
  1219. j = sd->equip_index[i];
  1220. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1221. continue;
  1222. flag = 0;
  1223. switch(i) {
  1224. case EQI_HEAD_TOP: //Upper Head
  1225. flag = (where&EQP_HELM);
  1226. break;
  1227. case EQI_ARMOR: //Body
  1228. flag = (where&EQP_ARMOR);
  1229. break;
  1230. case EQI_HAND_R: //Left/Right hands
  1231. case EQI_HAND_L:
  1232. flag = (
  1233. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1234. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1235. break;
  1236. case EQI_SHOES:
  1237. flag = (where&EQP_SHOES);
  1238. break;
  1239. case EQI_GARMENT:
  1240. flag = (where&EQP_GARMENT);
  1241. break;
  1242. default:
  1243. continue;
  1244. }
  1245. if (flag) {
  1246. sd->status.inventory[j].attribute = 1;
  1247. pc_unequipitem(sd, j, 3);
  1248. }
  1249. }
  1250. clif_equiplist(sd);
  1251. }
  1252. return where; //Return list of pieces broken.
  1253. }
  1254. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1255. {
  1256. struct status_change *sc;
  1257. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1258. const enum sc_type sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1259. const enum sc_type sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1260. int i;
  1261. if (rand()%100 >= rate)
  1262. return 0;
  1263. sc = status_get_sc(bl);
  1264. if (!sc)
  1265. return 0;
  1266. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1267. if (where&pos[i] && sc->data[sc_def[i]])
  1268. where&=~pos[i];
  1269. }
  1270. if (!where) return 0;
  1271. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1272. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1273. where&=~pos[i];
  1274. }
  1275. return where?1:0;
  1276. }
  1277. /*=========================================================================
  1278. Used to knock back players, monsters, traps, etc
  1279. - 'count' is the number of squares to knock back
  1280. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1281. - if 'flag&0x1', position update packets must not be sent.
  1282. -------------------------------------------------------------------------*/
  1283. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1284. {
  1285. int dx = 0, dy = 0, nx, ny;
  1286. int ret;
  1287. struct skill_unit* su = NULL;
  1288. nullpo_retr(0, src);
  1289. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1290. return 0; //No knocking back in WoE
  1291. if (count == 0)
  1292. return 0; //Actual knockback distance is 0.
  1293. switch (target->type)
  1294. {
  1295. case BL_MOB:
  1296. {
  1297. struct mob_data* md = BL_CAST(BL_MOB, target);
  1298. if( md->class_ == MOBID_EMPERIUM )
  1299. return 0;
  1300. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1301. return 0;
  1302. }
  1303. break;
  1304. case BL_PC:
  1305. {
  1306. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1307. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id )
  1308. return 0; // Basilica caster can't be knocked-back
  1309. if( src != target && sd->special_state.no_knockback )
  1310. return 0;
  1311. }
  1312. break;
  1313. case BL_SKILL:
  1314. su = (struct skill_unit *)target;
  1315. if( su->group->unit_id == UNT_ANKLESNARE )
  1316. return 0; // ankle snare cannot be knocked back
  1317. break;
  1318. }
  1319. if (direction == -1) // <optimized>: do the computation here instead of outside
  1320. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1321. if (direction >= 0 && direction < 8)
  1322. { // take the reversed 'direction' and reverse it
  1323. dx = -dirx[direction];
  1324. dy = -diry[direction];
  1325. }
  1326. ret=path_blownpos(target->m,target->x,target->y,dx,dy,count);
  1327. nx = ret>>16;
  1328. ny = ret&0xffff;
  1329. if (!su)
  1330. unit_stop_walking(target,0);
  1331. dx = nx - target->x;
  1332. dy = ny - target->y;
  1333. if (!dx && !dy) //Could not knockback.
  1334. return 0;
  1335. map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1336. if(su)
  1337. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1338. else
  1339. map_moveblock(target, nx, ny, gettick());
  1340. map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1341. if(!(flag&0x1))
  1342. clif_blown(target);
  1343. if(target->type == BL_PC && map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
  1344. npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC
  1345. return count; //Return amount of knocked back cells.
  1346. }
  1347. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1348. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1349. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1350. {
  1351. struct status_change *sc = status_get_sc(bl);
  1352. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1353. // item-based reflection
  1354. if( sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return )
  1355. return 1;
  1356. if( is_boss(src) )
  1357. return 0;
  1358. // status-based reflection
  1359. if( !sc || sc->count == 0 )
  1360. return 0;
  1361. if( sc->data[SC_MAGICMIRROR] && rand()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1362. return 1;
  1363. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1364. {// Kaite only works against non-players if they are low-level.
  1365. clif_specialeffect(bl, 438, AREA);
  1366. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1367. status_change_end(bl, SC_KAITE, -1);
  1368. return 2;
  1369. }
  1370. return 0;
  1371. }
  1372. /*
  1373. * =========================================================================
  1374. * Does a skill attack with the given properties.
  1375. * src is the master behind the attack (player/mob/pet)
  1376. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1377. * bl is the target to be attacked.
  1378. * flag can hold a bunch of information:
  1379. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1380. * (usually holds number of targets, or just 1 for simple splash attacks)
  1381. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1382. * packet shouldn't display a skill animation)
  1383. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1384. * client (causes player characters to not scream skill name)
  1385. *-------------------------------------------------------------------------*/
  1386. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1387. {
  1388. struct Damage dmg;
  1389. struct status_data *sstatus, *tstatus;
  1390. struct status_change *sc;
  1391. struct map_session_data *sd, *tsd;
  1392. int type,damage,rdamage=0;
  1393. if(skillid > 0 && skilllv <= 0) return 0;
  1394. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1395. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1396. nullpo_retr(0, bl); //Target to be attacked.
  1397. if (src != dsrc) {
  1398. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1399. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1400. return 0;
  1401. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1402. //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]
  1403. if (!status_check_skilluse(src, bl, skillid, 2))
  1404. return 0;
  1405. }
  1406. sd = BL_CAST(BL_PC, src);
  1407. tsd = BL_CAST(BL_PC, bl);
  1408. sstatus = status_get_status_data(src);
  1409. tstatus = status_get_status_data(bl);
  1410. sc= status_get_sc(bl);
  1411. if (sc && !sc->count) sc = NULL; //Don't need it.
  1412. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1413. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1414. return 0;
  1415. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1416. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1417. return 0;
  1418. dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1419. //Skotlex: Adjusted to the new system
  1420. if(src->type==BL_PET)
  1421. { // [Valaris]
  1422. struct pet_data *pd = (TBL_PET*)src;
  1423. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1424. {
  1425. int element = skill_get_ele(skillid, skilllv);
  1426. if (skillid == -1)
  1427. element = sstatus->rhw.ele;
  1428. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1429. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1430. else
  1431. dmg.damage= skilllv;
  1432. dmg.damage2=0;
  1433. dmg.div_= pd->a_skill->div_;
  1434. }
  1435. }
  1436. if( dmg.flag&BF_MAGIC && ( skillid != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  1437. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  1438. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  1439. { //Magic reflection, switch caster/target
  1440. struct block_list *tbl = bl;
  1441. bl = src;
  1442. src = tbl;
  1443. sd = BL_CAST(BL_PC, src);
  1444. tsd = BL_CAST(BL_PC, bl);
  1445. sc = status_get_sc(bl);
  1446. if (sc && !sc->count)
  1447. sc = NULL; //Don't need it.
  1448. //Spirit of Wizard blocks Kaite's reflection
  1449. if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  1450. { //It should only consume once per skill casted. Val3 is the skill id and val4 is the ID of the damage src.
  1451. //This should account for ground spells (and single target spells will be completed on castend_id) [Skotlex]
  1452. if (tsd && !(sc->data[SC_SPIRIT]->val3 == skillid && sc->data[SC_SPIRIT]->val4 == dsrc->id) )
  1453. { //Check if you have stone to consume.
  1454. type = pc_search_inventory (tsd, 7321);
  1455. if (type >= 0)
  1456. pc_delitem(tsd, type, 1, 0);
  1457. } else
  1458. type = 0;
  1459. if (type >= 0) {
  1460. dmg.damage = dmg.damage2 = 0;
  1461. dmg.dmg_lv = ATK_MISS;
  1462. sc->data[SC_SPIRIT]->val3 = skillid;
  1463. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1464. }
  1465. }
  1466. }
  1467. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1468. int sp = skill_get_sp(skillid,skilllv);
  1469. dmg.damage = dmg.damage2 = 0;
  1470. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  1471. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  1472. if(skillid == WZ_WATERBALL && skilllv > 1)
  1473. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1474. status_heal(bl, 0, sp, 2);
  1475. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD]->val1,1);
  1476. }
  1477. }
  1478. damage = dmg.damage + dmg.damage2;
  1479. if( (skillid == AL_INCAGI || skillid == AL_BLESSING || skillid == CASH_BLESSING || skillid == CASH_INCAGI) && tsd->sc.data[SC_CHANGEUNDEAD] )
  1480. damage = 1;
  1481. if( damage > 0 && dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) )
  1482. && skillid != WS_CARTTERMINATION )
  1483. rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
  1484. //Skill hit type
  1485. type=(skillid==0)?5:skill_get_hit(skillid);
  1486. if(damage < dmg.div_
  1487. //Only skills that knockback even when they miss. [Skotlex]
  1488. && skillid != CH_PALMSTRIKE)
  1489. dmg.blewcount = 0;
  1490. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1491. if(battle_config.gx_disptype) dsrc = src;
  1492. if(src == bl) type = 4;
  1493. else flag|=SD_ANIMATION;
  1494. }
  1495. if(skillid == NJ_TATAMIGAESHI) {
  1496. dsrc = src; //For correct knockback.
  1497. flag|=SD_ANIMATION;
  1498. }
  1499. if(sd) {
  1500. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1501. if (sd->sc.data[SC_COMBO])
  1502. { //End combo state after skill is invoked. [Skotlex]
  1503. switch (skillid) {
  1504. case TK_TURNKICK:
  1505. case TK_STORMKICK:
  1506. case TK_DOWNKICK:
  1507. case TK_COUNTER:
  1508. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1509. { //Extend combo time.
  1510. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1511. sd->skilllv_old = skilllv;
  1512. sd->sc.data[SC_COMBO]->val1 = skillid; //Update combo-skill
  1513. delete_timer(sd->sc.data[SC_COMBO]->timer, status_change_timer);
  1514. sd->sc.data[SC_COMBO]->timer = add_timer(
  1515. tick+sd->sc.data[SC_COMBO]->val4,
  1516. status_change_timer, src->id, SC_COMBO);
  1517. break;
  1518. }
  1519. unit_cancel_combo(src); // Cancel combo wait
  1520. break;
  1521. default:
  1522. status_change_end(src,SC_COMBO,-1);
  1523. }
  1524. }
  1525. switch(skillid)
  1526. {
  1527. case MO_TRIPLEATTACK:
  1528. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1529. flag=1;
  1530. break;
  1531. case MO_CHAINCOMBO:
  1532. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1533. flag=1;
  1534. break;
  1535. case MO_COMBOFINISH:
  1536. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1537. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1538. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1539. flag=1;
  1540. case CH_TIGERFIST:
  1541. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1542. flag=1;
  1543. case CH_CHAINCRUSH:
  1544. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  1545. flag=1;
  1546. break;
  1547. case AC_DOUBLE:
  1548. if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  1549. {
  1550. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1551. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1552. clif_combo_delay(src,2000);
  1553. }
  1554. break;
  1555. case TK_COUNTER:
  1556. { //bonus from SG_FRIEND [Komurka]
  1557. int level;
  1558. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1559. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1560. }
  1561. break;
  1562. case SL_STIN:
  1563. case SL_STUN:
  1564. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  1565. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1566. break;
  1567. case GS_FULLBUSTER:
  1568. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1569. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1570. break;
  1571. } //Switch End
  1572. if (flag) { //Possible to chain
  1573. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1574. if (flag < 0) flag = 0;
  1575. flag += 300 * battle_config.combo_delay_rate/100;
  1576. sc_start(src,SC_COMBO,100,skillid,flag);
  1577. clif_combo_delay(src, flag);
  1578. }
  1579. }
  1580. //Display damage.
  1581. switch( skillid )
  1582. {
  1583. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1584. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1585. break;
  1586. //Skills that need be passed as a normal attack for the client to display correctly.
  1587. case HVAN_EXPLOSION:
  1588. case NPC_SELFDESTRUCTION:
  1589. if(src->type==BL_PC)
  1590. dmg.blewcount = 10;
  1591. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1592. // fall through
  1593. case KN_AUTOCOUNTER:
  1594. case NPC_CRITICALSLASH:
  1595. case TF_DOUBLE:
  1596. case GS_CHAINACTION:
  1597. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1598. break;
  1599. case AS_SPLASHER:
  1600. if( flag&SD_ANIMATION ) // the surrounding targets
  1601. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  1602. else // the central target doesn't display an animation
  1603. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  1604. break;
  1605. default:
  1606. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  1607. type = 5;
  1608. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  1609. break;
  1610. }
  1611. map_freeblock_lock();
  1612. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1613. && pc_checkskill(tsd,RG_PLAGIARISM)
  1614. && (!sc || !sc->data[SC_PRESERVE])
  1615. && damage < tsd->status.hp)
  1616. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1617. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1618. can_copy(tsd,skillid,bl)) // Split all the check into their own function [Aru]
  1619. {
  1620. int lv = skilllv;
  1621. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1622. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1623. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1624. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1625. }
  1626. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  1627. lv = type;
  1628. tsd->cloneskill_id = skillid;
  1629. tsd->status.skill[skillid].id = skillid;
  1630. tsd->status.skill[skillid].lv = lv;
  1631. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1632. pc_setglobalreg(tsd, "CLONE_SKILL", skillid);
  1633. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  1634. clif_skillinfoblock(tsd);
  1635. }
  1636. }
  1637. if( skillid != WZ_SIGHTRASHER &&
  1638. skillid != WZ_SIGHTBLASTER &&
  1639. skillid != AC_SHOWER && skillid != MA_SHOWER &&
  1640. skillid != SM_MAGNUM && skillid != MS_MAGNUM &&
  1641. bl->type == BL_SKILL && damage > 0 )
  1642. {
  1643. struct skill_unit* su = (struct skill_unit*)bl;
  1644. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1645. damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin]
  1646. }
  1647. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  1648. { //Skills with can't walk delay also stop normal attacking for that
  1649. //duration when the attack connects. [Skotlex]
  1650. struct unit_data *ud = unit_bl2ud(src);
  1651. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  1652. ud->attackabletime = tick + type;
  1653. }
  1654. if( !dmg.amotion )
  1655. { //Instant damage
  1656. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1657. if( !status_isdead(bl) )
  1658. skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
  1659. if( damage > 0 ) //Counter status effects [Skotlex]
  1660. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,dmg.flag,tick);
  1661. }
  1662. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1663. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  1664. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl))
  1665. {
  1666. int direction = -1; // default
  1667. switch(skillid)
  1668. {
  1669. case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
  1670. case WZ_STORMGUST: direction = rand()%8; break; // randomly
  1671. case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
  1672. }
  1673. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  1674. }
  1675. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1676. if (dmg.amotion)
  1677. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1678. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1679. int rate = 50 + skilllv * 5;
  1680. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1681. if(rand()%100 < rate)
  1682. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1683. }
  1684. if(skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS)
  1685. dmg.flag |= BF_WEAPON;
  1686. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1687. if (battle_config.left_cardfix_to_right)
  1688. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1689. else
  1690. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1691. }
  1692. if( rdamage > 0 )
  1693. {
  1694. if( dmg.amotion )
  1695. battle_delay_damage(tick, dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1696. else
  1697. status_fix_damage(bl,src,rdamage,0);
  1698. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1699. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1700. if( tsd && src != bl )
  1701. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  1702. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  1703. }
  1704. if (!(flag&2) &&
  1705. (
  1706. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1707. ) &&
  1708. (sc = status_get_sc(src)) &&
  1709. sc->data[SC_DOUBLECAST] &&
  1710. rand() % 100 < sc->data[SC_DOUBLECAST]->val2)
  1711. {
  1712. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1713. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1714. }
  1715. map_freeblock_unlock();
  1716. return damage;
  1717. }
  1718. /*==========================================
  1719. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1720. * flagについて?F16?i?を確認
  1721. * MSB <- 00fTffff ->LSB
  1722. * T =タ?ゲット選?用(BCT_*)
  1723. * ffff=自由に使用可能
  1724. * 0 =予約?B0に固定
  1725. *------------------------------------------*/
  1726. static int skill_area_temp[8];
  1727. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  1728. int skill_area_sub (struct block_list *bl, va_list ap)
  1729. {
  1730. struct block_list *src;
  1731. int skill_id,skill_lv,flag;
  1732. unsigned int tick;
  1733. SkillFunc func;
  1734. nullpo_retr(0, bl);
  1735. src=va_arg(ap,struct block_list *);
  1736. skill_id=va_arg(ap,int);
  1737. skill_lv=va_arg(ap,int);
  1738. tick=va_arg(ap,unsigned int);
  1739. flag=va_arg(ap,int);
  1740. func=va_arg(ap,SkillFunc);
  1741. if(battle_check_target(src,bl,flag) > 0)
  1742. {
  1743. // several splash skills need this initial dummy packet to display correctly
  1744. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  1745. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  1746. if (flag&(SD_SPLASH|SD_PREAMBLE))
  1747. skill_area_temp[2]++;
  1748. return func(src,bl,skill_id,skill_lv,tick,flag);
  1749. }
  1750. return 0;
  1751. }
  1752. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  1753. {
  1754. struct skill_unit *unit;
  1755. int skillid,g_skillid;
  1756. unit = (struct skill_unit *)bl;
  1757. if(bl->prev == NULL || bl->type != BL_SKILL)
  1758. return 0;
  1759. if(!unit->alive)
  1760. return 0;
  1761. skillid = va_arg(ap,int);
  1762. g_skillid = unit->group->skill_id;
  1763. switch (skillid)
  1764. {
  1765. case MG_SAFETYWALL:
  1766. case AL_PNEUMA:
  1767. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1768. return 0;
  1769. break;
  1770. case AL_WARP:
  1771. case HT_SKIDTRAP:
  1772. case MA_SKIDTRAP:
  1773. case HT_LANDMINE:
  1774. case MA_LANDMINE:
  1775. case HT_ANKLESNARE:
  1776. case HT_SHOCKWAVE:
  1777. case HT_SANDMAN:
  1778. case MA_SANDMAN:
  1779. case HT_FLASHER:
  1780. case HT_FREEZINGTRAP:
  1781. case MA_FREEZINGTRAP:
  1782. case HT_BLASTMINE:
  1783. case HT_CLAYMORETRAP:
  1784. case HT_TALKIEBOX:
  1785. case HP_BASILICA:
  1786. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1787. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1788. return 0;
  1789. break;
  1790. default: //Avoid stacking with same kind of trap. [Skotlex]
  1791. if (g_skillid != skillid)
  1792. return 0;
  1793. break;
  1794. }
  1795. return 1;
  1796. }
  1797. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1798. {
  1799. //Non players do not check for the skill's splash-trigger area.
  1800. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  1801. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1802. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1803. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1804. return 0;
  1805. }
  1806. range += layout_type;
  1807. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  1808. }
  1809. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  1810. {
  1811. int skillid;
  1812. if(bl->prev == NULL)
  1813. return 0;
  1814. skillid = va_arg(ap,int);
  1815. if( status_isdead(bl) && skillid != AL_WARP )
  1816. return 0;
  1817. if( skillid == HP_BASILICA && bl->type == BL_PC )
  1818. return 0;
  1819. if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  1820. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  1821. return 1;
  1822. }
  1823. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1824. {
  1825. int range, type;
  1826. switch (skillid) { // to be expanded later
  1827. case WZ_ICEWALL:
  1828. range = 2;
  1829. break;
  1830. default:
  1831. {
  1832. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1833. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1834. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1835. return 0;
  1836. }
  1837. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  1838. }
  1839. break;
  1840. }
  1841. // if the caster is a monster/NPC, only check for players
  1842. // otherwise just check characters
  1843. if (bl->type == BL_PC)
  1844. type = BL_CHAR;
  1845. else
  1846. type = BL_PC;
  1847. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  1848. x - range, y - range, x + range, y + range,
  1849. type, skillid);
  1850. }
  1851. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  1852. {
  1853. struct map_session_data *sd;
  1854. int gid, id, strvit, agidex;
  1855. sd = (struct map_session_data *)bl;
  1856. id = va_arg(ap,int);
  1857. gid = va_arg(ap,int);
  1858. if (sd->status.guild_id != gid)
  1859. return 0;
  1860. if(id == sd->bl.id && battle_config.guild_aura&16)
  1861. return 0;
  1862. strvit = va_arg(ap,int);
  1863. agidex = va_arg(ap,int);
  1864. if (sd->sc.data[SC_GUILDAURA]) {
  1865. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  1866. if (sce->val3 != strvit || sce->val4 != agidex) {
  1867. sce->val3 = strvit;
  1868. sce->val4 = agidex;
  1869. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  1870. }
  1871. return 0;
  1872. }
  1873. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  1874. return 1;
  1875. }
  1876. /*==========================================
  1877. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  1878. * Flag:
  1879. * &1: finished casting the skill (invoke hp/sp/item consumption)
  1880. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  1881. *------------------------------------------*/
  1882. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  1883. {
  1884. struct status_data *status;
  1885. struct map_session_data *sd = NULL;
  1886. int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
  1887. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  1888. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  1889. return 0;
  1890. nullpo_retr(0,bl);
  1891. switch( bl->type )
  1892. {
  1893. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  1894. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  1895. }
  1896. status = status_get_status_data(bl);
  1897. if( (j = skill_get_index(skill)) == 0 )
  1898. return 0;
  1899. // Requeriments
  1900. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1901. {
  1902. itemid[i] = skill_db[j].itemid[i];
  1903. amount[i] = skill_db[j].amount[i];
  1904. }
  1905. hp = skill_db[j].hp[lv-1];
  1906. sp = skill_db[j].sp[lv-1];
  1907. hp_rate = skill_db[j].hp_rate[lv-1];
  1908. sp_rate = skill_db[j].sp_rate[lv-1];
  1909. state = skill_db[j].state;
  1910. if( (mhp = skill_db[j].mhp[lv-1]) > 0 )
  1911. hp += (status->max_hp * mhp) / 100;
  1912. if( hp_rate > 0 )
  1913. hp += (status->hp * hp_rate) / 100;
  1914. else
  1915. hp += (status->max_hp * (-hp_rate)) / 100;
  1916. if( sp_rate > 0 )
  1917. sp += (status->sp * sp_rate) / 100;
  1918. else
  1919. sp += (status->max_sp * (-sp_rate)) / 100;
  1920. if( bl->type == BL_HOM )
  1921. { // Intimacy Requeriments
  1922. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  1923. switch( skill )
  1924. {
  1925. case HFLI_SBR44:
  1926. if( hd->homunculus.intimacy <= 200 )
  1927. return 0;
  1928. break;
  1929. case HVAN_EXPLOSION:
  1930. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  1931. return 0;
  1932. break;
  1933. }
  1934. }
  1935. if( !(type&2) )
  1936. {
  1937. if( hp > 0 && status->hp <= (unsigned int)hp )
  1938. {
  1939. clif_skill_fail(sd, skill, 2, 0);
  1940. return 0;
  1941. }
  1942. if( sp > 0 && status->sp <= (unsigned int)sp )
  1943. {
  1944. clif_skill_fail(sd, skill, 1, 0);
  1945. return 0;
  1946. }
  1947. }
  1948. if( !type )
  1949. switch( state )
  1950. {
  1951. case ST_MOVE_ENABLE:
  1952. if( !unit_can_move(bl) )
  1953. {
  1954. clif_skill_fail(sd, skill, 0, 0);
  1955. return 0;
  1956. }
  1957. break;
  1958. }
  1959. if( !(type&1) )
  1960. return 1;
  1961. // Check item existences
  1962. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1963. {
  1964. index[i] = -1;
  1965. if( itemid[i] < 1 ) continue; // No item
  1966. index[i] = pc_search_inventory(sd, itemid[i]);
  1967. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  1968. {
  1969. clif_skill_fail(sd, skill, 0, 0);
  1970. return 0;
  1971. }
  1972. }
  1973. // Consume items
  1974. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1975. {
  1976. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0);
  1977. }
  1978. if( type&2 )
  1979. return 1;
  1980. if( sp || hp )
  1981. status_zap(bl, hp, sp);
  1982. return 1;
  1983. }
  1984. /*==========================================
  1985. *
  1986. *------------------------------------------*/
  1987. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  1988. {
  1989. return 1;
  1990. }
  1991. /*==========================================
  1992. *
  1993. *------------------------------------------*/
  1994. static int skill_timerskill(int tid, unsigned int tick, int id, intptr data)
  1995. {
  1996. struct block_list *src = map_id2bl(id),*target;
  1997. struct unit_data *ud = unit_bl2ud(src);
  1998. struct skill_timerskill *skl = NULL;
  1999. int range;
  2000. nullpo_retr(0, src);
  2001. nullpo_retr(0, ud);
  2002. skl = ud->skilltimerskill[data];
  2003. nullpo_retr(0, skl);
  2004. ud->skilltimerskill[data] = NULL;
  2005. do {
  2006. if(src->prev == NULL)
  2007. break;
  2008. if(skl->target_id) {
  2009. target = map_id2bl(skl->target_id);
  2010. if(!target && skl->skill_id == RG_INTIMIDATE)
  2011. target = src; //Required since it has to warp.
  2012. if(target == NULL)
  2013. break;
  2014. if(target->prev == NULL)
  2015. break;
  2016. if(src->m != target->m)
  2017. break;
  2018. if(status_isdead(src))
  2019. break;
  2020. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2021. break;
  2022. switch(skl->skill_id) {
  2023. case RG_INTIMIDATE:
  2024. if (unit_warp(src,-1,-1,-1,3) == 0) {
  2025. short x,y;
  2026. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2027. if (target != src && !status_isdead(target))
  2028. unit_warp(target, -1, x, y, 3);
  2029. }
  2030. break;
  2031. case BA_FROSTJOKER:
  2032. case DC_SCREAM:
  2033. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2034. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2035. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2036. break;
  2037. case NPC_EARTHQUAKE:
  2038. 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);
  2039. skill_area_temp[1] = src->id;
  2040. skill_area_temp[2] = 0;
  2041. 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);
  2042. if( skl->type > 1 )
  2043. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2044. break;
  2045. case WZ_WATERBALL:
  2046. if (!status_isdead(target))
  2047. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2048. if (skl->type>1 && !status_isdead(target)) {
  2049. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2050. } else {
  2051. struct status_change *sc = status_get_sc(src);
  2052. if(sc) {
  2053. if(sc->data[SC_MAGICPOWER])
  2054. status_change_end(src,SC_MAGICPOWER,-1);
  2055. if(sc->data[SC_SPIRIT] &&
  2056. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2057. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  2058. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2059. }
  2060. }
  2061. break;
  2062. default:
  2063. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2064. break;
  2065. }
  2066. }
  2067. else {
  2068. if(src->m != skl->map)
  2069. break;
  2070. switch( skl->skill_id )
  2071. {
  2072. case WZ_METEOR:
  2073. if( skl->type >= 0 )
  2074. {
  2075. int x = skl->type>>16, y = skl->type&0xFFFF;
  2076. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  2077. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  2078. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2079. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2080. }
  2081. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2082. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2083. break;
  2084. }
  2085. }
  2086. } while (0);
  2087. //Free skl now that it is no longer needed.
  2088. ers_free(skill_timer_ers, skl);
  2089. return 0;
  2090. }
  2091. /*==========================================
  2092. *
  2093. *------------------------------------------*/
  2094. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
  2095. {
  2096. int i;
  2097. struct unit_data *ud;
  2098. nullpo_retr(1, src);
  2099. ud = unit_bl2ud(src);
  2100. nullpo_retr(1, ud);
  2101. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  2102. if( i == MAX_SKILLTIMERSKILL ) return 1;
  2103. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2104. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2105. ud->skilltimerskill[i]->src_id = src->id;
  2106. ud->skilltimerskill[i]->target_id = target;
  2107. ud->skilltimerskill[i]->skill_id = skill_id;
  2108. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2109. ud->skilltimerskill[i]->map = src->m;
  2110. ud->skilltimerskill[i]->x = x;
  2111. ud->skilltimerskill[i]->y = y;
  2112. ud->skilltimerskill[i]->type = type;
  2113. ud->skilltimerskill[i]->flag = flag;
  2114. return 0;
  2115. }
  2116. /*==========================================
  2117. *
  2118. *------------------------------------------*/
  2119. int skill_cleartimerskill (struct block_list *src)
  2120. {
  2121. int i;
  2122. struct unit_data *ud;
  2123. nullpo_retr(0, src);
  2124. ud = unit_bl2ud(src);
  2125. nullpo_retr(0, ud);
  2126. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2127. if(ud->skilltimerskill[i]) {
  2128. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2129. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2130. ud->skilltimerskill[i]=NULL;
  2131. }
  2132. }
  2133. return 1;
  2134. }
  2135. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2136. {
  2137. TBL_SKILL *su = (TBL_SKILL*)bl;
  2138. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2139. { //Reveal trap.
  2140. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2141. //clif_changetraplook(bl, su->group->unit_id);
  2142. clif_skill_setunit(su);
  2143. return 1;
  2144. }
  2145. return 0;
  2146. }
  2147. /*==========================================
  2148. *
  2149. *
  2150. *------------------------------------------*/
  2151. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2152. {
  2153. struct map_session_data *sd = NULL, *tsd = NULL;
  2154. struct status_data *tstatus;
  2155. struct status_change *sc;
  2156. if (skillid > 0 && skilllv <= 0) return 0;
  2157. nullpo_retr(1, src);
  2158. nullpo_retr(1, bl);
  2159. if (src->m != bl->m)
  2160. return 1;
  2161. if (bl->prev == NULL)
  2162. return 1;
  2163. sd = BL_CAST(BL_PC, src);
  2164. tsd = BL_CAST(BL_PC, bl);
  2165. if (status_isdead(bl))
  2166. return 1;
  2167. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  2168. { //GTB makes all targetted magic display miss with a single bolt.
  2169. sc_type sct = status_skill2sc(skillid);
  2170. if(sct != SC_NONE)
  2171. status_change_end(bl, sct, -1);
  2172. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  2173. return 1;
  2174. }
  2175. sc = status_get_sc(src);
  2176. if (sc && !sc->count)
  2177. sc = NULL; //Unneeded
  2178. tstatus = status_get_status_data(bl);
  2179. map_freeblock_lock();
  2180. switch(skillid)
  2181. {
  2182. case MER_CRASH:
  2183. case SM_BASH:
  2184. case MS_BASH:
  2185. case MC_MAMMONITE:
  2186. case TF_DOUBLE:
  2187. case AC_DOUBLE:
  2188. case MA_DOUBLE:
  2189. case AS_SONICBLOW:
  2190. case KN_PIERCE:
  2191. case ML_PIERCE:
  2192. case KN_SPEARBOOMERANG:
  2193. case TF_POISON:
  2194. case TF_SPRINKLESAND:
  2195. case AC_CHARGEARROW:
  2196. case MA_CHARGEARROW:
  2197. case RG_INTIMIDATE:
  2198. case AM_ACIDTERROR:
  2199. case BA_MUSICALSTRIKE:
  2200. case DC_THROWARROW:
  2201. case BA_DISSONANCE:
  2202. case CR_HOLYCROSS:
  2203. case NPC_DARKCROSS:
  2204. case CR_SHIELDCHARGE:
  2205. case CR_SHIELDBOOMERANG:
  2206. case NPC_PIERCINGATT:
  2207. case NPC_MENTALBREAKER:
  2208. case NPC_RANGEATTACK:
  2209. case NPC_CRITICALSLASH:
  2210. case NPC_COMBOATTACK:
  2211. case NPC_GUIDEDATTACK:
  2212. case NPC_POISON:
  2213. case NPC_RANDOMATTACK:
  2214. case NPC_WATERATTACK:
  2215. case NPC_GROUNDATTACK:
  2216. case NPC_FIREATTACK:
  2217. case NPC_WINDATTACK:
  2218. case NPC_POISONATTACK:
  2219. case NPC_HOLYATTACK:
  2220. case NPC_DARKNESSATTACK:
  2221. case NPC_TELEKINESISATTACK:
  2222. case NPC_UNDEADATTACK:
  2223. case NPC_ARMORBRAKE:
  2224. case NPC_WEAPONBRAKER:
  2225. case NPC_HELMBRAKE:
  2226. case NPC_SHIELDBRAKE:
  2227. case NPC_BLINDATTACK:
  2228. case NPC_SILENCEATTACK:
  2229. case NPC_STUNATTACK:
  2230. case NPC_PETRIFYATTACK:
  2231. case NPC_CURSEATTACK:
  2232. case NPC_SLEEPATTACK:
  2233. case LK_AURABLADE:
  2234. case LK_SPIRALPIERCE:
  2235. case ML_SPIRALPIERCE:
  2236. case LK_HEADCRUSH:
  2237. case CG_ARROWVULCAN:
  2238. case HW_MAGICCRASHER:
  2239. case ITM_TOMAHAWK:
  2240. case MO_TRIPLEATTACK:
  2241. case CH_CHAINCRUSH:
  2242. case CH_TIGERFIST:
  2243. case PA_SHIELDCHAIN: // Shield Chain
  2244. case PA_SACRIFICE:
  2245. case WS_CARTTERMINATION: // Cart Termination
  2246. case AS_VENOMKNIFE:
  2247. case HT_PHANTASMIC:
  2248. case HT_POWER:
  2249. case TK_DOWNKICK:
  2250. case TK_COUNTER:
  2251. case GS_CHAINACTION:
  2252. case GS_TRIPLEACTION:
  2253. case GS_MAGICALBULLET:
  2254. case GS_TRACKING:
  2255. case GS_PIERCINGSHOT:
  2256. case GS_RAPIDSHOWER:
  2257. case GS_DUST:
  2258. case GS_DISARM: // Added disarm. [Reddozen]
  2259. case GS_FULLBUSTER:
  2260. case NJ_SYURIKEN:
  2261. case NJ_KUNAI:
  2262. case ASC_BREAKER:
  2263. case HFLI_MOON: //[orn]
  2264. case HFLI_SBR44: //[orn]
  2265. case NPC_BLEEDING:
  2266. case NPC_CRITICALWOUND:
  2267. case NPC_HELLPOWER:
  2268. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2269. break;
  2270. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2271. switch( rand()%6 ){
  2272. case 0: flag |= BREAK_ANKLE; break;
  2273. case 1: flag |= BREAK_WRIST; break;
  2274. case 2: flag |= BREAK_KNEE; break;
  2275. case 3: flag |= BREAK_SHOULDER; break;
  2276. case 4: flag |= BREAK_WAIST; break;
  2277. case 5: flag |= BREAK_NECK; break;
  2278. }
  2279. //TODO: is there really no cleaner way to do this?
  2280. sc = status_get_sc(bl);
  2281. if (sc) sc->jb_flag = flag;
  2282. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2283. break;
  2284. case MO_COMBOFINISH:
  2285. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  2286. { //Becomes a splash attack when Soul Linked.
  2287. map_foreachinrange(skill_area_sub, bl,
  2288. skill_get_splash(skillid, skilllv),splash_target(src),
  2289. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2290. skill_castend_damage_id);
  2291. } else
  2292. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2293. break;
  2294. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2295. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2296. skill_area_temp[1] = 0;
  2297. map_foreachinrange(skill_attack_area, src,
  2298. skill_get_splash(skillid, skilllv), splash_target(src),
  2299. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2300. break;
  2301. case KN_CHARGEATK:
  2302. {
  2303. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  2304. unsigned int dist = distance_bl(src, bl);
  2305. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  2306. // teleport to target (if not on WoE grounds)
  2307. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  2308. clif_slide(src, bl->x, bl->y);
  2309. // cause damage and knockback if the path to target was a straight one
  2310. if( path )
  2311. {
  2312. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  2313. skill_blown(src, bl, dist, dir, 0);
  2314. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  2315. // make the caster look in the direction of the target
  2316. unit_setdir(src, (dir+4)%8);
  2317. }
  2318. }
  2319. break;
  2320. case TK_JUMPKICK:
  2321. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  2322. {
  2323. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2324. clif_slide(src,bl->x,bl->y);
  2325. }
  2326. break;
  2327. case SN_SHARPSHOOTING:
  2328. case MA_SHARPSHOOTING:
  2329. case NJ_KAMAITACHI:
  2330. //It won't shoot through walls since on castend there has to be a direct
  2331. //line of sight between caster and target.
  2332. skill_area_temp[1] = bl->id;
  2333. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2334. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2335. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2336. break;
  2337. case NPC_ACIDBREATH:
  2338. case NPC_DARKNESSBREATH:
  2339. case NPC_FIREBREATH:
  2340. case NPC_ICEBREATH:
  2341. case NPC_THUNDERBREATH:
  2342. skill_area_temp[1] = bl->id;
  2343. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2344. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2345. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2346. break;
  2347. case MO_INVESTIGATE:
  2348. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2349. if (sc && sc->data[SC_BLADESTOP])
  2350. status_change_end(src,SC_BLADESTOP,-1);
  2351. break;
  2352. case RG_BACKSTAP:
  2353. {
  2354. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2355. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2356. if (sc && sc->data[SC_HIDING])
  2357. status_change_end(src, SC_HIDING, -1);
  2358. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2359. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2360. unit_setdir(bl,dir);
  2361. }
  2362. else if (sd)
  2363. clif_skill_fail(sd,skillid,0,0);
  2364. }
  2365. break;
  2366. case MO_FINGEROFFENSIVE:
  2367. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2368. if (battle_config.finger_offensive_type && sd) {
  2369. int i;
  2370. for (i = 1; i < sd->spiritball_old; i++)
  2371. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2372. }
  2373. if (sc && sc->data[SC_BLADESTOP])
  2374. status_change_end(src,SC_BLADESTOP,-1);
  2375. break;
  2376. case MO_CHAINCOMBO:
  2377. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2378. if (sc && sc->data[SC_BLADESTOP])
  2379. status_change_end(src,SC_BLADESTOP,-1);
  2380. break;
  2381. case NJ_ISSEN:
  2382. status_change_end(src,SC_NEN,-1);
  2383. status_change_end(src,SC_HIDING,-1);
  2384. // fall through
  2385. case MO_EXTREMITYFIST:
  2386. if( skillid == MO_EXTREMITYFIST )
  2387. {
  2388. status_change_end(src,SC_EXPLOSIONSPIRITS,-1);
  2389. status_change_end(src,SC_BLADESTOP,-1);
  2390. }
  2391. //Client expects you to move to target regardless of distance
  2392. {
  2393. struct unit_data *ud = unit_bl2ud(src);
  2394. short dx,dy;
  2395. int i,speed;
  2396. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2397. dx = bl->x - src->x;
  2398. dy = bl->y - src->y;
  2399. if (dx < 0) dx-=i;
  2400. else if (dx > 0) dx+=i;
  2401. if (dy < 0) dy-=i;
  2402. else if (dy > 0) dy+=i;
  2403. if (!dx && !dy) dy++;
  2404. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2405. {
  2406. dx = bl->x;
  2407. dy = bl->y;
  2408. } else {
  2409. dx = src->x + dx;
  2410. dy = src->y + dy;
  2411. }
  2412. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2413. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2414. //Increase can't walk delay to not alter your walk path
  2415. ud->canmove_tick = tick;
  2416. speed = status_get_speed(src);
  2417. for (i = 0; i < ud->walkpath.path_len; i ++)
  2418. {
  2419. if(ud->walkpath.path[i]&1)
  2420. ud->canmove_tick+=7*speed/5;
  2421. else
  2422. ud->canmove_tick+=speed;
  2423. }
  2424. }
  2425. }
  2426. break;
  2427. //Splash attack skills.
  2428. case AS_GRIMTOOTH:
  2429. case MC_CARTREVOLUTION:
  2430. case NPC_SPLASHATTACK:
  2431. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  2432. case AS_SPLASHER:
  2433. case SM_MAGNUM:
  2434. case MS_MAGNUM:
  2435. case HT_BLITZBEAT:
  2436. case AC_SHOWER:
  2437. case MA_SHOWER:
  2438. case MG_NAPALMBEAT:
  2439. case MG_FIREBALL:
  2440. case RG_RAID:
  2441. case HW_NAPALMVULCAN:
  2442. case NJ_HUUMA:
  2443. case NJ_BAKUENRYU:
  2444. case ASC_METEORASSAULT:
  2445. case GS_DESPERADO:
  2446. case GS_SPREADATTACK:
  2447. case NPC_EARTHQUAKE:
  2448. case NPC_PULSESTRIKE:
  2449. case NPC_HELLJUDGEMENT:
  2450. if( flag&1 )
  2451. { //Recursive invocation
  2452. // skill_area_temp[0] holds number of targets in area
  2453. // skill_area_temp[1] holds the id of the original target
  2454. // skill_area_temp[2] counts how many targets have already been processed
  2455. int sflag = skill_area_temp[0] & 0xFFF;
  2456. if( flag&SD_LEVEL )
  2457. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  2458. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  2459. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  2460. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  2461. }
  2462. else
  2463. {
  2464. if ( skillid == NJ_BAKUENRYU )
  2465. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2466. skill_area_temp[0] = 0;
  2467. skill_area_temp[1] = bl->id;
  2468. skill_area_temp[2] = 0;
  2469. // if skill damage should be split among targets, count them
  2470. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  2471. //special case: Venom Splasher uses a different range for searching than for splashing
  2472. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  2473. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2474. // recursive invocation of skill_castend_damage_id() with flag|1
  2475. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  2476. //FIXME: Isn't EarthQuake a ground skill after all?
  2477. if( skillid == NPC_EARTHQUAKE )
  2478. skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  2479. //FIXME: move this to skill_additional_effect or some such? [ultramage]
  2480. if( skillid == SM_MAGNUM || skillid == MS_MAGNUM )
  2481. { // Initiate 10% of your damage becomes fire element.
  2482. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2483. if( sd )
  2484. skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
  2485. if( bl->type == BL_MER )
  2486. skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
  2487. }
  2488. }
  2489. break;
  2490. case KN_BRANDISHSPEAR:
  2491. case ML_BRANDISH:
  2492. //Coded apart for it needs the flag passed to the damage calculation.
  2493. if (skill_area_temp[1] != bl->id)
  2494. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  2495. else
  2496. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  2497. break;
  2498. case KN_BOWLINGBASH:
  2499. case MS_BOWLINGBASH:
  2500. if(flag&1){
  2501. if(bl->id==skill_area_temp[1])
  2502. break;
  2503. //two hits for 500%
  2504. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2505. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2506. } else {
  2507. int i,c;
  2508. c = skill_get_blewcount(skillid,skilllv);
  2509. // keep moving target in the direction that src is looking, square by square
  2510. for(i=0;i<c;i++){
  2511. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  2512. break; //Can't knockback
  2513. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  2514. if( skill_area_temp[0] > 1 ) break; // collision
  2515. }
  2516. clif_blown(bl); //Update target pos.
  2517. if (i!=c) { //Splash
  2518. skill_area_temp[1] = bl->id;
  2519. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2520. }
  2521. //Weirdo dual-hit property, two attacks for 500%
  2522. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2523. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2524. }
  2525. break;
  2526. case KN_SPEARSTAB:
  2527. if(flag&1) {
  2528. if (bl->id==skill_area_temp[1])
  2529. break;
  2530. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2531. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2532. } else {
  2533. int x=bl->x,y=bl->y,i,dir;
  2534. dir = map_calc_dir(bl,src->x,src->y);
  2535. skill_area_temp[1] = bl->id;
  2536. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  2537. // all the enemies between the caster and the target are hit, as well as the target
  2538. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2539. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2540. for (i=0;i<4;i++) {
  2541. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2542. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  2543. x += dirx[dir];
  2544. y += diry[dir];
  2545. }
  2546. }
  2547. break;
  2548. case TK_TURNKICK:
  2549. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2550. {
  2551. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2552. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2553. map_foreachinrange(skill_area_sub,bl,
  2554. skill_get_splash(skillid, skilllv),BL_CHAR,
  2555. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2556. skill_castend_nodamage_id);
  2557. }
  2558. break;
  2559. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2560. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2561. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  2562. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2563. break;
  2564. case PR_TURNUNDEAD:
  2565. case ALL_RESURRECTION:
  2566. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2567. break;
  2568. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2569. break;
  2570. case MG_SOULSTRIKE:
  2571. case NPC_DARKSTRIKE:
  2572. case MG_COLDBOLT:
  2573. case MG_FIREBOLT:
  2574. case MG_LIGHTNINGBOLT:
  2575. case WZ_EARTHSPIKE:
  2576. case AL_HEAL:
  2577. case AL_HOLYLIGHT:
  2578. case WZ_JUPITEL:
  2579. case NPC_DARKTHUNDER:
  2580. case PR_ASPERSIO:
  2581. case MG_FROSTDIVER:
  2582. case WZ_SIGHTBLASTER:
  2583. case WZ_SIGHTRASHER:
  2584. case NJ_KOUENKA:
  2585. case NJ_HYOUSENSOU:
  2586. case NJ_HUUJIN:
  2587. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2588. break;
  2589. case NPC_MAGICALATTACK:
  2590. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2591. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  2592. break;
  2593. case HVAN_CAPRICE: //[blackhole89]
  2594. {
  2595. int ran=rand()%4;
  2596. int sid = 0;
  2597. switch(ran)
  2598. {
  2599. case 0: sid=MG_COLDBOLT; break;
  2600. case 1: sid=MG_FIREBOLT; break;
  2601. case 2: sid=MG_LIGHTNINGBOLT; break;
  2602. case 3: sid=WZ_EARTHSPIKE; break;
  2603. }
  2604. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2605. }
  2606. break;
  2607. case WZ_WATERBALL:
  2608. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2609. {
  2610. int range = skilllv / 2;
  2611. int maxlv = skill_get_max(skillid); // learnable level
  2612. int count = 0;
  2613. int x, y;
  2614. struct skill_unit* unit;
  2615. if( skilllv > maxlv )
  2616. {
  2617. if( src->type == BL_MOB && skilllv == 10 )
  2618. range = 4;
  2619. else
  2620. range = maxlv / 2;
  2621. }
  2622. for( y = src->y - range; y <= src->y + range; ++y )
  2623. for( x = src->x - range; x <= src->x + range; ++x )
  2624. {
  2625. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL) )
  2626. {
  2627. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  2628. count++; // natural water cell
  2629. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) != NULL )
  2630. {
  2631. count++; // skill-induced water cell
  2632. skill_delunit(unit); // consume cell
  2633. }
  2634. }
  2635. }
  2636. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  2637. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  2638. }
  2639. break;
  2640. case PR_BENEDICTIO:
  2641. //Should attack undead and demons. [Skotlex]
  2642. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2643. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2644. break;
  2645. case SL_SMA:
  2646. if (sc && sc->data[SC_SMA])
  2647. status_change_end(src,SC_SMA,-1);
  2648. case SL_STIN:
  2649. case SL_STUN:
  2650. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2651. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2652. clif_skill_fail(sd,skillid,0,0);
  2653. break;
  2654. }
  2655. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2656. break;
  2657. case NPC_DARKBREATH:
  2658. clif_emotion(src,7);
  2659. case SN_FALCONASSAULT:
  2660. case PA_PRESSURE:
  2661. case CR_ACIDDEMONSTRATION:
  2662. case TF_THROWSTONE:
  2663. case NPC_SMOKING:
  2664. case GS_FLING:
  2665. case NJ_ZENYNAGE:
  2666. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2667. break;
  2668. case HVAN_EXPLOSION:
  2669. case NPC_SELFDESTRUCTION:
  2670. if (src != bl)
  2671. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2672. break;
  2673. // Celest
  2674. case PF_SOULBURN:
  2675. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2676. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2677. if (skilllv == 5)
  2678. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2679. status_percent_damage(src, bl, 0, 100, false);
  2680. } else {
  2681. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2682. if (skilllv == 5)
  2683. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  2684. status_percent_damage(src, src, 0, 100, false);
  2685. }
  2686. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2687. break;
  2688. case NPC_BLOODDRAIN:
  2689. case NPC_ENERGYDRAIN:
  2690. {
  2691. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2692. src, src, bl, skillid, skilllv, tick, flag);
  2693. if (heal > 0){
  2694. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2695. status_heal(src, heal, 0, 0);
  2696. }
  2697. }
  2698. break;
  2699. case GS_BULLSEYE:
  2700. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2701. break;
  2702. case NJ_KASUMIKIRI:
  2703. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  2704. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2705. break;
  2706. case NJ_KIRIKAGE:
  2707. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  2708. { //You don't move on GVG grounds.
  2709. short x, y;
  2710. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  2711. if (unit_movepos(src, x, y, 0, 0))
  2712. clif_slide(src,src->x,src->y);
  2713. }
  2714. if (sc && sc->data[SC_HIDING])
  2715. status_change_end(src, SC_HIDING, -1);
  2716. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2717. break;
  2718. case 0:
  2719. if(sd) {
  2720. if (flag & 3){
  2721. if (bl->id != skill_area_temp[1])
  2722. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  2723. } else {
  2724. skill_area_temp[1] = bl->id;
  2725. map_foreachinrange(skill_area_sub, bl,
  2726. sd->splash_range, BL_CHAR,
  2727. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2728. skill_castend_damage_id);
  2729. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  2730. }
  2731. }
  2732. break;
  2733. default:
  2734. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2735. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  2736. 0, abs(skill_get_num(skillid, skilllv)),
  2737. skillid, skilllv, skill_get_hit(skillid));
  2738. map_freeblock_unlock();
  2739. return 1;
  2740. }
  2741. map_freeblock_unlock();
  2742. if( sd && !(flag&1) )
  2743. {
  2744. if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill.
  2745. battle_consume_ammo(sd, skillid, skilllv);
  2746. if( !sd->state.skillonskill )
  2747. skill_onskillusage(sd, bl, skillid, tick);
  2748. skill_consume_requirement(sd,skillid,skilllv,2);
  2749. }
  2750. return 0;
  2751. }
  2752. /*==========================================
  2753. *
  2754. *------------------------------------------*/
  2755. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2756. {
  2757. struct map_session_data *sd, *dstsd;
  2758. struct mob_data *md, *dstmd;
  2759. struct homun_data *hd;
  2760. struct mercenary_data *mer;
  2761. struct status_data *sstatus, *tstatus;
  2762. struct status_change *tsc;
  2763. struct status_change_entry *tsce;
  2764. int i;
  2765. enum sc_type type;
  2766. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2767. nullpo_retr(1, src);
  2768. nullpo_retr(1, bl);
  2769. if (src->m != bl->m)
  2770. return 1;
  2771. sd = BL_CAST(BL_PC, src);
  2772. hd = BL_CAST(BL_HOM, src);
  2773. md = BL_CAST(BL_MOB, src);
  2774. mer = BL_CAST(BL_MER, src);
  2775. dstsd = BL_CAST(BL_PC, bl);
  2776. dstmd = BL_CAST(BL_MOB, bl);
  2777. if(bl->prev == NULL)
  2778. return 1;
  2779. if(status_isdead(src))
  2780. return 1;
  2781. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2782. return 1;
  2783. tstatus = status_get_status_data(bl);
  2784. sstatus = status_get_status_data(src);
  2785. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2786. switch (skillid) {
  2787. case HLIF_HEAL: //[orn]
  2788. if (bl->type != BL_HOM) {
  2789. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  2790. break ;
  2791. }
  2792. case AL_HEAL:
  2793. case ALL_RESURRECTION:
  2794. case PR_ASPERSIO:
  2795. //Apparently only player casted skills can be offensive like this.
  2796. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  2797. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2798. //Offensive heal does not works on non-enemies. [Skotlex]
  2799. clif_skill_fail(sd,skillid,0,0);
  2800. return 0;
  2801. }
  2802. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2803. }
  2804. break;
  2805. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2806. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2807. default:
  2808. //Skill is actually ground placed.
  2809. if (src == bl && skill_get_unit_id(skillid,0))
  2810. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2811. }
  2812. type = status_skill2sc(skillid);
  2813. tsc = status_get_sc(bl);
  2814. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  2815. if (src!=bl && type > -1 &&
  2816. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  2817. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  2818. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  2819. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  2820. map_freeblock_lock();
  2821. switch(skillid)
  2822. {
  2823. case HLIF_HEAL: //[orn]
  2824. case AL_HEAL:
  2825. {
  2826. int heal = skill_calc_heal(src, bl, skillid, skilllv, true);
  2827. int heal_get_jobexp;
  2828. if( status_isimmune(bl) || (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) )
  2829. heal=0;
  2830. if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  2831. heal = heal*2;
  2832. if( tsc && tsc->count )
  2833. {
  2834. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
  2835. { //Bounce back heal
  2836. if (--tsc->data[SC_KAITE]->val2 <= 0)
  2837. status_change_end(bl, SC_KAITE, -1);
  2838. if (src == bl)
  2839. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  2840. else {
  2841. bl = src;
  2842. dstsd = sd;
  2843. }
  2844. } else
  2845. if (tsc->data[SC_BERSERK])
  2846. heal = 0; //Needed so that it actually displays 0 when healing.
  2847. }
  2848. heal_get_jobexp = status_heal(bl,heal,0,0);
  2849. clif_skill_nodamage (src, bl, skillid, heal, 1);
  2850. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  2851. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2852. if (heal_get_jobexp <= 0)
  2853. heal_get_jobexp = 1;
  2854. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  2855. }
  2856. }
  2857. break;
  2858. case PR_REDEMPTIO:
  2859. if (sd && !(flag&1)) {
  2860. if (sd->status.party_id == 0) {
  2861. clif_skill_fail(sd,skillid,0,0);
  2862. break;
  2863. }
  2864. skill_area_temp[0] = 0;
  2865. party_foreachsamemap(skill_area_sub,
  2866. sd,skill_get_splash(skillid, skilllv),
  2867. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  2868. skill_castend_nodamage_id);
  2869. if (skill_area_temp[0] == 0) {
  2870. clif_skill_fail(sd,skillid,0,0);
  2871. break;
  2872. }
  2873. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  2874. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  2875. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  2876. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  2877. clif_updatestatus(sd,SP_BASEEXP);
  2878. clif_updatestatus(sd,SP_JOBEXP);
  2879. }
  2880. status_set_hp(src, 1, 0);
  2881. status_set_sp(src, 0, 0);
  2882. break;
  2883. } else if (status_isdead(bl) && flag&1) { //Revive
  2884. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  2885. skilllv = 3; //Resurrection level 3 is used
  2886. } else //Invalid target, skip resurrection.
  2887. break;
  2888. case ALL_RESURRECTION:
  2889. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  2890. { //No reviving in WoE grounds!
  2891. clif_skill_fail(sd,skillid,0,0);
  2892. break;
  2893. }
  2894. if (!status_isdead(bl))
  2895. break;
  2896. {
  2897. int per = 0, sper = 0;
  2898. if (status_get_sc(bl)->data[SC_HELLPOWER])
  2899. break;
  2900. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  2901. break;
  2902. switch(skilllv){
  2903. case 1: per=10; break;
  2904. case 2: per=30; break;
  2905. case 3: per=50; break;
  2906. case 4: per=80; break;
  2907. }
  2908. if(dstsd && dstsd->special_state.restart_full_recover)
  2909. per = sper = 100;
  2910. if (status_revive(bl, per, sper))
  2911. {
  2912. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  2913. if(sd && dstsd && battle_config.resurrection_exp > 0)
  2914. {
  2915. int exp = 0,jexp = 0;
  2916. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  2917. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  2918. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2919. if (exp < 1) exp = 1;
  2920. }
  2921. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  2922. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2923. if (jexp < 1) jexp = 1;
  2924. }
  2925. if(exp > 0 || jexp > 0)
  2926. pc_gainexp (sd, bl, exp, jexp);
  2927. }
  2928. }
  2929. }
  2930. break;
  2931. case AL_DECAGI:
  2932. case MER_DECAGI:
  2933. clif_skill_nodamage (src, bl, skillid, skilllv,
  2934. sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
  2935. break;
  2936. case AL_CRUCIS:
  2937. if (flag&1)
  2938. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000);
  2939. else {
  2940. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  2941. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  2942. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  2943. }
  2944. break;
  2945. case PR_LEXDIVINA:
  2946. case MER_LEXDIVINA:
  2947. if( tsce )
  2948. status_change_end(bl,type, -1);
  2949. else
  2950. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  2951. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2952. break;
  2953. case SA_ABRACADABRA:
  2954. {
  2955. int abra_skillid = 0, abra_skilllv;
  2956. do {
  2957. i = rand() % MAX_SKILL_ABRA_DB;
  2958. abra_skillid = skill_abra_db[i].skillid;
  2959. } while (abra_skillid == 0 ||
  2960. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  2961. rand()%10000 >= skill_abra_db[i].per
  2962. );
  2963. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  2964. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2965. if( sd )
  2966. {// player-casted
  2967. sd->state.abra_flag = 1;
  2968. sd->skillitem = abra_skillid;
  2969. sd->skillitemlv = abra_skilllv;
  2970. clif_item_skill(sd, abra_skillid, abra_skilllv);
  2971. }
  2972. else
  2973. {// mob-casted
  2974. struct unit_data *ud = unit_bl2ud(src);
  2975. int inf = skill_get_inf(abra_skillid);
  2976. int target_id = 0;
  2977. if (!ud) break;
  2978. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  2979. if (src->type == BL_PET)
  2980. bl = (struct block_list*)((TBL_PET*)src)->msd;
  2981. if (!bl) bl = src;
  2982. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  2983. } else { //Assume offensive skills
  2984. if (ud->target)
  2985. target_id = ud->target;
  2986. else switch (src->type) {
  2987. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  2988. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  2989. }
  2990. if (!target_id)
  2991. break;
  2992. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  2993. bl = map_id2bl(target_id);
  2994. if (!bl) bl = src;
  2995. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  2996. } else
  2997. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  2998. }
  2999. }
  3000. }
  3001. break;
  3002. case SA_COMA:
  3003. clif_skill_nodamage(src,bl,skillid,skilllv,
  3004. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3005. break;
  3006. case SA_FULLRECOVERY:
  3007. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3008. if (status_isimmune(bl))
  3009. break;
  3010. status_percent_heal(bl, 100, 100);
  3011. break;
  3012. case NPC_ALLHEAL:
  3013. {
  3014. int heal;
  3015. if( status_isimmune(bl) )
  3016. break;
  3017. heal = status_percent_heal(bl, 100, 0);
  3018. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  3019. if( skillid == NPC_ALLHEAL && dstmd )
  3020. { // Reset Damage Logs
  3021. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  3022. dstmd->tdmg = 0;
  3023. }
  3024. }
  3025. break;
  3026. case SA_SUMMONMONSTER:
  3027. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3028. if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
  3029. break;
  3030. case SA_LEVELUP:
  3031. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3032. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  3033. break;
  3034. case SA_INSTANTDEATH:
  3035. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3036. status_set_hp(bl,1,0);
  3037. break;
  3038. case SA_QUESTION:
  3039. case SA_GRAVITY:
  3040. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3041. break;
  3042. case SA_CLASSCHANGE:
  3043. case SA_MONOCELL:
  3044. if (dstmd)
  3045. {
  3046. int class_;
  3047. if ( sd && dstmd->status.mode&MD_BOSS )
  3048. {
  3049. clif_skill_fail(sd,skillid,0,0);
  3050. break;
  3051. }
  3052. class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0);
  3053. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3054. mob_class_change(dstmd,class_);
  3055. if( tsc && dstmd->status.mode&MD_BOSS )
  3056. {
  3057. 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 };
  3058. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  3059. if (tsc->data[i]) status_change_end(bl, (sc_type)i, -1);
  3060. for (i = 0; i < ARRAYLENGTH(scs); i++)
  3061. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], -1);
  3062. }
  3063. }
  3064. break;
  3065. case SA_DEATH:
  3066. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  3067. {
  3068. clif_skill_fail(sd,skillid,0,0);
  3069. break;
  3070. }
  3071. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3072. status_kill(bl);
  3073. break;
  3074. case SA_REVERSEORCISH:
  3075. clif_skill_nodamage(src,bl,skillid,skilllv,
  3076. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3077. break;
  3078. case SA_FORTUNE:
  3079. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3080. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3081. break;
  3082. case SA_TAMINGMONSTER:
  3083. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3084. if (sd && dstmd) {
  3085. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  3086. if( i < MAX_PET_DB )
  3087. pet_catch_process1(sd, dstmd->class_);
  3088. }
  3089. break;
  3090. case CR_PROVIDENCE:
  3091. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3092. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3093. clif_skill_fail(sd,skillid,0,0);
  3094. map_freeblock_unlock();
  3095. return 1;
  3096. }
  3097. }
  3098. clif_skill_nodamage(src,bl,skillid,skilllv,
  3099. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3100. break;
  3101. case CG_MARIONETTE:
  3102. {
  3103. struct status_change* sc = status_get_sc(src);
  3104. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  3105. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  3106. clif_skill_fail(sd,skillid,0,0);
  3107. map_freeblock_unlock();
  3108. return 1;
  3109. }
  3110. if( sc && tsc )
  3111. {
  3112. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  3113. {
  3114. sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
  3115. sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
  3116. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3117. }
  3118. else
  3119. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  3120. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  3121. {
  3122. status_change_end(src, SC_MARIONETTE, -1);
  3123. status_change_end(bl, SC_MARIONETTE2, -1);
  3124. }
  3125. else
  3126. {
  3127. if( sd )
  3128. clif_skill_fail(sd,skillid,0,0);
  3129. map_freeblock_unlock();
  3130. return 1;
  3131. }
  3132. }
  3133. }
  3134. break;
  3135. case RG_CLOSECONFINE:
  3136. clif_skill_nodamage(src,bl,skillid,skilllv,
  3137. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3138. break;
  3139. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3140. case SA_FROSTWEAPON:
  3141. case SA_LIGHTNINGLOADER:
  3142. case SA_SEISMICWEAPON:
  3143. if (dstsd) {
  3144. if(dstsd->status.weapon == W_FIST ||
  3145. (dstsd->sc.count && !dstsd->sc.data[type] &&
  3146. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3147. dstsd->sc.data[SC_FIREWEAPON] ||
  3148. dstsd->sc.data[SC_WATERWEAPON] ||
  3149. dstsd->sc.data[SC_WINDWEAPON] ||
  3150. dstsd->sc.data[SC_EARTHWEAPON] ||
  3151. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3152. dstsd->sc.data[SC_GHOSTWEAPON] ||
  3153. dstsd->sc.data[SC_ENCPOISON]
  3154. ))
  3155. ) {
  3156. if (sd) clif_skill_fail(sd,skillid,0,0);
  3157. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3158. break;
  3159. }
  3160. }
  3161. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3162. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3163. if (sd)
  3164. clif_skill_fail(sd,skillid,0,0);
  3165. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3166. clif_displaymessage(sd->fd,"You broke target's weapon");
  3167. }
  3168. break;
  3169. case PR_ASPERSIO:
  3170. if (sd && dstmd) {
  3171. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3172. break;
  3173. }
  3174. clif_skill_nodamage(src,bl,skillid,skilllv,
  3175. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3176. break;
  3177. case ITEM_ENCHANTARMS:
  3178. clif_skill_nodamage(src,bl,skillid,skilllv,
  3179. sc_start2(bl,type,100,skilllv,
  3180. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  3181. break;
  3182. case TK_SEVENWIND:
  3183. switch(skill_get_ele(skillid,skilllv)) {
  3184. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  3185. case ELE_WIND : type = SC_WINDWEAPON; break;
  3186. case ELE_WATER : type = SC_WATERWEAPON; break;
  3187. case ELE_FIRE : type = SC_FIREWEAPON; break;
  3188. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  3189. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  3190. case ELE_HOLY : type = SC_ASPERSIO; break;
  3191. }
  3192. clif_skill_nodamage(src,bl,skillid,skilllv,
  3193. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3194. sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
  3195. break;
  3196. case PR_KYRIE:
  3197. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3198. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3199. break;
  3200. //Passive Magnum, should had been casted on yourself.
  3201. case SM_MAGNUM:
  3202. case MS_MAGNUM:
  3203. skill_area_temp[1] = 0;
  3204. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
  3205. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3206. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3207. //Initiate 10% of your damage becomes fire element.
  3208. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3209. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3210. break;
  3211. case AL_INCAGI:
  3212. case AL_BLESSING:
  3213. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  3214. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3215. break;
  3216. }
  3217. case PR_SLOWPOISON:
  3218. case PR_IMPOSITIO:
  3219. case PR_LEXAETERNA:
  3220. case PR_SUFFRAGIUM:
  3221. case PR_BENEDICTIO:
  3222. case LK_BERSERK:
  3223. case MS_BERSERK:
  3224. case KN_AUTOCOUNTER:
  3225. case KN_TWOHANDQUICKEN:
  3226. case KN_ONEHAND:
  3227. case MER_QUICKEN:
  3228. case CR_SPEARQUICKEN:
  3229. case CR_REFLECTSHIELD:
  3230. case MS_REFLECTSHIELD:
  3231. case AS_POISONREACT:
  3232. case MC_LOUD:
  3233. case MG_ENERGYCOAT:
  3234. case MO_EXPLOSIONSPIRITS:
  3235. case MO_STEELBODY:
  3236. case MO_BLADESTOP:
  3237. case LK_AURABLADE:
  3238. case LK_PARRYING:
  3239. case MS_PARRYING:
  3240. case LK_CONCENTRATION:
  3241. case WS_CARTBOOST:
  3242. case SN_SIGHT:
  3243. case WS_MELTDOWN:
  3244. case WS_OVERTHRUSTMAX:
  3245. case ST_REJECTSWORD:
  3246. case HW_MAGICPOWER:
  3247. case PF_MEMORIZE:
  3248. case PA_SACRIFICE:
  3249. case ASC_EDP:
  3250. case PF_DOUBLECASTING:
  3251. case SG_SUN_COMFORT:
  3252. case SG_MOON_COMFORT:
  3253. case SG_STAR_COMFORT:
  3254. case NPC_HALLUCINATION:
  3255. case GS_MADNESSCANCEL:
  3256. case GS_ADJUSTMENT:
  3257. case GS_INCREASING:
  3258. case NJ_KASUMIKIRI:
  3259. case NJ_UTSUSEMI:
  3260. case NJ_NEN:
  3261. case NPC_DEFENDER:
  3262. case NPC_MAGICMIRROR:
  3263. case ST_PRESERVE:
  3264. clif_skill_nodamage(src,bl,skillid,skilllv,
  3265. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3266. break;
  3267. case NPC_STOP:
  3268. if( clif_skill_nodamage(src,bl,skillid,skilllv,
  3269. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)) ) )
  3270. sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv));
  3271. break;
  3272. case HP_ASSUMPTIO:
  3273. if( sd && dstmd )
  3274. clif_skill_fail(sd,skillid,0,0);
  3275. else
  3276. clif_skill_nodamage(src,bl,skillid,skilllv,
  3277. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3278. break;
  3279. case MG_SIGHT:
  3280. case MER_SIGHT:
  3281. case AL_RUWACH:
  3282. case WZ_SIGHTBLASTER:
  3283. case NPC_WIDESIGHT:
  3284. case NPC_STONESKIN:
  3285. case NPC_ANTIMAGIC:
  3286. clif_skill_nodamage(src,bl,skillid,skilllv,
  3287. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  3288. break;
  3289. case HLIF_AVOID:
  3290. case HAMI_DEFENCE:
  3291. i = skill_get_time(skillid,skilllv);
  3292. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  3293. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  3294. break;
  3295. case NJ_BUNSINJYUTSU:
  3296. clif_skill_nodamage(src,bl,skillid,skilllv,
  3297. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3298. if (tsc && tsc->data[SC_NEN])
  3299. status_change_end(bl,SC_NEN,-1);
  3300. break;
  3301. /* Was modified to only affect targetted char. [Skotlex]
  3302. case HP_ASSUMPTIO:
  3303. if (flag&1)
  3304. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3305. else
  3306. {
  3307. map_foreachinrange(skill_area_sub, bl,
  3308. skill_get_splash(skillid, skilllv), BL_PC,
  3309. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3310. skill_castend_nodamage_id);
  3311. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3312. }
  3313. break;
  3314. */
  3315. case SM_ENDURE:
  3316. clif_skill_nodamage(src,bl,skillid,skilllv,
  3317. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3318. if (sd)
  3319. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3320. break;
  3321. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3322. if (sd && dstsd && dstsd->sc.count) {
  3323. if (dstsd->sc.data[SC_FIREWEAPON] ||
  3324. dstsd->sc.data[SC_WATERWEAPON] ||
  3325. dstsd->sc.data[SC_WINDWEAPON] ||
  3326. dstsd->sc.data[SC_EARTHWEAPON] ||
  3327. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3328. dstsd->sc.data[SC_GHOSTWEAPON]
  3329. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  3330. ) {
  3331. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3332. clif_skill_fail(sd,skillid,0,0);
  3333. break;
  3334. }
  3335. }
  3336. clif_skill_nodamage(src,bl,skillid,skilllv,
  3337. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3338. break;
  3339. case LK_TENSIONRELAX:
  3340. clif_skill_nodamage(src,bl,skillid,skilllv,
  3341. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3342. skill_get_time(skillid,skilllv)));
  3343. break;
  3344. case MC_CHANGECART:
  3345. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3346. break;
  3347. case TK_MISSION:
  3348. if (sd) {
  3349. int id;
  3350. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3351. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  3352. clif_skill_fail(sd,skillid,0,0);
  3353. break;
  3354. }
  3355. id = mob_get_random_id(0,0xE, sd->status.base_level);
  3356. if (!id) {
  3357. clif_skill_fail(sd,skillid,0,0);
  3358. break;
  3359. }
  3360. sd->mission_mobid = id;
  3361. sd->mission_count = 0;
  3362. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3363. clif_mission_info(sd, id, 0);
  3364. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3365. }
  3366. break;
  3367. case AC_CONCENTRATION:
  3368. {
  3369. clif_skill_nodamage(src,bl,skillid,skilllv,
  3370. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3371. map_foreachinrange( status_change_timer_sub, src,
  3372. skill_get_splash(skillid, skilllv), BL_CHAR,
  3373. src,NULL,type,tick);
  3374. }
  3375. break;
  3376. case SM_PROVOKE:
  3377. case SM_SELFPROVOKE:
  3378. case MER_PROVOKE:
  3379. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  3380. {
  3381. map_freeblock_unlock();
  3382. return 1;
  3383. }
  3384. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3385. clif_skill_nodamage(src,bl,skillid,skilllv,
  3386. (i = sc_start(bl,type, skillid == SM_SELFPROVOKE ? 100:( 50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl)), skilllv, skill_get_time(skillid,skilllv))));
  3387. if( !i )
  3388. {
  3389. if( sd )
  3390. clif_skill_fail(sd,skillid,0,0);
  3391. map_freeblock_unlock();
  3392. return 0;
  3393. }
  3394. unit_skillcastcancel(bl, 2);
  3395. if( tsc && tsc->count )
  3396. {
  3397. if( tsc->data[SC_FREEZE] )
  3398. status_change_end(bl,SC_FREEZE,-1);
  3399. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  3400. status_change_end(bl,SC_STONE,-1);
  3401. if( tsc->data[SC_SLEEP] )
  3402. status_change_end(bl,SC_SLEEP,-1);
  3403. }
  3404. if( dstmd )
  3405. {
  3406. dstmd->state.provoke_flag = src->id;
  3407. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  3408. }
  3409. break;
  3410. case ML_DEVOTION:
  3411. case CR_DEVOTION:
  3412. {
  3413. int count, lv;
  3414. if( !dstsd )
  3415. { // Only players can be devoted
  3416. if( sd )
  3417. clif_skill_fail(sd, skillid, 0, 0);
  3418. break;
  3419. }
  3420. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  3421. lv = -lv;
  3422. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  3423. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  3424. (skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  3425. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER ) // Crusader Cannot be devoted
  3426. {
  3427. if( sd )
  3428. clif_skill_fail(sd,skillid,0,0);
  3429. map_freeblock_unlock();
  3430. return 1;
  3431. }
  3432. i = 0;
  3433. count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
  3434. if( sd )
  3435. { // Player Devoting Player
  3436. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  3437. if( i == count )
  3438. {
  3439. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  3440. if( i == count )
  3441. { // No free slots, skill Fail
  3442. clif_skill_fail(sd, skillid, 0, 0);
  3443. map_freeblock_unlock();
  3444. return 1;
  3445. }
  3446. }
  3447. sd->devotion[i] = bl->id;
  3448. }
  3449. else
  3450. mer->devotion_flag = 1; // Mercenary Devoting Owner
  3451. clif_skill_nodamage(src, bl, skillid, skilllv,
  3452. sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv), skill_get_time2(skillid, skilllv), 1000));
  3453. clif_devotion(src, NULL);
  3454. }
  3455. break;
  3456. case MO_CALLSPIRITS:
  3457. if(sd) {
  3458. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3459. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3460. }
  3461. break;
  3462. case CH_SOULCOLLECT:
  3463. if(sd) {
  3464. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3465. for (i = 0; i < 5; i++)
  3466. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3467. }
  3468. break;
  3469. case MO_KITRANSLATION:
  3470. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3471. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3472. }
  3473. break;
  3474. case TK_TURNKICK:
  3475. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3476. if (skill_area_temp[1] != bl->id) {
  3477. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  3478. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  3479. }
  3480. break;
  3481. case MO_ABSORBSPIRITS:
  3482. i = 0;
  3483. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3484. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3485. i = dstsd->spiritball * 7;
  3486. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3487. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3488. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3489. i = 2 * dstmd->level;
  3490. mob_target(dstmd,src,0);
  3491. }
  3492. if (i) status_heal(src, 0, i, 3);
  3493. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  3494. break;
  3495. case AC_MAKINGARROW:
  3496. if(sd) {
  3497. clif_arrow_create_list(sd);
  3498. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3499. }
  3500. break;
  3501. case AM_PHARMACY:
  3502. if(sd) {
  3503. clif_skill_produce_mix_list(sd,22);
  3504. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3505. }
  3506. break;
  3507. case SA_CREATECON:
  3508. if(sd) {
  3509. clif_skill_produce_mix_list(sd,23);
  3510. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3511. }
  3512. break;
  3513. case BS_HAMMERFALL:
  3514. clif_skill_nodamage(src,bl,skillid,skilllv,
  3515. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3516. break;
  3517. case RG_RAID:
  3518. skill_area_temp[1] = 0;
  3519. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3520. map_foreachinrange(skill_area_sub, bl,
  3521. skill_get_splash(skillid, skilllv), splash_target(src),
  3522. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3523. skill_castend_damage_id);
  3524. status_change_end(src, SC_HIDING, -1);
  3525. break;
  3526. case ASC_METEORASSAULT:
  3527. case GS_SPREADATTACK:
  3528. case NPC_EARTHQUAKE:
  3529. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3530. case NPC_HELLJUDGEMENT:
  3531. case NPC_PULSESTRIKE:
  3532. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  3533. break;
  3534. case KN_BRANDISHSPEAR:
  3535. case ML_BRANDISH:
  3536. {
  3537. int c,n=4;
  3538. int dir = map_calc_dir(src,bl->x,bl->y);
  3539. struct square tc;
  3540. int x=bl->x,y=bl->y;
  3541. skill_brandishspear_first(&tc,dir,x,y);
  3542. skill_brandishspear_dir(&tc,dir,4);
  3543. skill_area_temp[1] = bl->id;
  3544. if(skilllv > 9){
  3545. for(c=1;c<4;c++){
  3546. map_foreachincell(skill_area_sub,
  3547. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3548. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3549. skill_castend_damage_id);
  3550. }
  3551. }
  3552. if(skilllv > 6){
  3553. skill_brandishspear_dir(&tc,dir,-1);
  3554. n--;
  3555. }else{
  3556. skill_brandishspear_dir(&tc,dir,-2);
  3557. n-=2;
  3558. }
  3559. if(skilllv > 3){
  3560. for(c=0;c<5;c++){
  3561. map_foreachincell(skill_area_sub,
  3562. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3563. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3564. skill_castend_damage_id);
  3565. if(skilllv > 6 && n==3 && c==4){
  3566. skill_brandishspear_dir(&tc,dir,-1);
  3567. n--;c=-1;
  3568. }
  3569. }
  3570. }
  3571. for(c=0;c<10;c++){
  3572. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3573. map_foreachincell(skill_area_sub,
  3574. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3575. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3576. skill_castend_damage_id);
  3577. }
  3578. }
  3579. break;
  3580. case WZ_SIGHTRASHER:
  3581. //Passive side of the attack.
  3582. status_change_end(src,SC_SIGHT,-1);
  3583. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3584. map_foreachinrange(skill_area_sub,src,
  3585. skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
  3586. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3587. skill_castend_damage_id);
  3588. break;
  3589. case NJ_HYOUSYOURAKU:
  3590. case NJ_RAIGEKISAI:
  3591. case WZ_FROSTNOVA:
  3592. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3593. skill_area_temp[1] = 0;
  3594. map_foreachinrange(skill_attack_area, src,
  3595. skill_get_splash(skillid, skilllv), splash_target(src),
  3596. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3597. break;
  3598. case HVAN_EXPLOSION: //[orn]
  3599. case NPC_SELFDESTRUCTION:
  3600. //Self Destruction hits everyone in range (allies+enemies)
  3601. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3602. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  3603. BCT_ENEMY:BCT_ALL;
  3604. clif_skill_nodamage(src, src, skillid, -1, 1);
  3605. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  3606. map_foreachinrange(skill_area_sub, bl,
  3607. skill_get_splash(skillid, skilllv), splash_target(src),
  3608. src, skillid, skilllv, tick, flag|i,
  3609. skill_castend_damage_id);
  3610. map_addblock(src);
  3611. status_damage(src, src, sstatus->max_hp,0,0,1);
  3612. break;
  3613. case AL_ANGELUS:
  3614. case PR_MAGNIFICAT:
  3615. case PR_GLORIA:
  3616. case SN_WINDWALK:
  3617. case CASH_BLESSING:
  3618. case CASH_INCAGI:
  3619. case CASH_ASSUMPTIO:
  3620. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  3621. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3622. else if( sd )
  3623. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  3624. break;
  3625. case MER_MAGNIFICAT:
  3626. if( mer != NULL )
  3627. {
  3628. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3629. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  3630. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  3631. else if( mer->master && !(flag&1) )
  3632. clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3633. }
  3634. break;
  3635. case BS_ADRENALINE:
  3636. case BS_ADRENALINE2:
  3637. case BS_WEAPONPERFECT:
  3638. case BS_OVERTHRUST:
  3639. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3640. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3641. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  3642. } else if (sd) {
  3643. party_foreachsamemap(skill_area_sub,
  3644. sd,skill_get_splash(skillid, skilllv),
  3645. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3646. skill_castend_nodamage_id);
  3647. }
  3648. break;
  3649. case BS_MAXIMIZE:
  3650. case NV_TRICKDEAD:
  3651. case CR_DEFENDER:
  3652. case ML_DEFENDER:
  3653. case CR_AUTOGUARD:
  3654. case ML_AUTOGUARD:
  3655. case TK_READYSTORM:
  3656. case TK_READYDOWN:
  3657. case TK_READYTURN:
  3658. case TK_READYCOUNTER:
  3659. case TK_DODGE:
  3660. case CR_SHRINK:
  3661. case SG_FUSION:
  3662. case GS_GATLINGFEVER:
  3663. if( tsce )
  3664. {
  3665. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, -1));
  3666. map_freeblock_unlock();
  3667. return 0;
  3668. }
  3669. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3670. break;
  3671. case SL_KAITE:
  3672. case SL_KAAHI:
  3673. case SL_KAIZEL:
  3674. case SL_KAUPE:
  3675. if (sd) {
  3676. if (!dstsd || !(
  3677. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  3678. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3679. dstsd->status.char_id == sd->status.char_id ||
  3680. dstsd->status.char_id == sd->status.partner_id ||
  3681. dstsd->status.char_id == sd->status.child
  3682. )) {
  3683. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3684. clif_skill_fail(sd,skillid,0,0);
  3685. break;
  3686. }
  3687. }
  3688. clif_skill_nodamage(src,bl,skillid,skilllv,
  3689. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3690. break;
  3691. case SM_AUTOBERSERK:
  3692. case MER_AUTOBERSERK:
  3693. if( tsce )
  3694. i = status_change_end(bl, type, -1);
  3695. else
  3696. i = sc_start(bl,type,100,skilllv,60000);
  3697. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3698. break;
  3699. case TF_HIDING:
  3700. case ST_CHASEWALK:
  3701. if (tsce)
  3702. {
  3703. clif_skill_nodamage(src,bl,skillid,-1,status_change_end(bl, type, -1)); //Hide skill-scream animation.
  3704. map_freeblock_unlock();
  3705. return 0;
  3706. }
  3707. clif_skill_nodamage(src,bl,skillid,-1,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3708. break;
  3709. case TK_RUN:
  3710. if (tsce)
  3711. {
  3712. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, -1));
  3713. map_freeblock_unlock();
  3714. return 0;
  3715. }
  3716. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  3717. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  3718. clif_walkok(sd); // So aegis has to resend the walk ok.
  3719. break;
  3720. case AS_CLOAKING:
  3721. if (tsce)
  3722. {
  3723. i = status_change_end(bl, type, -1);
  3724. if( i )
  3725. clif_skill_nodamage(src,bl,skillid,-1,i);
  3726. else if( sd )
  3727. clif_skill_fail(sd,skillid,0,0);
  3728. map_freeblock_unlock();
  3729. return 0;
  3730. }
  3731. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3732. if( i )
  3733. clif_skill_nodamage(src,bl,skillid,-1,i);
  3734. else if( sd )
  3735. clif_skill_fail(sd,skillid,0,0);
  3736. break;
  3737. case BD_ADAPTATION:
  3738. if(tsc && tsc->data[SC_DANCING]){
  3739. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3740. status_change_end(bl, SC_DANCING, -1);
  3741. }
  3742. break;
  3743. case BA_FROSTJOKER:
  3744. case DC_SCREAM:
  3745. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3746. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3747. if (md) {
  3748. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  3749. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  3750. char temp[70];
  3751. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  3752. clif_message(&md->bl,temp);
  3753. }
  3754. break;
  3755. case BA_PANGVOICE:
  3756. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3757. break;
  3758. case DC_WINKCHARM:
  3759. if( dstsd )
  3760. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3761. else
  3762. if( dstmd )
  3763. {
  3764. if( status_get_lv(src) > status_get_lv(bl)
  3765. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  3766. && !(tstatus->mode&MD_BOSS) )
  3767. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3768. else
  3769. {
  3770. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3771. if(sd) clif_skill_fail(sd,skillid,0,0);
  3772. }
  3773. }
  3774. break;
  3775. case TF_STEAL:
  3776. if(sd) {
  3777. if(pc_steal_item(sd,bl,skilllv))
  3778. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3779. else
  3780. clif_skill_fail(sd,skillid,0x0a,0);
  3781. }
  3782. break;
  3783. case RG_STEALCOIN:
  3784. if(sd) {
  3785. if(pc_steal_coin(sd,bl))
  3786. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3787. else
  3788. clif_skill_fail(sd,skillid,0,0);
  3789. }
  3790. break;
  3791. case MG_STONECURSE:
  3792. {
  3793. if (tstatus->mode&MD_BOSS) {
  3794. if (sd) clif_skill_fail(sd,skillid,0,0);
  3795. break;
  3796. }
  3797. if(status_isimmune(bl) || !tsc)
  3798. break;
  3799. if (dstmd)
  3800. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3801. if (tsc->data[SC_STONE]) {
  3802. status_change_end(bl,SC_STONE,-1);
  3803. if (sd) clif_skill_fail(sd,skillid,0,0);
  3804. break;
  3805. }
  3806. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  3807. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  3808. skill_get_time2(skillid,skilllv)))
  3809. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3810. else if(sd) {
  3811. clif_skill_fail(sd,skillid,0,0);
  3812. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3813. if (skilllv > 5)
  3814. { // not to consume items
  3815. map_freeblock_unlock();
  3816. return 0;
  3817. }
  3818. }
  3819. }
  3820. break;
  3821. case NV_FIRSTAID:
  3822. clif_skill_nodamage(src,bl,skillid,5,1);
  3823. status_heal(bl,5,0,0);
  3824. break;
  3825. case AL_CURE:
  3826. if(status_isimmune(bl)) {
  3827. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3828. break;
  3829. }
  3830. status_change_end(bl, SC_SILENCE , -1 );
  3831. status_change_end(bl, SC_BLIND , -1 );
  3832. status_change_end(bl, SC_CONFUSION, -1 );
  3833. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3834. break;
  3835. case TF_DETOXIFY:
  3836. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3837. status_change_end(bl, SC_POISON , -1 );
  3838. status_change_end(bl, SC_DPOISON , -1 );
  3839. break;
  3840. case PR_STRECOVERY:
  3841. if(status_isimmune(bl)) {
  3842. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3843. break;
  3844. }
  3845. if (tsc && tsc->opt1) {
  3846. status_change_end(bl, SC_FREEZE, -1 );
  3847. status_change_end(bl, SC_STONE, -1 );
  3848. status_change_end(bl, SC_SLEEP, -1 );
  3849. status_change_end(bl, SC_STUN, -1 );
  3850. }
  3851. //Is this equation really right? It looks so... special.
  3852. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  3853. {
  3854. status_change_start(bl, SC_BLIND,
  3855. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  3856. 1,0,0,0,
  3857. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  3858. }
  3859. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3860. if(dstmd)
  3861. mob_unlocktarget(dstmd,tick);
  3862. break;
  3863. // Mercenary Supportive Skills
  3864. case MER_BENEDICTION:
  3865. status_change_end(bl, SC_CURSE, -1);
  3866. status_change_end(bl, SC_BLIND, -1);
  3867. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3868. break;
  3869. case MER_COMPRESS:
  3870. status_change_end(bl, SC_BLEEDING, -1);
  3871. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3872. break;
  3873. case MER_MENTALCURE:
  3874. status_change_end(bl, SC_CONFUSION, -1);
  3875. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3876. break;
  3877. case MER_RECUPERATE:
  3878. status_change_end(bl, SC_POISON, -1);
  3879. status_change_end(bl, SC_SILENCE, -1);
  3880. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3881. break;
  3882. case MER_REGAIN:
  3883. status_change_end(bl, SC_SLEEP, -1);
  3884. status_change_end(bl, SC_STUN, -1);
  3885. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3886. break;
  3887. case MER_TENDER:
  3888. status_change_end(bl, SC_FREEZE, -1);
  3889. status_change_end(bl, SC_STONE, -1);
  3890. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3891. break;
  3892. case MER_SCAPEGOAT:
  3893. if( mer && mer->master )
  3894. {
  3895. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  3896. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  3897. }
  3898. break;
  3899. case MER_ESTIMATION:
  3900. if( !mer )
  3901. break;
  3902. sd = mer->master;
  3903. case WZ_ESTIMATION:
  3904. if( sd == NULL )
  3905. break;
  3906. if( dstsd )
  3907. { // Fail on Players
  3908. clif_skill_fail(sd,skillid,0,0);
  3909. break;
  3910. }
  3911. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  3912. break; // Cannot be Used on Emperium
  3913. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3914. clif_skill_estimation(sd, bl);
  3915. if( skillid == MER_ESTIMATION )
  3916. sd = NULL;
  3917. break;
  3918. case BS_REPAIRWEAPON:
  3919. if(sd && dstsd)
  3920. clif_item_repair_list(sd,dstsd);
  3921. break;
  3922. case MC_IDENTIFY:
  3923. if(sd)
  3924. clif_item_identify_list(sd);
  3925. break;
  3926. // Weapon Refining [Celest]
  3927. case WS_WEAPONREFINE:
  3928. if(sd)
  3929. clif_item_refine_list(sd);
  3930. break;
  3931. case MC_VENDING:
  3932. if(sd)
  3933. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  3934. if ( !pc_can_give_items(pc_isGM(sd)) )
  3935. clif_skill_fail(sd,skillid,0,0);
  3936. else
  3937. clif_openvendingreq(sd,2+skilllv);
  3938. }
  3939. break;
  3940. case AL_TELEPORT:
  3941. if(sd)
  3942. {
  3943. if (map[bl->m].flag.noteleport && skilllv <= 2) {
  3944. clif_skill_teleportmessage(sd,0);
  3945. break;
  3946. }
  3947. if(!battle_config.duel_allow_teleport && sd->duel_group && skilllv <= 2) { // duel restriction [LuzZza]
  3948. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  3949. break;
  3950. }
  3951. if( sd->state.autocast || sd->skillitem == AL_TELEPORT || (battle_config.skip_teleport_lv1_menu && skilllv == 1) || skilllv > 2 )
  3952. {
  3953. if( skilllv == 1 )
  3954. pc_randomwarp(sd,3);
  3955. else
  3956. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  3957. break;
  3958. }
  3959. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3960. if( skilllv == 1 )
  3961. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  3962. else
  3963. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  3964. } else
  3965. unit_warp(bl,-1,-1,-1,3);
  3966. break;
  3967. case NPC_EXPULSION:
  3968. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3969. unit_warp(bl,-1,-1,-1,3);
  3970. break;
  3971. case AL_HOLYWATER:
  3972. if(sd) {
  3973. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  3974. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3975. else
  3976. clif_skill_fail(sd,skillid,0,0);
  3977. }
  3978. break;
  3979. case TF_PICKSTONE:
  3980. if(sd) {
  3981. int eflag;
  3982. struct item item_tmp;
  3983. struct block_list tbl;
  3984. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3985. memset(&item_tmp,0,sizeof(item_tmp));
  3986. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  3987. item_tmp.nameid = ITEMID_STONE;
  3988. item_tmp.identify = 1;
  3989. tbl.id = 0;
  3990. clif_takeitem(&sd->bl,&tbl);
  3991. eflag = pc_additem(sd,&item_tmp,1);
  3992. if(eflag) {
  3993. clif_additem(sd,0,0,eflag);
  3994. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  3995. }
  3996. }
  3997. break;
  3998. case ASC_CDP:
  3999. if(sd) {
  4000. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4001. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4002. }
  4003. break;
  4004. case RG_STRIPWEAPON:
  4005. case RG_STRIPSHIELD:
  4006. case RG_STRIPARMOR:
  4007. case RG_STRIPHELM:
  4008. case ST_FULLSTRIP:
  4009. {
  4010. unsigned short location = 0;
  4011. int d = 0;
  4012. //Rate in percent
  4013. if ( skillid == ST_FULLSTRIP ) {
  4014. i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5;
  4015. } else {
  4016. i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5;
  4017. }
  4018. if (i < 5) i = 5; //Minimum rate 5%
  4019. //Duration in ms
  4020. d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
  4021. if (d < 0) d = 0; //Minimum duration 0ms
  4022. switch (skillid) {
  4023. case RG_STRIPWEAPON:
  4024. location = EQP_WEAPON;
  4025. break;
  4026. case RG_STRIPSHIELD:
  4027. location = EQP_SHIELD;
  4028. break;
  4029. case RG_STRIPARMOR:
  4030. location = EQP_ARMOR;
  4031. break;
  4032. case RG_STRIPHELM:
  4033. location = EQP_HELM;
  4034. break;
  4035. case ST_FULLSTRIP:
  4036. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  4037. break;
  4038. }
  4039. //Attempts to strip at rate i and duration d
  4040. if (!clif_skill_nodamage(src,bl,skillid,skilllv,skill_strip_equip(bl, location, i, skilllv, d)) && sd)
  4041. clif_skill_fail(sd,skillid,0,0); //Nothing stripped.
  4042. }
  4043. break;
  4044. case AM_BERSERKPITCHER:
  4045. case AM_POTIONPITCHER:
  4046. {
  4047. int i,x,hp = 0,sp = 0,bonus=100;
  4048. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  4049. {
  4050. map_freeblock_unlock();
  4051. return 1;
  4052. }
  4053. if( sd )
  4054. {
  4055. x = skilllv%11 - 1;
  4056. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4057. if(i < 0 || skill_db[skillid].itemid[x] <= 0)
  4058. {
  4059. clif_skill_fail(sd,skillid,0,0);
  4060. map_freeblock_unlock();
  4061. return 1;
  4062. }
  4063. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x])
  4064. {
  4065. clif_skill_fail(sd,skillid,0,0);
  4066. map_freeblock_unlock();
  4067. return 1;
  4068. }
  4069. if( skillid == AM_BERSERKPITCHER )
  4070. {
  4071. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv )
  4072. {
  4073. clif_skill_fail(sd,skillid,0,0);
  4074. map_freeblock_unlock();
  4075. return 1;
  4076. }
  4077. }
  4078. potion_flag = 1;
  4079. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4080. potion_target = bl->id;
  4081. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4082. potion_flag = potion_target = 0;
  4083. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  4084. bonus += sd->status.base_level;
  4085. if( potion_per_hp > 0 || potion_per_sp > 0 )
  4086. {
  4087. hp = tstatus->max_hp * potion_per_hp / 100;
  4088. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4089. if( dstsd )
  4090. {
  4091. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4092. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4093. }
  4094. }
  4095. else
  4096. {
  4097. if( potion_hp > 0 )
  4098. {
  4099. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4100. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4101. if( dstsd )
  4102. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4103. }
  4104. if( potion_sp > 0 )
  4105. {
  4106. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4107. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4108. if( dstsd )
  4109. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4110. }
  4111. }
  4112. if (sd->itemgrouphealrate[IG_POTION]>0)
  4113. {
  4114. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  4115. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  4116. }
  4117. if( (i = pc_skillheal_bonus(sd, skillid)) )
  4118. {
  4119. hp += hp * i / 100;
  4120. sp += sp * i / 100;
  4121. }
  4122. }
  4123. else
  4124. {
  4125. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4126. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4127. if( dstsd )
  4128. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4129. }
  4130. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) )
  4131. {
  4132. hp += hp * i / 100;
  4133. sp += sp * i / 100;
  4134. }
  4135. if( tsc && tsc->data[SC_CRITICALWOUND] )
  4136. {
  4137. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4138. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4139. }
  4140. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4141. if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) )
  4142. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4143. if( sp > 0 )
  4144. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4145. status_heal(bl,hp,sp,0);
  4146. }
  4147. break;
  4148. case AM_CP_WEAPON:
  4149. case AM_CP_SHIELD:
  4150. case AM_CP_ARMOR:
  4151. case AM_CP_HELM:
  4152. {
  4153. enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON));
  4154. if(tsc && tsc->data[scid])
  4155. status_change_end(bl, scid, -1 );
  4156. clif_skill_nodamage(src,bl,skillid,skilllv,
  4157. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4158. }
  4159. break;
  4160. case AM_TWILIGHT1:
  4161. if (sd) {
  4162. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4163. //Prepare 200 White Potions.
  4164. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4165. clif_skill_fail(sd,skillid,0,0);
  4166. }
  4167. break;
  4168. case AM_TWILIGHT2:
  4169. if (sd) {
  4170. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4171. //Prepare 200 Slim White Potions.
  4172. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4173. clif_skill_fail(sd,skillid,0,0);
  4174. }
  4175. break;
  4176. case AM_TWILIGHT3:
  4177. if (sd) {
  4178. //check if you can produce all three, if not, then fail:
  4179. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4180. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4181. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4182. ) {
  4183. clif_skill_fail(sd,skillid,0,0);
  4184. break;
  4185. }
  4186. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4187. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4188. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4189. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4190. }
  4191. break;
  4192. case SA_DISPELL:
  4193. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  4194. {
  4195. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4196. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  4197. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  4198. || rand()%100 >= 50+10*skilllv)
  4199. {
  4200. if (sd)
  4201. clif_skill_fail(sd,skillid,0,0);
  4202. break;
  4203. }
  4204. if(status_isimmune(bl) || !tsc || !tsc->count)
  4205. break;
  4206. for(i=0;i<SC_MAX;i++)
  4207. {
  4208. if (!tsc->data[i])
  4209. continue;
  4210. switch (i) {
  4211. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  4212. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  4213. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  4214. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  4215. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  4216. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  4217. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  4218. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  4219. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  4220. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  4221. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  4222. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  4223. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  4224. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  4225. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  4226. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  4227. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  4228. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  4229. case SC_JEXPBOOST:
  4230. continue;
  4231. case SC_ASSUMPTIO:
  4232. if( bl->type == BL_MOB )
  4233. continue;
  4234. break;
  4235. }
  4236. 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.
  4237. status_change_end(bl,(sc_type)i,-1);
  4238. }
  4239. break;
  4240. }
  4241. //Affect all targets on splash area.
  4242. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  4243. src, skillid, skilllv, tick, flag|1,
  4244. skill_castend_damage_id);
  4245. break;
  4246. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4247. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4248. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  4249. break;
  4250. case TK_HIGHJUMP:
  4251. {
  4252. int x,y, dir = unit_getdir(src);
  4253. //Fails on noteleport maps, except for vs maps [Skotlex]
  4254. if(map[src->m].flag.noteleport &&
  4255. !(map_flag_vs(src->m) || map_flag_gvg2(src->m))
  4256. ) {
  4257. x = src->x;
  4258. y = src->y;
  4259. } else {
  4260. x = src->x + dirx[dir]*skilllv*2;
  4261. y = src->y + diry[dir]*skilllv*2;
  4262. }
  4263. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4264. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  4265. clif_slide(src,x,y);
  4266. unit_movepos(src, x, y, 1, 0);
  4267. }
  4268. }
  4269. break;
  4270. case SA_CASTCANCEL:
  4271. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4272. unit_skillcastcancel(src,1);
  4273. if(sd) {
  4274. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4275. sp = sp * (90 - (skilllv-1)*20) / 100;
  4276. if(sp < 0) sp = 0;
  4277. status_zap(src, 0, sp);
  4278. }
  4279. break;
  4280. case SA_SPELLBREAKER:
  4281. {
  4282. int sp;
  4283. if(tsc && tsc->data[SC_MAGICROD]) {
  4284. sp = skill_get_sp(skillid,skilllv);
  4285. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  4286. if(sp < 1) sp = 1;
  4287. status_heal(bl,0,sp,2);
  4288. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD]->val1,1);
  4289. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  4290. } else {
  4291. struct unit_data *ud = unit_bl2ud(bl);
  4292. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4293. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4294. bl_skillid = ud->skillid;
  4295. bl_skilllv = ud->skilllv;
  4296. if (tstatus->mode & MD_BOSS)
  4297. { //Only 10% success chance against bosses. [Skotlex]
  4298. if (rand()%100 < 90)
  4299. {
  4300. if (sd) clif_skill_fail(sd,skillid,0,0);
  4301. break;
  4302. }
  4303. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4304. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  4305. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4306. unit_skillcastcancel(bl,0);
  4307. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4308. status_zap(bl, hp, sp);
  4309. if (hp && skilllv >= 5)
  4310. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  4311. else
  4312. hp = 0;
  4313. if (sp) //Recover some of the SP used
  4314. sp = sp*(25*(skilllv-1))/100;
  4315. if(hp || sp)
  4316. status_heal(src, hp, sp, 2);
  4317. }
  4318. }
  4319. break;
  4320. case SA_MAGICROD:
  4321. //It activates silently, no use animation.
  4322. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4323. break;
  4324. case SA_AUTOSPELL:
  4325. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4326. if(sd)
  4327. clif_autospell(sd,skilllv);
  4328. else {
  4329. int maxlv=1,spellid=0;
  4330. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4331. if(skilllv >= 10) {
  4332. spellid = MG_FROSTDIVER;
  4333. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  4334. // maxlv = 10;
  4335. // else
  4336. maxlv = skilllv - 9;
  4337. }
  4338. else if(skilllv >=8) {
  4339. spellid = MG_FIREBALL;
  4340. maxlv = skilllv - 7;
  4341. }
  4342. else if(skilllv >=5) {
  4343. spellid = MG_SOULSTRIKE;
  4344. maxlv = skilllv - 4;
  4345. }
  4346. else if(skilllv >=2) {
  4347. int i = rand()%3;
  4348. spellid = spellarray[i];
  4349. maxlv = skilllv - 1;
  4350. }
  4351. else if(skilllv > 0) {
  4352. spellid = MG_NAPALMBEAT;
  4353. maxlv = 3;
  4354. }
  4355. if(spellid > 0)
  4356. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4357. skill_get_time(SA_AUTOSPELL,skilllv));
  4358. }
  4359. break;
  4360. case BS_GREED:
  4361. if(sd){
  4362. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4363. map_foreachinrange(skill_greed,bl,
  4364. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4365. }
  4366. break;
  4367. case SA_ELEMENTWATER:
  4368. case SA_ELEMENTFIRE:
  4369. case SA_ELEMENTGROUND:
  4370. case SA_ELEMENTWIND:
  4371. if(sd && !dstmd) //Only works on monsters.
  4372. break;
  4373. if(tstatus->mode&MD_BOSS)
  4374. break;
  4375. case NPC_ATTRICHANGE:
  4376. case NPC_CHANGEWATER:
  4377. case NPC_CHANGEGROUND:
  4378. case NPC_CHANGEFIRE:
  4379. case NPC_CHANGEWIND:
  4380. case NPC_CHANGEPOISON:
  4381. case NPC_CHANGEHOLY:
  4382. case NPC_CHANGEDARKNESS:
  4383. case NPC_CHANGETELEKINESIS:
  4384. clif_skill_nodamage(src,bl,skillid,skilllv,
  4385. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  4386. skill_get_time(skillid, skilllv)));
  4387. break;
  4388. case NPC_CHANGEUNDEAD:
  4389. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  4390. //TO-DO This is ugly, fix it
  4391. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  4392. clif_skill_nodamage(src,bl,skillid,skilllv,
  4393. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  4394. skill_get_time(skillid, skilllv)));
  4395. break;
  4396. case NPC_PROVOCATION:
  4397. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4398. if (md) mob_unlocktarget(md, tick);
  4399. break;
  4400. case NPC_KEEPING:
  4401. case NPC_BARRIER:
  4402. {
  4403. int skill_time = skill_get_time(skillid,skilllv);
  4404. struct unit_data *ud = unit_bl2ud(bl);
  4405. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4406. sc_start(bl,type,100,skilllv,skill_time))
  4407. && ud) { //Disable attacking/acting/moving for skill's duration.
  4408. ud->attackabletime =
  4409. ud->canact_tick =
  4410. ud->canmove_tick = tick + skill_time;
  4411. }
  4412. }
  4413. break;
  4414. case NPC_REBIRTH:
  4415. if( md && md->state.rebirth )
  4416. break; // only works once
  4417. sc_start(bl,type,100,skilllv,-1);
  4418. break;
  4419. case NPC_DARKBLESSING:
  4420. clif_skill_nodamage(src,bl,skillid,skilllv,
  4421. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  4422. break;
  4423. case NPC_LICK:
  4424. status_zap(bl, 0, 100);
  4425. clif_skill_nodamage(src,bl,skillid,skilllv,
  4426. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4427. break;
  4428. case NPC_SUICIDE:
  4429. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4430. status_kill(src); //When suiciding, neither exp nor drops is given.
  4431. break;
  4432. case NPC_SUMMONSLAVE:
  4433. case NPC_SUMMONMONSTER:
  4434. if(md && md->skillidx >= 0)
  4435. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4436. break;
  4437. case NPC_CALLSLAVE:
  4438. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4439. break;
  4440. case NPC_RANDOMMOVE:
  4441. if (md) {
  4442. md->next_walktime = tick - 1;
  4443. mob_randomwalk(md,tick);
  4444. }
  4445. break;
  4446. case NPC_SPEEDUP:
  4447. {
  4448. // or does it increase casting rate? just a guess xD
  4449. int i = SC_ASPDPOTION0 + skilllv - 1;
  4450. if (i > SC_ASPDPOTION3)
  4451. i = SC_ASPDPOTION3;
  4452. clif_skill_nodamage(src,bl,skillid,skilllv,
  4453. sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
  4454. }
  4455. break;
  4456. case NPC_REVENGE:
  4457. // not really needed... but adding here anyway ^^
  4458. if (md && md->master_id > 0) {
  4459. struct block_list *mbl, *tbl;
  4460. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4461. (tbl = battle_gettargeted(mbl)) == NULL)
  4462. break;
  4463. md->state.provoke_flag = tbl->id;
  4464. mob_target(md, tbl, sstatus->rhw.range);
  4465. }
  4466. break;
  4467. case NPC_RUN:
  4468. {
  4469. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4470. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4471. unit_stop_attack(src);
  4472. //Run skillv tiles overriding the can-move check.
  4473. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4474. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4475. }
  4476. break;
  4477. case NPC_TRANSFORMATION:
  4478. case NPC_METAMORPHOSIS:
  4479. if(md && md->skillidx >= 0) {
  4480. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4481. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4482. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4483. if (class_) mob_class_change(md, class_);
  4484. }
  4485. break;
  4486. case NPC_EMOTION_ON:
  4487. case NPC_EMOTION:
  4488. //va[0] is the emotion to use.
  4489. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4490. //val[1] 'sets' the mode
  4491. //val[2] adds to the current mode
  4492. //val[3] removes from the current mode
  4493. //val[4] if set, asks to delete the previous mode change.
  4494. if(md && md->skillidx >= 0 && tsc)
  4495. {
  4496. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  4497. if(md->db->skill[md->skillidx].val[4] && tsce)
  4498. status_change_end(bl, type, -1);
  4499. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  4500. sc_start4(src, type, 100, skilllv,
  4501. md->db->skill[md->skillidx].val[1],
  4502. md->db->skill[md->skillidx].val[2],
  4503. md->db->skill[md->skillidx].val[3],
  4504. skill_get_time(skillid, skilllv));
  4505. }
  4506. break;
  4507. case NPC_POWERUP:
  4508. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  4509. clif_skill_nodamage(src,bl,skillid,skilllv,
  4510. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4511. break;
  4512. case NPC_AGIUP:
  4513. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4514. clif_skill_nodamage(src,bl,skillid,skilllv,
  4515. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4516. break;
  4517. case NPC_INVISIBLE:
  4518. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  4519. clif_skill_nodamage(src,bl,skillid,skilllv,
  4520. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  4521. break;
  4522. case NPC_SIEGEMODE:
  4523. // not sure what it does
  4524. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4525. break;
  4526. case WE_MALE:
  4527. {
  4528. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4529. 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]
  4530. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4531. }
  4532. break;
  4533. case WE_FEMALE:
  4534. {
  4535. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4536. 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]
  4537. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4538. }
  4539. break;
  4540. // parent-baby skills
  4541. case WE_BABY:
  4542. if(sd){
  4543. struct map_session_data *f_sd = pc_get_father(sd);
  4544. struct map_session_data *m_sd = pc_get_mother(sd);
  4545. // if neither was found
  4546. if(!f_sd && !m_sd){
  4547. clif_skill_fail(sd,skillid,0,0);
  4548. map_freeblock_unlock();
  4549. return 0;
  4550. }
  4551. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4552. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4553. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4554. }
  4555. break;
  4556. case PF_HPCONVERSION:
  4557. {
  4558. int hp, sp;
  4559. hp = sstatus->max_hp/10;
  4560. sp = hp * 10 * skilllv / 100;
  4561. if (!status_charge(src,hp,0)) {
  4562. if (sd) clif_skill_fail(sd,skillid,0,0);
  4563. break;
  4564. }
  4565. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4566. status_heal(bl,0,sp,2);
  4567. }
  4568. break;
  4569. case MA_REMOVETRAP:
  4570. case HT_REMOVETRAP:
  4571. //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
  4572. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4573. {
  4574. struct skill_unit* su;
  4575. struct skill_unit_group* sg;
  4576. su = BL_CAST(BL_SKILL, bl);
  4577. // Mercenaries can remove any trap
  4578. // Players can only remove their own traps or traps on Vs maps.
  4579. 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) )
  4580. {
  4581. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4582. { // prevent picking up expired traps
  4583. if( battle_config.skill_removetrap_type )
  4584. { // get back all items used to deploy the trap
  4585. for( i = 0; i < 10; i++ )
  4586. {
  4587. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  4588. {
  4589. int flag;
  4590. struct item item_tmp;
  4591. memset(&item_tmp,0,sizeof(item_tmp));
  4592. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4593. item_tmp.identify = 1;
  4594. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i])) )
  4595. {
  4596. clif_additem(sd,0,0,flag);
  4597. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4598. }
  4599. }
  4600. }
  4601. }
  4602. else
  4603. { // get back 1 trap
  4604. struct item item_tmp;
  4605. memset(&item_tmp,0,sizeof(item_tmp));
  4606. item_tmp.nameid = ITEMID_TRAP;
  4607. item_tmp.identify = 1;
  4608. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1)) )
  4609. {
  4610. clif_additem(sd,0,0,flag);
  4611. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4612. }
  4613. }
  4614. }
  4615. skill_delunit(su);
  4616. }
  4617. }
  4618. break;
  4619. case HT_SPRINGTRAP:
  4620. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4621. {
  4622. struct skill_unit *su=NULL;
  4623. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4624. switch(su->group->unit_id){
  4625. case UNT_ANKLESNARE: // ankle snare
  4626. if (su->group->val2 != 0)
  4627. // if it is already trapping something don't spring it,
  4628. // remove trap should be used instead
  4629. break;
  4630. // otherwise fallthrough to below
  4631. case UNT_BLASTMINE:
  4632. case UNT_SKIDTRAP:
  4633. case UNT_LANDMINE:
  4634. case UNT_SHOCKWAVE:
  4635. case UNT_SANDMAN:
  4636. case UNT_FLASHER:
  4637. case UNT_FREEZINGTRAP:
  4638. case UNT_CLAYMORETRAP:
  4639. case UNT_TALKIEBOX:
  4640. su->group->unit_id = UNT_USED_TRAPS;
  4641. clif_changetraplook(bl, UNT_USED_TRAPS);
  4642. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4643. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4644. }
  4645. }
  4646. }
  4647. break;
  4648. case BD_ENCORE:
  4649. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4650. if(sd)
  4651. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4652. break;
  4653. case AS_SPLASHER:
  4654. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  4655. if (sd) clif_skill_fail(sd,skillid,0,0);
  4656. map_freeblock_unlock();
  4657. return 1;
  4658. }
  4659. clif_skill_nodamage(src,bl,skillid,skilllv,
  4660. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4661. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  4662. break;
  4663. case PF_MINDBREAKER:
  4664. {
  4665. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4666. {
  4667. map_freeblock_unlock();
  4668. return 1;
  4669. }
  4670. if (tsce)
  4671. { //HelloKitty2 (?) explained that this silently fails when target is
  4672. //already inflicted. [Skotlex]
  4673. map_freeblock_unlock();
  4674. return 1;
  4675. }
  4676. //Has a 55% + skilllv*5% success chance.
  4677. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4678. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4679. {
  4680. if (sd) clif_skill_fail(sd,skillid,0,0);
  4681. map_freeblock_unlock();
  4682. return 0;
  4683. }
  4684. unit_skillcastcancel(bl,0);
  4685. if(tsc && tsc->count){
  4686. if(tsc->data[SC_FREEZE])
  4687. status_change_end(bl,SC_FREEZE,-1);
  4688. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  4689. status_change_end(bl,SC_STONE,-1);
  4690. if(tsc->data[SC_SLEEP])
  4691. status_change_end(bl,SC_SLEEP,-1);
  4692. }
  4693. if(dstmd)
  4694. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4695. }
  4696. break;
  4697. case PF_SOULCHANGE:
  4698. {
  4699. unsigned int sp1 = 0, sp2 = 0;
  4700. if (dstmd) {
  4701. if (dstmd->state.soul_change_flag) {
  4702. if(sd) clif_skill_fail(sd,skillid,0,0);
  4703. break;
  4704. }
  4705. dstmd->state.soul_change_flag = 1;
  4706. sp2 = sstatus->max_sp * 3 /100;
  4707. status_heal(src, 0, sp2, 2);
  4708. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4709. break;
  4710. }
  4711. sp1 = sstatus->sp;
  4712. sp2 = tstatus->sp;
  4713. status_set_sp(src, sp2, 3);
  4714. status_set_sp(bl, sp1, 3);
  4715. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4716. }
  4717. break;
  4718. // Slim Pitcher
  4719. case CR_SLIMPITCHER:
  4720. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  4721. break;
  4722. if (potion_hp || potion_sp) {
  4723. int hp = potion_hp, sp = potion_sp;
  4724. hp = hp * (100 + (tstatus->vit<<1))/100;
  4725. sp = sp * (100 + (tstatus->int_<<1))/100;
  4726. if (dstsd) {
  4727. if (hp)
  4728. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  4729. if (sp)
  4730. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  4731. }
  4732. if (tsc && tsc->data[SC_CRITICALWOUND])
  4733. {
  4734. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4735. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4736. }
  4737. if(hp > 0)
  4738. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4739. if(sp > 0)
  4740. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4741. status_heal(bl,hp,sp,0);
  4742. }
  4743. break;
  4744. // Full Chemical Protection
  4745. case CR_FULLPROTECTION:
  4746. {
  4747. int i, skilltime;
  4748. skilltime = skill_get_time(skillid,skilllv);
  4749. if (!tsc) {
  4750. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4751. break;
  4752. }
  4753. for (i=0; i<4; i++) {
  4754. if(tsc->data[SC_STRIPWEAPON + i])
  4755. status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), -1 );
  4756. sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
  4757. }
  4758. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4759. }
  4760. break;
  4761. case RG_CLEANER: //AppleGirl
  4762. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4763. break;
  4764. case CG_LONGINGFREEDOM:
  4765. {
  4766. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  4767. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4768. {
  4769. clif_skill_nodamage(src,bl,skillid,skilllv,
  4770. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4771. }
  4772. }
  4773. break;
  4774. case CG_TAROTCARD:
  4775. {
  4776. int eff, count = -1;
  4777. if( rand() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  4778. {
  4779. if( sd )
  4780. clif_skill_fail(sd,skillid,0,0);
  4781. map_freeblock_unlock();
  4782. return 0;
  4783. }
  4784. status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish]
  4785. do {
  4786. eff = rand() % 14;
  4787. clif_specialeffect(bl, 523 + eff, AREA);
  4788. switch (eff)
  4789. {
  4790. case 0: // heals SP to 0
  4791. status_percent_damage(src, bl, 0, 100, false);
  4792. break;
  4793. case 1: // matk halved
  4794. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4795. break;
  4796. case 2: // all buffs removed
  4797. status_change_clear_buffs(bl,1);
  4798. break;
  4799. case 3: // 1000 damage, random armor destroyed
  4800. {
  4801. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  4802. status_fix_damage(src, bl, 1000, 0);
  4803. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4804. if( !status_isdead(bl) )
  4805. skill_break_equip(bl, where[rand()%5], 10000, BCT_ENEMY);
  4806. }
  4807. break;
  4808. case 4: // atk halved
  4809. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4810. break;
  4811. case 5: // 2000HP heal, random teleported
  4812. status_heal(src, 2000, 0, 0);
  4813. unit_warp(src, -1,-1,-1, 3);
  4814. break;
  4815. case 6: // random 2 other effects
  4816. if (count == -1)
  4817. count = 3;
  4818. else
  4819. count++; //Should not retrigger this one.
  4820. break;
  4821. case 7: // stop freeze or stoned
  4822. {
  4823. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4824. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4825. }
  4826. break;
  4827. case 8: // curse coma and poison
  4828. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4829. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4830. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4831. break;
  4832. case 9: // confusion
  4833. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4834. break;
  4835. case 10: // 6666 damage, atk matk halved, cursed
  4836. status_fix_damage(src, bl, 6666, 0);
  4837. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4838. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4839. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4840. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4841. break;
  4842. case 11: // 4444 damage
  4843. status_fix_damage(src, bl, 4444, 0);
  4844. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4845. break;
  4846. case 12: // stun
  4847. sc_start(bl,SC_STUN,100,skilllv,5000);
  4848. break;
  4849. case 13: // atk,matk,hit,flee,def reduced
  4850. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4851. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4852. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4853. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4854. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4855. break;
  4856. default:
  4857. break;
  4858. }
  4859. } while ((--count) > 0);
  4860. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4861. }
  4862. break;
  4863. case SL_ALCHEMIST:
  4864. case SL_ASSASIN:
  4865. case SL_BARDDANCER:
  4866. case SL_BLACKSMITH:
  4867. case SL_CRUSADER:
  4868. case SL_HUNTER:
  4869. case SL_KNIGHT:
  4870. case SL_MONK:
  4871. case SL_PRIEST:
  4872. case SL_ROGUE:
  4873. case SL_SAGE:
  4874. case SL_SOULLINKER:
  4875. case SL_STAR:
  4876. case SL_SUPERNOVICE:
  4877. case SL_WIZARD:
  4878. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  4879. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4880. clif_skill_fail(sd,skillid,0,0);
  4881. break;
  4882. }
  4883. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100))
  4884. { //Erase death count 1% of the casts
  4885. dstsd->die_counter = 0;
  4886. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  4887. clif_misceffect2(bl, 0x152);
  4888. //SC_SPIRIT invokes status_calc_pc for us.
  4889. }
  4890. clif_skill_nodamage(src,bl,skillid,skilllv,
  4891. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4892. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4893. break;
  4894. case SL_HIGH:
  4895. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4896. clif_skill_fail(sd,skillid,0,0);
  4897. break;
  4898. }
  4899. clif_skill_nodamage(src,bl,skillid,skilllv,
  4900. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4901. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4902. break;
  4903. case SL_SWOO:
  4904. if (tsce) {
  4905. sc_start(src,SC_STUN,100,skilllv,10000);
  4906. break;
  4907. }
  4908. case SL_SKA: // [marquis007]
  4909. case SL_SKE:
  4910. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4911. clif_skill_fail(sd,skillid,0,0);
  4912. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4913. break;
  4914. }
  4915. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4916. if (skillid == SL_SKE)
  4917. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4918. break;
  4919. // New guild skills [Celest]
  4920. case GD_BATTLEORDER:
  4921. if(flag&1) {
  4922. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4923. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4924. } else if (status_get_guild_id(src)) {
  4925. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4926. map_foreachinrange(skill_area_sub, src,
  4927. skill_get_splash(skillid, skilllv), BL_PC,
  4928. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4929. skill_castend_nodamage_id);
  4930. if (sd)
  4931. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4932. }
  4933. break;
  4934. case GD_REGENERATION:
  4935. if(flag&1) {
  4936. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4937. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4938. } else if (status_get_guild_id(src)) {
  4939. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4940. map_foreachinrange(skill_area_sub, src,
  4941. skill_get_splash(skillid, skilllv), BL_PC,
  4942. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4943. skill_castend_nodamage_id);
  4944. if (sd)
  4945. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4946. }
  4947. break;
  4948. case GD_RESTORE:
  4949. if(flag&1) {
  4950. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4951. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  4952. } else if (status_get_guild_id(src)) {
  4953. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4954. map_foreachinrange(skill_area_sub, src,
  4955. skill_get_splash(skillid, skilllv), BL_PC,
  4956. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4957. skill_castend_nodamage_id);
  4958. if (sd)
  4959. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4960. }
  4961. break;
  4962. case GD_EMERGENCYCALL:
  4963. {
  4964. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4965. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4966. int j = 0;
  4967. struct guild *g = NULL;
  4968. // i don't know if it actually summons in a circle, but oh well. ;P
  4969. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  4970. if (!g)
  4971. break;
  4972. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4973. for(i = 0; i < g->max_member; i++, j++) {
  4974. if (j>8) j=0;
  4975. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade) {
  4976. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  4977. continue;
  4978. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  4979. dx[j] = dy[j] = 0;
  4980. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], 2);
  4981. }
  4982. }
  4983. if (sd)
  4984. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4985. }
  4986. break;
  4987. case SG_FEEL:
  4988. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  4989. if (sd) {
  4990. if(!sd->feel_map[skilllv-1].index)
  4991. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  4992. else
  4993. clif_feel_info(sd, skilllv-1, 1);
  4994. }
  4995. break;
  4996. case SG_HATE:
  4997. if (sd) {
  4998. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4999. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  5000. clif_skill_fail(sd,skillid,0,0);
  5001. }
  5002. break;
  5003. case GS_GLITTERING:
  5004. if(sd) {
  5005. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5006. if(rand()%100 < (20+10*skilllv))
  5007. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  5008. else if(sd->spiritball > 0)
  5009. pc_delspiritball(sd,1,0);
  5010. }
  5011. break;
  5012. case GS_CRACKER:
  5013. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  5014. {
  5015. i =65 -5*distance_bl(src,bl); //Base rate
  5016. if (i < 30) i = 30;
  5017. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5018. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  5019. }
  5020. else if (sd)
  5021. clif_skill_fail(sd,skillid,0,0);
  5022. break;
  5023. case AM_CALLHOMUN: //[orn]
  5024. if (sd && !merc_call_homunculus(sd))
  5025. clif_skill_fail(sd,skillid,0,0);
  5026. break;
  5027. case AM_REST:
  5028. if (sd)
  5029. {
  5030. if (merc_hom_vaporize(sd,1))
  5031. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5032. else
  5033. clif_skill_fail(sd,skillid,0,0);
  5034. }
  5035. break;
  5036. case HAMI_CASTLE: //[orn]
  5037. if(rand()%100 < 20*skilllv && src != bl)
  5038. {
  5039. int x,y;
  5040. x = src->x;
  5041. y = src->y;
  5042. if (hd)
  5043. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5044. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  5045. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  5046. clif_slide(src,bl->x,bl->y) ;
  5047. if (unit_movepos(bl,x,y,0,0))
  5048. {
  5049. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  5050. clif_slide(bl,x,y) ;
  5051. }
  5052. //TODO: Shouldn't also players and the like switch targets?
  5053. map_foreachinrange(skill_chastle_mob_changetarget,src,
  5054. AREA_SIZE, BL_MOB, bl, src);
  5055. }
  5056. }
  5057. // Failed
  5058. else if (hd && hd->master)
  5059. clif_skill_fail(hd->master, skillid, 0, 0);
  5060. else if (sd)
  5061. clif_skill_fail(sd, skillid, 0, 0);
  5062. break;
  5063. case HVAN_CHAOTIC: //[orn]
  5064. {
  5065. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  5066. int rnd = rand()%100;
  5067. i = (skilllv-1)%5;
  5068. if(rnd<per[i][0]) //Self
  5069. bl = src;
  5070. else if(rnd<per[i][1]) //Master
  5071. bl = battle_get_master(src);
  5072. else //Enemy
  5073. bl = map_id2bl(battle_gettarget(src));
  5074. if (!bl) bl = src;
  5075. i = skill_calc_heal(src, bl, skillid, 1+rand()%skilllv, true);
  5076. //Eh? why double skill packet?
  5077. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  5078. clif_skill_nodamage(src,bl,skillid,i,1);
  5079. status_heal(bl, i, 0, 0);
  5080. }
  5081. break;
  5082. //Homun single-target support skills [orn]
  5083. case HAMI_BLOODLUST:
  5084. case HFLI_FLEET:
  5085. case HFLI_SPEED:
  5086. case HLIF_CHANGE:
  5087. clif_skill_nodamage(src,bl,skillid,skilllv,
  5088. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5089. if (hd)
  5090. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5091. break;
  5092. case NPC_DRAGONFEAR:
  5093. if (flag&1) {
  5094. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  5095. int j;
  5096. j = i = rand()%ARRAYLENGTH(sc);
  5097. while ( !sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1)) ) {
  5098. i++;
  5099. if ( i == ARRAYLENGTH(sc) )
  5100. i = 0;
  5101. if (i == j)
  5102. break;
  5103. }
  5104. break;
  5105. }
  5106. case NPC_WIDEBLEEDING:
  5107. case NPC_WIDECONFUSE:
  5108. case NPC_WIDECURSE:
  5109. case NPC_WIDEFREEZE:
  5110. case NPC_WIDESLEEP:
  5111. case NPC_WIDESILENCE:
  5112. case NPC_WIDESTONE:
  5113. case NPC_WIDESTUN:
  5114. case NPC_SLOWCAST:
  5115. case NPC_WIDEHELLDIGNITY:
  5116. if (flag&1)
  5117. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5118. else {
  5119. skill_area_temp[2] = 0; //For SD_PREAMBLE
  5120. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5121. map_foreachinrange(skill_area_sub, bl,
  5122. skill_get_splash(skillid, skilllv),BL_CHAR,
  5123. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  5124. skill_castend_nodamage_id);
  5125. }
  5126. break;
  5127. default:
  5128. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5129. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5130. map_freeblock_unlock();
  5131. return 1;
  5132. }
  5133. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5134. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  5135. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5136. }
  5137. if( sd && !(flag&1) )
  5138. {
  5139. if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill.
  5140. battle_consume_ammo(sd, skillid, skilllv);
  5141. if( !sd->state.skillonskill )
  5142. skill_onskillusage(sd, bl, skillid, tick);
  5143. skill_consume_requirement(sd,skillid,skilllv,2);
  5144. }
  5145. map_freeblock_unlock();
  5146. return 0;
  5147. }
  5148. /*==========================================
  5149. *
  5150. *------------------------------------------*/
  5151. int skill_castend_id(int tid, unsigned int tick, int id, intptr data)
  5152. {
  5153. struct block_list *target, *src;
  5154. struct map_session_data *sd;
  5155. struct mob_data *md;
  5156. struct unit_data *ud;
  5157. struct status_change *sc = NULL;
  5158. int inf,inf2,flag = 0;
  5159. src = map_id2bl(id);
  5160. if( src == NULL )
  5161. {
  5162. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  5163. return 0;// not found
  5164. }
  5165. ud = unit_bl2ud(src);
  5166. if( ud == NULL )
  5167. {
  5168. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  5169. return 0;// ???
  5170. }
  5171. sd = BL_CAST(BL_PC, src);
  5172. md = BL_CAST(BL_MOB, src);
  5173. if( src->prev == NULL ) {
  5174. ud->skilltimer = INVALID_TIMER;
  5175. return 0;
  5176. }
  5177. if(ud->skillid != SA_CASTCANCEL )
  5178. {// otherwise handled in unit_skillcastcancel()
  5179. if( ud->skilltimer != tid ) {
  5180. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5181. ud->skilltimer = INVALID_TIMER;
  5182. return 0;
  5183. }
  5184. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
  5185. {// restore original walk speed
  5186. ud->skilltimer = INVALID_TIMER;
  5187. status_calc_bl(&sd->bl, SCB_SPEED);
  5188. }
  5189. ud->skilltimer = INVALID_TIMER;
  5190. }
  5191. if (ud->skilltarget == id)
  5192. target = src;
  5193. else
  5194. target = map_id2bl(ud->skilltarget);
  5195. // Use a do so that you can break out of it when the skill fails.
  5196. do {
  5197. if(!target || target->prev==NULL) break;
  5198. if(src->m != target->m || status_isdead(src)) break;
  5199. switch (ud->skillid) {
  5200. //These should become skill_castend_pos
  5201. case WE_CALLPARTNER:
  5202. case WE_CALLPARENT:
  5203. case WE_CALLBABY:
  5204. case AM_RESURRECTHOMUN:
  5205. case PF_SPIDERWEB:
  5206. //Find a random spot to place the skill. [Skotlex]
  5207. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5208. ud->skillx = target->x + inf2;
  5209. ud->skilly = target->y + inf2;
  5210. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  5211. ud->skillx = target->x;
  5212. ud->skilly = target->y;
  5213. }
  5214. ud->skilltimer=tid;
  5215. return skill_castend_pos(tid,tick,id,data);
  5216. }
  5217. if(ud->skillid == RG_BACKSTAP) {
  5218. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5219. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5220. break;
  5221. }
  5222. }
  5223. if( ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA )
  5224. {
  5225. sc = status_get_sc(target);
  5226. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  5227. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5228. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5229. break;
  5230. }
  5231. }
  5232. else
  5233. { // Check target validity.
  5234. inf = skill_get_inf(ud->skillid);
  5235. inf2 = skill_get_inf2(ud->skillid);
  5236. if(inf&INF_ATTACK_SKILL ||
  5237. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  5238. inf = BCT_ENEMY; //Offensive skill.
  5239. else if(inf2&INF2_NO_ENEMY)
  5240. inf = BCT_NOENEMY;
  5241. else
  5242. inf = 0;
  5243. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  5244. {
  5245. inf |=
  5246. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  5247. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  5248. //Remove neutral targets (but allow enemy if skill is designed to be so)
  5249. inf &= ~BCT_NEUTRAL;
  5250. }
  5251. if( ud->skillid >= SL_SKE && ud->skillid <= SL_SKA && target->type == BL_MOB )
  5252. {
  5253. if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
  5254. break;
  5255. }
  5256. else
  5257. if (inf && battle_check_target(src, target, inf) <= 0)
  5258. break;
  5259. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  5260. sc->data[SC_FOGWALL] &&
  5261. rand()%100 < 75)
  5262. { //Fogwall makes all offensive-type targetted skills fail at 75%
  5263. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5264. break;
  5265. }
  5266. }
  5267. //Avoid doing double checks for instant-cast skills.
  5268. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5269. break;
  5270. if(md) {
  5271. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5272. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5273. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5274. }
  5275. if(src != target && battle_config.skill_add_range &&
  5276. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5277. {
  5278. if (sd) {
  5279. clif_skill_fail(sd,ud->skillid,0,0);
  5280. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5281. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  5282. }
  5283. break;
  5284. }
  5285. if( sd )
  5286. {
  5287. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  5288. break;
  5289. else
  5290. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  5291. }
  5292. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  5293. break;
  5294. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  5295. flag = 1;
  5296. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  5297. unit_stop_walking(src,1);
  5298. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  5299. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  5300. if( battle_config.display_status_timers && sd )
  5301. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv));
  5302. if( sd )
  5303. {
  5304. switch( ud->skillid )
  5305. {
  5306. case GS_DESPERADO:
  5307. sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv);
  5308. break;
  5309. case CR_GRANDCROSS:
  5310. case NPC_GRANDDARKNESS:
  5311. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  5312. {
  5313. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  5314. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 )
  5315. break;
  5316. }
  5317. sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv));
  5318. break;
  5319. }
  5320. }
  5321. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5322. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5323. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5324. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  5325. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5326. map_freeblock_lock();
  5327. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5328. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  5329. else
  5330. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  5331. sc = status_get_sc(src);
  5332. if(sc && sc->count) {
  5333. if(sc->data[SC_MAGICPOWER] &&
  5334. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5335. status_change_end(src,SC_MAGICPOWER,-1);
  5336. if(sc->data[SC_SPIRIT] &&
  5337. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  5338. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  5339. ud->skillid != WZ_WATERBALL)
  5340. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  5341. }
  5342. if( sd && ud->skillid != SA_ABRACADABRA ) // Hocus-Pocus has just set the data so leave it as it is.[Inkfish]
  5343. sd->skillitem = sd->skillitemlv = 0;
  5344. if (ud->skilltimer == -1) {
  5345. if(md) md->skillidx = -1;
  5346. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  5347. ud->skilllv = ud->skilltarget = 0;
  5348. }
  5349. map_freeblock_unlock();
  5350. return 1;
  5351. } while(0);
  5352. //Skill failed.
  5353. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  5354. { //When Asura fails... (except when it fails from Fog of Wall)
  5355. //Consume SP/spheres
  5356. skill_consume_requirement(sd,ud->skillid, ud->skilllv,1);
  5357. status_set_sp(src, 0, 0);
  5358. sc = &sd->sc;
  5359. if (sc->count)
  5360. { //End states
  5361. if (sc->data[SC_EXPLOSIONSPIRITS])
  5362. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  5363. if (sc->data[SC_BLADESTOP])
  5364. status_change_end(src,SC_BLADESTOP,-1);
  5365. }
  5366. if (target && target->m == src->m)
  5367. { //Move character to target anyway.
  5368. int dx,dy;
  5369. dx = target->x - src->x;
  5370. dy = target->y - src->y;
  5371. if(dx > 0) dx++;
  5372. else if(dx < 0) dx--;
  5373. if (dy > 0) dy++;
  5374. else if(dy < 0) dy--;
  5375. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  5376. { //Display movement + animation.
  5377. clif_slide(src,src->x,src->y);
  5378. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  5379. }
  5380. clif_skill_fail(sd,ud->skillid,0,0);
  5381. }
  5382. }
  5383. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5384. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  5385. ud->canact_tick = tick;
  5386. //You can't place a skill failed packet here because it would be
  5387. //sent in ALL cases, even cases where skill_check_condition fails
  5388. //which would lead to double 'skill failed' messages u.u [Skotlex]
  5389. if(sd)
  5390. sd->skillitem = sd->skillitemlv = 0;
  5391. else if(md)
  5392. md->skillidx = -1;
  5393. return 0;
  5394. }
  5395. /*==========================================
  5396. *
  5397. *------------------------------------------*/
  5398. int skill_castend_pos(int tid, unsigned int tick, int id, intptr data)
  5399. {
  5400. struct block_list* src = map_id2bl(id);
  5401. int maxcount;
  5402. struct map_session_data *sd;
  5403. struct unit_data *ud = unit_bl2ud(src);
  5404. struct mob_data *md;
  5405. nullpo_retr(0, ud);
  5406. sd = BL_CAST(BL_PC , src);
  5407. md = BL_CAST(BL_MOB, src);
  5408. if( src->prev == NULL ) {
  5409. ud->skilltimer = INVALID_TIMER;
  5410. return 0;
  5411. }
  5412. if( ud->skilltimer != tid )
  5413. {
  5414. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5415. ud->skilltimer = INVALID_TIMER;
  5416. return 0;
  5417. }
  5418. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
  5419. {// restore original walk speed
  5420. ud->skilltimer = INVALID_TIMER;
  5421. status_calc_bl(&sd->bl, SCB_SPEED);
  5422. }
  5423. ud->skilltimer = INVALID_TIMER;
  5424. do {
  5425. if( status_isdead(src) )
  5426. break;
  5427. if( !(src->type&battle_config.skill_reiteration) &&
  5428. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5429. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5430. )
  5431. {
  5432. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5433. break;
  5434. }
  5435. if( src->type&battle_config.skill_nofootset &&
  5436. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5437. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5438. )
  5439. {
  5440. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5441. break;
  5442. }
  5443. if( src->type&battle_config.land_skill_limit &&
  5444. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  5445. ) {
  5446. int i;
  5447. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5448. if(ud->skillunit[i]->skill_id == ud->skillid)
  5449. maxcount--;
  5450. }
  5451. if( maxcount == 0 )
  5452. {
  5453. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5454. break;
  5455. }
  5456. }
  5457. if(tid != -1)
  5458. { //Avoid double checks on instant cast skills. [Skotlex]
  5459. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5460. break;
  5461. if(battle_config.skill_add_range &&
  5462. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5463. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5464. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  5465. break;
  5466. }
  5467. }
  5468. if( sd )
  5469. {
  5470. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  5471. break;
  5472. else
  5473. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  5474. }
  5475. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  5476. break;
  5477. if(md) {
  5478. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5479. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5480. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5481. }
  5482. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5483. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5484. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5485. if (ud->walktimer != -1)
  5486. unit_stop_walking(src,1);
  5487. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  5488. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5489. if( battle_config.display_status_timers && sd )
  5490. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv));
  5491. // if( sd )
  5492. // {
  5493. // switch( ud->skillid )
  5494. // {
  5495. // case ????:
  5496. // sd->canequip_tick = tick + ????;
  5497. // break;
  5498. // }
  5499. // }
  5500. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5501. map_freeblock_lock();
  5502. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5503. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  5504. sd->skillitem = sd->skillitemlv = 0;
  5505. if (ud->skilltimer == -1) {
  5506. if (md) md->skillidx = -1;
  5507. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5508. ud->skilllv = ud->skillx = ud->skilly = 0;
  5509. }
  5510. map_freeblock_unlock();
  5511. return 1;
  5512. } while(0);
  5513. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  5514. ud->canact_tick = tick;
  5515. ud->skillid = ud->skilllv = 0;
  5516. if(sd)
  5517. sd->skillitem = sd->skillitemlv = 0;
  5518. else if(md)
  5519. md->skillidx = -1;
  5520. return 0;
  5521. }
  5522. /*==========================================
  5523. *
  5524. *------------------------------------------*/
  5525. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5526. {
  5527. struct map_session_data* sd;
  5528. struct status_change* sc;
  5529. struct status_change_entry *sce;
  5530. struct skill_unit_group* sg;
  5531. enum sc_type type;
  5532. int i;
  5533. //if(skilllv <= 0) return 0;
  5534. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5535. nullpo_retr(0, src);
  5536. if(status_isdead(src))
  5537. return 0;
  5538. sd = BL_CAST(BL_PC, src);
  5539. sc = status_get_sc(src);
  5540. type = status_skill2sc(skillid);
  5541. sce = (sc && type != -1)?sc->data[type]:NULL;
  5542. switch (skillid) { //Skill effect.
  5543. case WZ_METEOR:
  5544. case MO_BODYRELOCATION:
  5545. case CR_CULTIVATION:
  5546. case HW_GANBANTEIN:
  5547. break; //Effect is displayed on respective switch case.
  5548. default:
  5549. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5550. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5551. else
  5552. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5553. }
  5554. switch(skillid)
  5555. {
  5556. case PR_BENEDICTIO:
  5557. skill_area_temp[1] = src->id;
  5558. i = skill_get_splash(skillid, skilllv);
  5559. map_foreachinarea(skill_area_sub,
  5560. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5561. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5562. skill_castend_nodamage_id);
  5563. map_foreachinarea(skill_area_sub,
  5564. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5565. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5566. skill_castend_damage_id);
  5567. break;
  5568. case BS_HAMMERFALL:
  5569. i = skill_get_splash(skillid, skilllv);
  5570. map_foreachinarea (skill_area_sub,
  5571. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5572. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5573. skill_castend_nodamage_id);
  5574. break;
  5575. case HT_DETECTING:
  5576. i = skill_get_splash(skillid, skilllv);
  5577. map_foreachinarea( status_change_timer_sub,
  5578. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5579. src,NULL,SC_SIGHT,tick);
  5580. if(battle_config.traps_setting&1)
  5581. map_foreachinarea( skill_reveal_trap,
  5582. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5583. break;
  5584. case SA_VOLCANO:
  5585. case SA_DELUGE:
  5586. case SA_VIOLENTGALE:
  5587. { //Does not consumes if the skill is already active. [Skotlex]
  5588. struct skill_unit_group *sg;
  5589. if ((sg= skill_locate_element_field(&sd->bl)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  5590. {
  5591. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  5592. {
  5593. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5594. return 0; // not to consume items
  5595. }
  5596. else
  5597. sg->limit = 0; //Disable it.
  5598. }
  5599. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5600. break;
  5601. }
  5602. case MG_SAFETYWALL:
  5603. case MG_FIREWALL:
  5604. case MG_THUNDERSTORM:
  5605. case AL_PNEUMA:
  5606. case WZ_ICEWALL:
  5607. case WZ_FIREPILLAR:
  5608. case WZ_QUAGMIRE:
  5609. case WZ_VERMILION:
  5610. case WZ_STORMGUST:
  5611. case WZ_HEAVENDRIVE:
  5612. case PR_SANCTUARY:
  5613. case PR_MAGNUS:
  5614. case CR_GRANDCROSS:
  5615. case NPC_GRANDDARKNESS:
  5616. case HT_SKIDTRAP:
  5617. case MA_SKIDTRAP:
  5618. case HT_LANDMINE:
  5619. case MA_LANDMINE:
  5620. case HT_ANKLESNARE:
  5621. case HT_SHOCKWAVE:
  5622. case HT_SANDMAN:
  5623. case MA_SANDMAN:
  5624. case HT_FLASHER:
  5625. case HT_FREEZINGTRAP:
  5626. case MA_FREEZINGTRAP:
  5627. case HT_BLASTMINE:
  5628. case HT_CLAYMORETRAP:
  5629. case AS_VENOMDUST:
  5630. case AM_DEMONSTRATION:
  5631. case PF_FOGWALL:
  5632. case PF_SPIDERWEB:
  5633. case HT_TALKIEBOX:
  5634. case WE_CALLPARTNER:
  5635. case WE_CALLPARENT:
  5636. case WE_CALLBABY:
  5637. case AC_SHOWER: //Ground-placed skill implementation.
  5638. case MA_SHOWER:
  5639. case SA_LANDPROTECTOR:
  5640. case BD_LULLABY:
  5641. case BD_RICHMANKIM:
  5642. case BD_ETERNALCHAOS:
  5643. case BD_DRUMBATTLEFIELD:
  5644. case BD_RINGNIBELUNGEN:
  5645. case BD_ROKISWEIL:
  5646. case BD_INTOABYSS:
  5647. case BD_SIEGFRIED:
  5648. case BA_DISSONANCE:
  5649. case BA_POEMBRAGI:
  5650. case BA_WHISTLE:
  5651. case BA_ASSASSINCROSS:
  5652. case BA_APPLEIDUN:
  5653. case DC_UGLYDANCE:
  5654. case DC_HUMMING:
  5655. case DC_DONTFORGETME:
  5656. case DC_FORTUNEKISS:
  5657. case DC_SERVICEFORYOU:
  5658. case CG_MOONLIT:
  5659. case GS_DESPERADO:
  5660. case NJ_KAENSIN:
  5661. case NJ_BAKUENRYU:
  5662. case NJ_SUITON:
  5663. case NJ_HYOUSYOURAKU:
  5664. case NJ_RAIGEKISAI:
  5665. case NJ_KAMAITACHI:
  5666. case NPC_EVILLAND:
  5667. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5668. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5669. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5670. break;
  5671. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5672. skill_clear_unitgroup(src);
  5673. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5674. flag|=1;
  5675. break;
  5676. case HP_BASILICA:
  5677. if( sc->data[SC_BASILICA] )
  5678. status_change_end(src, SC_BASILICA, -1); // Cancel Basilica
  5679. else
  5680. { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  5681. skill_clear_unitgroup(src);
  5682. if( skill_unitsetting(src,skillid,skilllv,x,y,0) )
  5683. sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
  5684. flag|=1;
  5685. }
  5686. break;
  5687. case CG_HERMODE:
  5688. skill_clear_unitgroup(src);
  5689. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5690. sc_start4(src,SC_DANCING,100,
  5691. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  5692. flag|=1;
  5693. break;
  5694. case RG_CLEANER: // [Valaris]
  5695. i = skill_get_splash(skillid, skilllv);
  5696. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5697. break;
  5698. case WZ_METEOR:
  5699. {
  5700. int flag = 0, area = skill_get_splash(skillid, skilllv);
  5701. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  5702. if( sc && sc->data[SC_MAGICPOWER] )
  5703. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5704. for( i = 0; i < 2 + (skilllv>>1); i++ )
  5705. {
  5706. // Creates a random Cell in the Splash Area
  5707. tmpx = x - area + rand()%(area * 2 + 1);
  5708. tmpy = y - area + rand()%(area * 2 + 1);
  5709. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  5710. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5711. if( i > 0 )
  5712. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5713. x1 = tmpx;
  5714. y1 = tmpy;
  5715. }
  5716. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2);
  5717. }
  5718. break;
  5719. case AL_WARP:
  5720. if(sd)
  5721. {
  5722. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  5723. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  5724. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  5725. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  5726. );
  5727. }
  5728. return 0; // not to consume item.
  5729. case MO_BODYRELOCATION:
  5730. if (unit_movepos(src, x, y, 1, 1)) {
  5731. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5732. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5733. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5734. }
  5735. break;
  5736. case NJ_SHADOWJUMP:
  5737. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  5738. { //You don't move on GVG grounds.
  5739. unit_movepos(src, x, y, 1, 0);
  5740. clif_slide(src,x,y);
  5741. }
  5742. if (sc && sc->data[SC_HIDING])
  5743. status_change_end(src, SC_HIDING, -1);
  5744. break;
  5745. case AM_SPHEREMINE:
  5746. case AM_CANNIBALIZE:
  5747. {
  5748. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  5749. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5750. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5751. struct mob_data *md;
  5752. // Correct info, don't change any of this! [celest]
  5753. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  5754. if (md) {
  5755. md->master_id = src->id;
  5756. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5757. if( md->deletetimer != INVALID_TIMER )
  5758. delete_timer(md->deletetimer, mob_timer_delete);
  5759. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5760. mob_spawn (md); //Now it is ready for spawning.
  5761. }
  5762. }
  5763. break;
  5764. // Slim Pitcher [Celest]
  5765. case CR_SLIMPITCHER:
  5766. if (sd) {
  5767. int i = skilllv%11 - 1;
  5768. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5769. if( j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] )
  5770. {
  5771. clif_skill_fail(sd,skillid,0,0);
  5772. return 1;
  5773. }
  5774. potion_flag = 1;
  5775. potion_hp = 0;
  5776. potion_sp = 0;
  5777. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5778. potion_flag = 0;
  5779. //Apply skill bonuses
  5780. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5781. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5782. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5783. + pc_skillheal_bonus(sd, skillid);
  5784. potion_hp = potion_hp * (100+i)/100;
  5785. potion_sp = potion_sp * (100+i)/100;
  5786. if(potion_hp > 0 || potion_sp > 0) {
  5787. i = skill_get_splash(skillid, skilllv);
  5788. map_foreachinarea(skill_area_sub,
  5789. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5790. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5791. skill_castend_nodamage_id);
  5792. }
  5793. } else {
  5794. int i = skilllv%11 - 1;
  5795. struct item_data *item = itemdb_search(i);
  5796. i = skill_db[skillid].itemid[i];
  5797. item = itemdb_search(i);
  5798. potion_flag = 1;
  5799. potion_hp = 0;
  5800. potion_sp = 0;
  5801. run_script(item->script,0,src->id,0);
  5802. potion_flag = 0;
  5803. i = skill_get_max(CR_SLIMPITCHER)*10;
  5804. potion_hp = potion_hp * (100+i)/100;
  5805. potion_sp = potion_sp * (100+i)/100;
  5806. if(potion_hp > 0 || potion_sp > 0) {
  5807. i = skill_get_splash(skillid, skilllv);
  5808. map_foreachinarea(skill_area_sub,
  5809. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5810. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5811. skill_castend_nodamage_id);
  5812. }
  5813. }
  5814. break;
  5815. case HW_GANBANTEIN:
  5816. if (rand()%100 < 80) {
  5817. int dummy = 1;
  5818. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5819. i = skill_get_splash(skillid, skilllv);
  5820. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  5821. } else {
  5822. if (sd) clif_skill_fail(sd,skillid,0,0);
  5823. return 1;
  5824. }
  5825. break;
  5826. case HW_GRAVITATION:
  5827. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5828. sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
  5829. flag|=1;
  5830. break;
  5831. // Plant Cultivation [Celest]
  5832. case CR_CULTIVATION:
  5833. if (sd) {
  5834. int i;
  5835. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  5836. {
  5837. clif_skill_fail(sd,skillid,0,0);
  5838. return 1;
  5839. }
  5840. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5841. if (rand()%100 < 50) {
  5842. clif_skill_fail(sd,skillid,0,0);
  5843. } else {
  5844. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),"");
  5845. if (!md) break;
  5846. if ((i = skill_get_time(skillid, skilllv)) > 0)
  5847. {
  5848. if( md->deletetimer != INVALID_TIMER )
  5849. delete_timer(md->deletetimer, mob_timer_delete);
  5850. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  5851. }
  5852. mob_spawn (md);
  5853. }
  5854. }
  5855. break;
  5856. case SG_SUN_WARM:
  5857. case SG_MOON_WARM:
  5858. case SG_STAR_WARM:
  5859. skill_clear_unitgroup(src);
  5860. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  5861. sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  5862. flag|=1;
  5863. break;
  5864. case PA_GOSPEL:
  5865. if (sce && sce->val4 == BCT_SELF)
  5866. {
  5867. status_change_end(src,SC_GOSPEL,-1);
  5868. return 0;
  5869. }
  5870. else
  5871. {
  5872. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5873. if (!sg) break;
  5874. if (sce)
  5875. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5876. sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
  5877. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  5878. }
  5879. break;
  5880. case NJ_TATAMIGAESHI:
  5881. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  5882. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5883. break;
  5884. case AM_RESURRECTHOMUN: //[orn]
  5885. if (sd)
  5886. {
  5887. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  5888. {
  5889. clif_skill_fail(sd,skillid,0,0);
  5890. break;
  5891. }
  5892. }
  5893. break;
  5894. default:
  5895. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5896. return 1;
  5897. }
  5898. if (sc && sc->data[SC_MAGICPOWER])
  5899. status_change_end(src,SC_MAGICPOWER,-1);
  5900. if( sd )
  5901. {
  5902. if( sd->state.arrow_atk && !(flag&1) ) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5903. battle_consume_ammo(sd, skillid, skilllv);
  5904. if( !sd->state.skillonskill )
  5905. skill_onskillusage(sd, NULL, skillid, tick);
  5906. skill_consume_requirement(sd,skillid,skilllv,2);
  5907. }
  5908. return 0;
  5909. }
  5910. /*==========================================
  5911. *
  5912. *------------------------------------------*/
  5913. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  5914. {
  5915. nullpo_retr(0, sd);
  5916. //Simplify skill_failed code.
  5917. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  5918. if(skill_num != sd->menuskill_id)
  5919. return 0;
  5920. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  5921. skill_failed(sd);
  5922. return 0;
  5923. }
  5924. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5925. skill_failed(sd);
  5926. return 0;
  5927. }
  5928. if(sd->sc.count && (
  5929. sd->sc.data[SC_SILENCE] ||
  5930. sd->sc.data[SC_ROKISWEIL] ||
  5931. sd->sc.data[SC_AUTOCOUNTER] ||
  5932. sd->sc.data[SC_STEELBODY] ||
  5933. sd->sc.data[SC_DANCING] ||
  5934. sd->sc.data[SC_BERSERK] ||
  5935. sd->sc.data[SC_BASILICA] ||
  5936. sd->sc.data[SC_MARIONETTE]
  5937. )) {
  5938. skill_failed(sd);
  5939. return 0;
  5940. }
  5941. pc_stop_attack(sd);
  5942. pc_stop_walking(sd,0);
  5943. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5944. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5945. if(strcmp(map,"cancel")==0) {
  5946. skill_failed(sd);
  5947. return 0;
  5948. }
  5949. switch(skill_num)
  5950. {
  5951. case AL_TELEPORT:
  5952. if(strcmp(map,"Random")==0)
  5953. pc_randomwarp(sd,3);
  5954. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  5955. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  5956. break;
  5957. case AL_WARP:
  5958. {
  5959. const struct point *p[4];
  5960. struct skill_unit_group *group;
  5961. int i, lv, wx, wy;
  5962. int maxcount=0;
  5963. int x,y;
  5964. unsigned short mapindex;
  5965. mapindex = mapindex_name2id((char*)map);
  5966. if(!mapindex) { //Given map not found?
  5967. clif_skill_fail(sd,skill_num,0,0);
  5968. skill_failed(sd);
  5969. return 0;
  5970. }
  5971. p[0] = &sd->status.save_point;
  5972. p[1] = &sd->status.memo_point[0];
  5973. p[2] = &sd->status.memo_point[1];
  5974. p[3] = &sd->status.memo_point[2];
  5975. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  5976. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5977. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5978. maxcount--;
  5979. }
  5980. if(!maxcount) {
  5981. clif_skill_fail(sd,skill_num,0,0);
  5982. skill_failed(sd);
  5983. return 0;
  5984. }
  5985. }
  5986. lv = sd->skillitem==skill_num?sd->skillitemlv:pc_checkskill(sd,skill_num);
  5987. wx = sd->menuskill_val>>16;
  5988. wy = sd->menuskill_val&0xffff;
  5989. if( lv <= 0 ) return 0;
  5990. if( lv > 4 ) lv = 4; // crash prevention
  5991. // check if the chosen map exists in the memo list
  5992. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  5993. if( i < lv ) {
  5994. x=p[i]->x;
  5995. y=p[i]->y;
  5996. } else {
  5997. skill_failed(sd);
  5998. return 0;
  5999. }
  6000. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  6001. { // This checks versus skillid/skilllv...
  6002. skill_failed(sd);
  6003. return 0;
  6004. }
  6005. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  6006. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  6007. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  6008. skill_failed(sd);
  6009. return 0;
  6010. }
  6011. // record the destination coordinates
  6012. group->val2 = (x<<16)|y;
  6013. group->val3 = mapindex;
  6014. }
  6015. break;
  6016. }
  6017. sd->menuskill_id = sd->menuskill_val = 0;
  6018. return 0;
  6019. #undef skill_failed
  6020. }
  6021. /// transforms 'target' skill unit into dissonance (if conditions are met)
  6022. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  6023. {
  6024. struct skill_unit* target = (struct skill_unit*)bl;
  6025. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  6026. int flag = va_arg(ap, int);
  6027. if (src == target)
  6028. return 0;
  6029. if (!target->group || !(target->group->state.song_dance&0x1))
  6030. return 0;
  6031. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  6032. return 0;
  6033. if (flag) //Set dissonance
  6034. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  6035. else //Remove dissonance
  6036. target->val2 &= ~UF_ENSEMBLE;
  6037. clif_skill_setunit(target); //Update look of affected cell.
  6038. return 1;
  6039. }
  6040. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  6041. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  6042. //When 1, this unit has been positioned, so start the cancel effect.
  6043. int skill_dance_overlap(struct skill_unit* unit, int flag)
  6044. {
  6045. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  6046. return 0;
  6047. if (!flag && !(unit->val2&UF_ENSEMBLE))
  6048. return 0; //Nothing to remove, this unit is not overlapped.
  6049. if (unit->val1 != unit->group->skill_id)
  6050. { //Reset state
  6051. unit->val1 = unit->group->skill_id;
  6052. unit->val2 &= ~UF_ENSEMBLE;
  6053. }
  6054. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  6055. }
  6056. /*==========================================
  6057. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  6058. * Flag: 0 - Convert, 1 - Revert.
  6059. *------------------------------------------*/
  6060. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  6061. {
  6062. static struct skill_unit_group backup;
  6063. struct skill_unit_group* group = unit->group;
  6064. //TODO: add protection against attempts to read an empty backup / write to a full backup
  6065. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  6066. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  6067. return false;
  6068. if( !flag )
  6069. { //Transform
  6070. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  6071. // backup
  6072. backup.skill_id = group->skill_id;
  6073. backup.skill_lv = group->skill_lv;
  6074. backup.unit_id = group->unit_id;
  6075. backup.target_flag = group->target_flag;
  6076. backup.bl_flag = group->bl_flag;
  6077. backup.interval = group->interval;
  6078. // replace
  6079. group->skill_id = skillid;
  6080. group->skill_lv = 1;
  6081. group->unit_id = skill_get_unit_id(skillid,0);
  6082. group->target_flag = skill_get_unit_target(skillid);
  6083. group->bl_flag = skill_get_unit_bl_target(skillid);
  6084. group->interval = skill_get_unit_interval(skillid);
  6085. }
  6086. else
  6087. { //Restore
  6088. group->skill_id = backup.skill_id;
  6089. group->skill_lv = backup.skill_lv;
  6090. group->unit_id = backup.unit_id;
  6091. group->target_flag = backup.target_flag;
  6092. group->bl_flag = backup.bl_flag;
  6093. group->interval = backup.interval;
  6094. }
  6095. return true;
  6096. }
  6097. /*==========================================
  6098. * Initializes and sets a ground skill.
  6099. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  6100. * flag&2 is used to determine if this skill was casted with Magic Power active.
  6101. *------------------------------------------*/
  6102. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  6103. {
  6104. struct skill_unit_group *group;
  6105. int i,limit,val1=0,val2=0,val3=0;
  6106. int target,interval,range,unit_flag;
  6107. struct s_skill_unit_layout *layout;
  6108. struct map_session_data *sd;
  6109. struct status_data *status;
  6110. struct status_change *sc;
  6111. int active_flag=1;
  6112. int subunt=0;
  6113. nullpo_retr(NULL, src);
  6114. limit = skill_get_time(skillid,skilllv);
  6115. range = skill_get_unit_range(skillid,skilllv);
  6116. interval = skill_get_unit_interval(skillid);
  6117. target = skill_get_unit_target(skillid);
  6118. unit_flag = skill_get_unit_flag(skillid);
  6119. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  6120. sd = BL_CAST(BL_PC, src);
  6121. status = status_get_status_data(src);
  6122. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  6123. switch( skillid )
  6124. {
  6125. case MG_SAFETYWALL:
  6126. val2=skilllv+1;
  6127. break;
  6128. case MG_FIREWALL:
  6129. if(sc && sc->data[SC_VIOLENTGALE])
  6130. limit = limit*3/2;
  6131. val2=4+skilllv;
  6132. break;
  6133. case AL_WARP:
  6134. val1=skilllv+6;
  6135. if(!(flag&1))
  6136. limit=2000;
  6137. else // previous implementation (not used anymore)
  6138. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  6139. if( src->type != BL_SKILL ) return NULL;
  6140. group = ((TBL_SKILL*)src)->group;
  6141. src = map_id2bl(group->src_id);
  6142. if( !src ) return NULL;
  6143. val2 = group->val2; //Copy the (x,y) position you warp to
  6144. val3 = group->val3; //as well as the mapindex to warp to.
  6145. }
  6146. break;
  6147. case HP_BASILICA:
  6148. val1 = src->id; // Store caster id.
  6149. break;
  6150. case PR_SANCTUARY:
  6151. case NPC_EVILLAND:
  6152. val1=(skilllv+3)*2;
  6153. break;
  6154. case WZ_FIREPILLAR:
  6155. if((flag&1)!=0)
  6156. limit=1000;
  6157. val1=skilllv+2;
  6158. break;
  6159. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  6160. case AM_DEMONSTRATION:
  6161. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  6162. && (src->type&battle_config.vs_traps_bctall))
  6163. target = BCT_ALL;
  6164. break;
  6165. case HT_SHOCKWAVE:
  6166. val1=skilllv*15+10;
  6167. case HT_SANDMAN:
  6168. case MA_SANDMAN:
  6169. case HT_CLAYMORETRAP:
  6170. case HT_SKIDTRAP:
  6171. case MA_SKIDTRAP:
  6172. case HT_LANDMINE:
  6173. case MA_LANDMINE:
  6174. case HT_ANKLESNARE:
  6175. case HT_FLASHER:
  6176. case HT_FREEZINGTRAP:
  6177. case MA_FREEZINGTRAP:
  6178. case HT_BLASTMINE:
  6179. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  6180. limit *= 4; // longer trap times in WOE [celest]
  6181. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  6182. target = BCT_ALL;
  6183. break;
  6184. case SA_LANDPROTECTOR:
  6185. case SA_VOLCANO:
  6186. case SA_DELUGE:
  6187. case SA_VIOLENTGALE:
  6188. {
  6189. struct skill_unit_group *old_sg;
  6190. if ((old_sg = skill_locate_element_field(src)) != NULL)
  6191. { //HelloKitty confirmed that these are interchangeable,
  6192. //so you can change element and not consume gemstones.
  6193. if ((
  6194. old_sg->skill_id == SA_VOLCANO ||
  6195. old_sg->skill_id == SA_DELUGE ||
  6196. old_sg->skill_id == SA_VIOLENTGALE
  6197. ) && old_sg->limit > 0)
  6198. { //Use the previous limit (minus the elapsed time) [Skotlex]
  6199. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  6200. if (limit < 0) //This can happen...
  6201. limit = skill_get_time(skillid,skilllv);
  6202. }
  6203. skill_clear_group(src,1);
  6204. }
  6205. break;
  6206. }
  6207. case BA_DISSONANCE:
  6208. case DC_UGLYDANCE:
  6209. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6210. break;
  6211. case BA_WHISTLE:
  6212. val1 = skilllv +status->agi/10; // Flee increase
  6213. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  6214. if(sd){
  6215. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6216. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6217. }
  6218. break;
  6219. case DC_HUMMING:
  6220. val1 = 2*skilllv+status->dex/10; // Hit increase
  6221. if(sd)
  6222. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6223. break;
  6224. case BA_POEMBRAGI:
  6225. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  6226. //For some reason at level 10 the base delay reduction is 50%.
  6227. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  6228. if(sd){
  6229. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  6230. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  6231. }
  6232. break;
  6233. case DC_DONTFORGETME:
  6234. val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
  6235. val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
  6236. if(sd){
  6237. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6238. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  6239. }
  6240. break;
  6241. case BA_APPLEIDUN:
  6242. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  6243. if(sd)
  6244. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6245. break;
  6246. case DC_SERVICEFORYOU:
  6247. val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  6248. val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
  6249. if(sd){
  6250. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  6251. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  6252. }
  6253. break;
  6254. case BA_ASSASSINCROSS:
  6255. val1 = 100+10*skilllv+status->agi; // ASPD increase
  6256. if(sd)
  6257. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  6258. break;
  6259. case DC_FORTUNEKISS:
  6260. val1 = 10+skilllv+(status->luk/10); // Critical increase
  6261. if(sd)
  6262. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6263. val1*=10; //Because every 10 crit is an actual cri point.
  6264. break;
  6265. case BD_DRUMBATTLEFIELD:
  6266. val1 = (skilllv+1)*25; //Watk increase
  6267. val2 = (skilllv+1)*2; //Def increase
  6268. break;
  6269. case BD_RINGNIBELUNGEN:
  6270. val1 = (skilllv+2)*25; //Watk increase
  6271. break;
  6272. case BD_RICHMANKIM:
  6273. val1 = 25 + 11*skilllv; //Exp increase bonus.
  6274. break;
  6275. case BD_SIEGFRIED:
  6276. val1 = 55 + skilllv*5; //Elemental Resistance
  6277. val2 = skilllv*10; //Status ailment resistance
  6278. break;
  6279. case WE_CALLPARTNER:
  6280. if (sd) val1 = sd->status.partner_id;
  6281. break;
  6282. case WE_CALLPARENT:
  6283. if (sd) {
  6284. val1 = sd->status.father;
  6285. val2 = sd->status.mother;
  6286. }
  6287. break;
  6288. case WE_CALLBABY:
  6289. if (sd) val1 = sd->status.child;
  6290. break;
  6291. case NJ_KAENSIN:
  6292. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  6293. val2 = (skilllv+1)/2 + 4;
  6294. break;
  6295. case NJ_SUITON:
  6296. skill_clear_group(src, 1);
  6297. break;
  6298. case GS_GROUNDDRIFT:
  6299. {
  6300. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  6301. val1 = status->rhw.ele;
  6302. if (!val1)
  6303. val1=element[rand()%5];
  6304. switch (val1)
  6305. {
  6306. case ELE_FIRE:
  6307. subunt++;
  6308. case ELE_WATER:
  6309. subunt++;
  6310. case ELE_POISON:
  6311. subunt++;
  6312. case ELE_DARK:
  6313. subunt++;
  6314. case ELE_WIND:
  6315. break;
  6316. default:
  6317. subunt=rand()%5;
  6318. break;
  6319. }
  6320. break;
  6321. }
  6322. }
  6323. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  6324. group->val1=val1;
  6325. group->val2=val2;
  6326. group->val3=val3;
  6327. group->target_flag=target;
  6328. group->bl_flag= skill_get_unit_bl_target(skillid);
  6329. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
  6330. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  6331. 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
  6332. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  6333. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  6334. active_flag = 0;
  6335. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  6336. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  6337. if (sd)
  6338. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  6339. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  6340. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  6341. }
  6342. if (group->state.song_dance) {
  6343. if(sd){
  6344. sd->skillid_dance = skillid;
  6345. sd->skilllv_dance = skilllv;
  6346. }
  6347. if (
  6348. sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
  6349. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  6350. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  6351. )
  6352. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  6353. }
  6354. limit = group->limit;
  6355. for( i = 0; i < layout->count; i++ )
  6356. {
  6357. struct skill_unit *unit;
  6358. int ux = x + layout->dx[i];
  6359. int uy = y + layout->dy[i];
  6360. int val1 = skilllv;
  6361. int val2 = 0;
  6362. int alive = 1;
  6363. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  6364. continue; // don't place skill units on walls (except for songs/dances/encores)
  6365. if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  6366. continue; // no path between cell and center of casting.
  6367. switch( skillid )
  6368. {
  6369. case MG_FIREWALL:
  6370. case NJ_KAENSIN:
  6371. val2=group->val2;
  6372. break;
  6373. case WZ_ICEWALL:
  6374. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  6375. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  6376. break;
  6377. case HT_LANDMINE:
  6378. case MA_LANDMINE:
  6379. case HT_ANKLESNARE:
  6380. case HT_SHOCKWAVE:
  6381. case HT_SANDMAN:
  6382. case MA_SANDMAN:
  6383. case HT_FLASHER:
  6384. case HT_FREEZINGTRAP:
  6385. case MA_FREEZINGTRAP:
  6386. case HT_TALKIEBOX:
  6387. case HT_SKIDTRAP:
  6388. case MA_SKIDTRAP:
  6389. val1 = 3500;
  6390. break;
  6391. case GS_DESPERADO:
  6392. val1 = abs(layout->dx[i]);
  6393. val2 = abs(layout->dy[i]);
  6394. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  6395. if (val2 > val1) val1 = val2;
  6396. if (val1) val1--;
  6397. val1 = 36 -12*val1;
  6398. } else //Diagonal edges
  6399. val1 = 28 -4*val1 -4*val2;
  6400. if (val1 < 1) val1 = 1;
  6401. val2 = 0;
  6402. break;
  6403. default:
  6404. if (group->state.song_dance&0x1)
  6405. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  6406. break;
  6407. }
  6408. if( range <= 0 )
  6409. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6410. if( !alive )
  6411. continue;
  6412. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  6413. unit->limit=limit;
  6414. unit->range=range;
  6415. if (skillid == PF_FOGWALL && alive == 2)
  6416. { //Double duration of cells on top of Deluge/Suiton
  6417. unit->limit *= 2;
  6418. group->limit = unit->limit;
  6419. }
  6420. // execute on all targets standing on this cell
  6421. if (range==0 && active_flag)
  6422. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6423. }
  6424. if (!group->alive_count)
  6425. { //No cells? Something that was blocked completely by Land Protector?
  6426. skill_delunitgroup(group);
  6427. return NULL;
  6428. }
  6429. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  6430. group->val1 = group->alive_count;
  6431. return group;
  6432. }
  6433. /*==========================================
  6434. *
  6435. *------------------------------------------*/
  6436. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6437. {
  6438. struct skill_unit_group *sg;
  6439. struct block_list *ss;
  6440. struct status_change *sc;
  6441. struct status_change_entry *sce;
  6442. enum sc_type type;
  6443. int skillid;
  6444. nullpo_retr(0, src);
  6445. nullpo_retr(0, bl);
  6446. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6447. return 0;
  6448. nullpo_retr(0, sg=src->group);
  6449. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6450. if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
  6451. return 0; //AoE skills are ineffective. [Skotlex]
  6452. sc = status_get_sc(bl);
  6453. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6454. return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex]
  6455. type = status_skill2sc(sg->skill_id);
  6456. sce = (sc && type != -1)?sc->data[type]:NULL;
  6457. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  6458. switch (sg->unit_id)
  6459. {
  6460. case UNT_SPIDERWEB:
  6461. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 )
  6462. { // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  6463. sc->data[SC_SPIDERWEB]->val2++;
  6464. break;
  6465. }
  6466. else if( sc )
  6467. {
  6468. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6469. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec,8) )
  6470. {
  6471. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  6472. if( td )
  6473. sec = DIFF_TICK(td->tick, tick);
  6474. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6475. clif_fixpos(bl);
  6476. sg->val2 = bl->id;
  6477. }
  6478. else
  6479. sec = 3000; //Couldn't trap it?
  6480. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6481. }
  6482. break;
  6483. case UNT_SAFETYWALL:
  6484. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6485. if (!sce)
  6486. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,sg->group_id,0,sg->limit);
  6487. break;
  6488. case UNT_PNEUMA:
  6489. if (!sce)
  6490. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6491. break;
  6492. case UNT_WARP_WAITING:
  6493. if(bl->type==BL_PC){
  6494. struct map_session_data *sd = (struct map_session_data *)bl;
  6495. if((!sd->chatID || battle_config.chat_warpportal)
  6496. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  6497. {
  6498. int x = sg->val2>>16;
  6499. int y = sg->val2&0xffff;
  6500. unsigned short m = sg->val3;
  6501. if( --sg->val1 <= 0 )
  6502. skill_delunitgroup(sg);
  6503. pc_setpos(sd,m,x,y,3);
  6504. sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg')
  6505. }
  6506. } else
  6507. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  6508. {
  6509. int m = map_mapindex2mapid(sg->val3);
  6510. if (m < 0) break; //Map not available on this map-server.
  6511. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  6512. }
  6513. break;
  6514. case UNT_QUAGMIRE:
  6515. if(!sce)
  6516. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6517. break;
  6518. case UNT_VOLCANO:
  6519. case UNT_DELUGE:
  6520. case UNT_VIOLENTGALE:
  6521. if(!sce)
  6522. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  6523. break;
  6524. case UNT_SUITON:
  6525. if(!sce)
  6526. sc_start4(bl,type,100,sg->skill_lv,
  6527. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  6528. 0,0,sg->limit);
  6529. break;
  6530. case UNT_HERMODE:
  6531. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  6532. status_change_clear_buffs(bl,1); //Should dispell only allies.
  6533. case UNT_RICHMANKIM:
  6534. case UNT_ETERNALCHAOS:
  6535. case UNT_DRUMBATTLEFIELD:
  6536. case UNT_RINGNIBELUNGEN:
  6537. case UNT_ROKISWEIL:
  6538. case UNT_INTOABYSS:
  6539. case UNT_SIEGFRIED:
  6540. //Needed to check when a dancer/bard leaves their ensemble area.
  6541. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  6542. return skillid;
  6543. if (!sce)
  6544. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6545. break;
  6546. case UNT_WHISTLE:
  6547. case UNT_ASSASSINCROSS:
  6548. case UNT_POEMBRAGI:
  6549. case UNT_APPLEIDUN:
  6550. case UNT_HUMMING:
  6551. case UNT_DONTFORGETME:
  6552. case UNT_FORTUNEKISS:
  6553. case UNT_SERVICEFORYOU:
  6554. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  6555. return 0;
  6556. if (!sc) return 0;
  6557. if (!sce)
  6558. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6559. else if (sce->val4 == 1) {
  6560. //Readjust timers since the effect will not last long.
  6561. sce->val4 = 0;
  6562. delete_timer(sce->timer, status_change_timer);
  6563. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6564. }
  6565. break;
  6566. case UNT_FOGWALL:
  6567. if (!sce)
  6568. {
  6569. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6570. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6571. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  6572. }
  6573. break;
  6574. case UNT_GRAVITATION:
  6575. if (!sce)
  6576. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  6577. break;
  6578. // officially, icewall has no problems existing on occupied cells [ultramage]
  6579. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6580. // src->val1 = 0;
  6581. // if(src->limit + sg->tick > tick + 700)
  6582. // src->limit = DIFF_TICK(tick+700,sg->tick);
  6583. // break;
  6584. case UNT_MOONLIT:
  6585. //Knockback out of area if affected char isn't in Moonlit effect
  6586. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  6587. break;
  6588. if (ss == bl) //Also needed to prevent infinite loop crash.
  6589. break;
  6590. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6591. break;
  6592. }
  6593. return skillid;
  6594. }
  6595. /*==========================================
  6596. *
  6597. *------------------------------------------*/
  6598. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6599. {
  6600. struct skill_unit_group *sg;
  6601. struct block_list *ss;
  6602. TBL_PC* sd;
  6603. TBL_PC* tsd;
  6604. struct status_data *tstatus, *sstatus;
  6605. struct status_change *tsc, *sc;
  6606. struct skill_unit_group_tickset *ts;
  6607. enum sc_type type;
  6608. int skillid;
  6609. int diff=0;
  6610. nullpo_retr(0, src);
  6611. nullpo_retr(0, bl);
  6612. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6613. return 0;
  6614. nullpo_retr(0, sg=src->group);
  6615. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6616. sd = BL_CAST(BL_PC, ss);
  6617. tsd = BL_CAST(BL_PC, bl);
  6618. tsc = status_get_sc(bl);
  6619. tstatus = status_get_status_data(bl);
  6620. if (sg->state.magic_power) //For magic power.
  6621. {
  6622. sc = status_get_sc(ss);
  6623. sstatus = status_get_status_data(ss);
  6624. } else {
  6625. sc = NULL;
  6626. sstatus = NULL;
  6627. }
  6628. type = status_skill2sc(sg->skill_id);
  6629. skillid = sg->skill_id;
  6630. if (sg->interval == -1) {
  6631. switch (sg->unit_id) {
  6632. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6633. case UNT_FIREPILLAR_ACTIVE:
  6634. return 0;
  6635. default:
  6636. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6637. return 0;
  6638. }
  6639. }
  6640. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6641. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6642. diff = DIFF_TICK(tick,ts->tick);
  6643. if (diff < 0)
  6644. return 0;
  6645. ts->tick = tick+sg->interval;
  6646. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6647. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6648. }
  6649. //Temporarily set magic power to have it take effect. [Skotlex]
  6650. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6651. { //Store previous values.
  6652. swap(sstatus->matk_min, sc->mp_matk_min);
  6653. swap(sstatus->matk_max, sc->mp_matk_max);
  6654. //Note to NOT return from the function until this is unset!
  6655. }
  6656. switch (sg->unit_id)
  6657. {
  6658. case UNT_FIREWALL:
  6659. case UNT_KAEN:
  6660. {
  6661. int count=0;
  6662. const int x = bl->x, y = bl->y;
  6663. //Take into account these hit more times than the timer interval can handle.
  6664. do
  6665. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6666. while(--src->val2 && x == bl->x && y == bl->y &&
  6667. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  6668. if (src->val2<=0)
  6669. skill_delunit(src);
  6670. }
  6671. break;
  6672. case UNT_SANCTUARY:
  6673. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  6674. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6675. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  6676. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  6677. }
  6678. else
  6679. {
  6680. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  6681. struct mob_data *md = BL_CAST(BL_MOB, bl);
  6682. if( md && mob_is_battleground(md) )
  6683. break;
  6684. if( tstatus->hp >= tstatus->max_hp )
  6685. break;
  6686. if( status_isimmune(bl) )
  6687. heal = 0;
  6688. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6689. status_heal(bl, heal, 0, 0);
  6690. if( diff >= 500 )
  6691. sg->val1--;
  6692. }
  6693. if( sg->val1 <= 0 )
  6694. skill_delunitgroup(sg);
  6695. break;
  6696. case UNT_EVILLAND:
  6697. //Will heal demon and undead element monsters, but not players.
  6698. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  6699. { //Damage enemies
  6700. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6701. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6702. } else {
  6703. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  6704. if (tstatus->hp >= tstatus->max_hp)
  6705. break;
  6706. if (status_isimmune(bl))
  6707. heal = 0;
  6708. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6709. status_heal(bl, heal, 0, 0);
  6710. }
  6711. break;
  6712. case UNT_MAGNUS:
  6713. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6714. break;
  6715. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6716. break;
  6717. case UNT_DUMMYSKILL:
  6718. switch (sg->skill_id)
  6719. {
  6720. case SG_SUN_WARM: //SG skills [Komurka]
  6721. case SG_MOON_WARM:
  6722. case SG_STAR_WARM:
  6723. {
  6724. int count = 0;
  6725. const int x = bl->x, y = bl->y;
  6726. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  6727. do
  6728. {
  6729. if( bl->type == BL_PC )
  6730. status_zap(bl, 0, 15); // sp damage to players
  6731. else // mobs
  6732. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  6733. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6734. else { //should end when out of sp.
  6735. sg->limit = DIFF_TICK(tick,sg->tick);
  6736. break;
  6737. }
  6738. } while( x == bl->x && y == bl->y &&
  6739. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  6740. }
  6741. break;
  6742. case WZ_STORMGUST:
  6743. if (tsc)
  6744. { //Reset hit counter when under new storm gust.
  6745. if (tsc->sg_id != sg->group_id) {
  6746. tsc->sg_id = sg->group_id;
  6747. tsc->sg_counter = 0;
  6748. }
  6749. tsc->sg_counter++; //SG hit counter.
  6750. }
  6751. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  6752. tsc->sg_counter=0; //Attack absorbed.
  6753. break;
  6754. case GS_DESPERADO:
  6755. if (rand()%100 < src->val1)
  6756. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6757. break;
  6758. default:
  6759. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6760. }
  6761. break;
  6762. case UNT_FIREPILLAR_WAITING:
  6763. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6764. skill_delunit(src);
  6765. break;
  6766. case UNT_SKIDTRAP:
  6767. {
  6768. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6769. sg->unit_id = UNT_USED_TRAPS;
  6770. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6771. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6772. }
  6773. break;
  6774. case UNT_ANKLESNARE:
  6775. if( sg->val2 == 0 && tsc )
  6776. {
  6777. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6778. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) )
  6779. {
  6780. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  6781. if( td )
  6782. sec = DIFF_TICK(td->tick, tick);
  6783. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6784. clif_fixpos(bl);
  6785. sg->val2 = bl->id;
  6786. }
  6787. else
  6788. sec = 3000; //Couldn't trap it?
  6789. clif_01ac(&src->bl); // mysterious packet
  6790. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6791. sg->interval = -1;
  6792. src->range = 0;
  6793. }
  6794. break;
  6795. case UNT_VENOMDUST:
  6796. if(tsc && !tsc->data[type])
  6797. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6798. break;
  6799. case UNT_LANDMINE:
  6800. case UNT_CLAYMORETRAP:
  6801. case UNT_BLASTMINE:
  6802. case UNT_SHOCKWAVE:
  6803. case UNT_SANDMAN:
  6804. case UNT_FLASHER:
  6805. case UNT_FREEZINGTRAP:
  6806. case UNT_FIREPILLAR_ACTIVE:
  6807. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  6808. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  6809. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  6810. src->range = -1; //Disable range so it does not invoke a for each in area again.
  6811. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6812. break;
  6813. case UNT_TALKIEBOX:
  6814. if (sg->src_id == bl->id)
  6815. break;
  6816. if (sg->val2 == 0){
  6817. clif_talkiebox(&src->bl, sg->valstr);
  6818. sg->unit_id = UNT_USED_TRAPS;
  6819. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6820. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6821. sg->val2 = -1;
  6822. }
  6823. break;
  6824. case UNT_LULLABY:
  6825. if (ss->id == bl->id)
  6826. break;
  6827. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  6828. break;
  6829. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6830. if (ss->id != bl->id)
  6831. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  6832. break;
  6833. case UNT_DISSONANCE:
  6834. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6835. break;
  6836. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6837. {
  6838. int heal;
  6839. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  6840. break; // affects self only when soullinked
  6841. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  6842. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6843. status_heal(bl, heal, 0, 0);
  6844. break;
  6845. }
  6846. case UNT_TATAMIGAESHI:
  6847. case UNT_DEMONSTRATION:
  6848. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6849. break;
  6850. case UNT_GOSPEL:
  6851. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  6852. break;
  6853. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  6854. { // Support Effect only on party, not guild
  6855. int heal;
  6856. int i = rand()%13; // Positive buff count
  6857. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  6858. switch (i)
  6859. {
  6860. case 0: // Heal 1~9999 HP
  6861. heal = rand() %9999+1;
  6862. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6863. status_heal(bl,heal,0,0);
  6864. break;
  6865. case 1: // End all negative status
  6866. status_change_clear_buffs(bl,2);
  6867. if (tsd) clif_gospel_info(tsd, 0x15);
  6868. break;
  6869. case 2: // Immunity to all status
  6870. sc_start(bl,SC_SCRESIST,100,100,time);
  6871. if (tsd) clif_gospel_info(tsd, 0x16);
  6872. break;
  6873. case 3: // MaxHP +100%
  6874. sc_start(bl,SC_INCMHPRATE,100,100,time);
  6875. if (tsd) clif_gospel_info(tsd, 0x17);
  6876. break;
  6877. case 4: // MaxSP +100%
  6878. sc_start(bl,SC_INCMSPRATE,100,100,time);
  6879. if (tsd) clif_gospel_info(tsd, 0x18);
  6880. break;
  6881. case 5: // All stats +20
  6882. sc_start(bl,SC_INCALLSTATUS,100,20,time);
  6883. if (tsd) clif_gospel_info(tsd, 0x19);
  6884. break;
  6885. case 6: // Level 10 Blessing
  6886. sc_start(bl,SC_BLESSING,100,10,time);
  6887. break;
  6888. case 7: // Level 10 Increase AGI
  6889. sc_start(bl,SC_INCREASEAGI,100,10,time);
  6890. break;
  6891. case 8: // Enchant weapon with Holy element
  6892. sc_start(bl,SC_ASPERSIO,100,1,time);
  6893. if (tsd) clif_gospel_info(tsd, 0x1c);
  6894. break;
  6895. case 9: // Enchant armor with Holy element
  6896. sc_start(bl,SC_BENEDICTIO,100,1,time);
  6897. if (tsd) clif_gospel_info(tsd, 0x1d);
  6898. break;
  6899. case 10: // DEF +25%
  6900. sc_start(bl,SC_INCDEFRATE,100,25,time);
  6901. if (tsd) clif_gospel_info(tsd, 0x1e);
  6902. break;
  6903. case 11: // ATK +100%
  6904. sc_start(bl,SC_INCATKRATE,100,100,time);
  6905. if (tsd) clif_gospel_info(tsd, 0x1f);
  6906. break;
  6907. case 12: // HIT/Flee +50
  6908. sc_start(bl,SC_INCHIT,100,50,time);
  6909. sc_start(bl,SC_INCFLEE,100,50,time);
  6910. if (tsd) clif_gospel_info(tsd, 0x20);
  6911. break;
  6912. }
  6913. }
  6914. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6915. { // Offensive Effect
  6916. int i = rand()%9; // Negative buff count
  6917. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  6918. switch (i)
  6919. {
  6920. case 0: // Deal 1~9999 damage
  6921. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6922. break;
  6923. case 1: // Curse
  6924. sc_start(bl,SC_CURSE,100,1,time);
  6925. break;
  6926. case 2: // Blind
  6927. sc_start(bl,SC_BLIND,100,1,time);
  6928. break;
  6929. case 3: // Poison
  6930. sc_start(bl,SC_POISON,100,1,time);
  6931. break;
  6932. case 4: // Level 10 Provoke
  6933. sc_start(bl,SC_PROVOKE,100,10,time);
  6934. break;
  6935. case 5: // DEF -100%
  6936. sc_start(bl,SC_INCDEFRATE,100,-100,time);
  6937. break;
  6938. case 6: // ATK -100%
  6939. sc_start(bl,SC_INCATKRATE,100,-100,time);
  6940. break;
  6941. case 7: // Flee -100%
  6942. sc_start(bl,SC_INCFLEERATE,100,-100,time);
  6943. break;
  6944. case 8: // Speed/ASPD -25%
  6945. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  6946. break;
  6947. }
  6948. }
  6949. break;
  6950. case UNT_BASILICA:
  6951. {
  6952. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  6953. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  6954. { // knock-back any enemy except Boss
  6955. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  6956. clif_fixpos(bl);
  6957. }
  6958. if( sg->src_id != bl->id && i <= 0 )
  6959. sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  6960. }
  6961. break;
  6962. case UNT_GRAVITATION:
  6963. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6964. break;
  6965. case UNT_GROUNDDRIFT_WIND:
  6966. case UNT_GROUNDDRIFT_DARK:
  6967. case UNT_GROUNDDRIFT_POISON:
  6968. case UNT_GROUNDDRIFT_WATER:
  6969. case UNT_GROUNDDRIFT_FIRE:
  6970. map_foreachinrange(skill_trap_splash,&src->bl,
  6971. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6972. &src->bl,tick);
  6973. sg->unit_id = UNT_USED_TRAPS;
  6974. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6975. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6976. break;
  6977. }
  6978. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6979. { //Unset magic power.
  6980. swap(sstatus->matk_min, sc->mp_matk_min);
  6981. swap(sstatus->matk_max, sc->mp_matk_max);
  6982. }
  6983. if (bl->type == BL_MOB && ss != bl)
  6984. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6985. return skillid;
  6986. }
  6987. /*==========================================
  6988. * Triggered when a char steps out of a skill cell
  6989. *------------------------------------------*/
  6990. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6991. {
  6992. struct skill_unit_group *sg;
  6993. struct status_change *sc;
  6994. struct status_change_entry *sce;
  6995. enum sc_type type;
  6996. nullpo_retr(0, src);
  6997. nullpo_retr(0, bl);
  6998. nullpo_retr(0, sg=src->group);
  6999. sc = status_get_sc(bl);
  7000. type = status_skill2sc(sg->skill_id);
  7001. sce = (sc && type != -1)?sc->data[type]:NULL;
  7002. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  7003. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  7004. return 0;
  7005. switch(sg->unit_id){
  7006. case UNT_SAFETYWALL:
  7007. case UNT_PNEUMA:
  7008. if (sce)
  7009. status_change_end(bl,type,-1);
  7010. break;
  7011. case UNT_BASILICA:
  7012. if( sce && sce->val4 == src->bl.id )
  7013. status_change_end(bl,type,-1);
  7014. break;
  7015. case UNT_HERMODE: //Clear Hermode if the owner moved.
  7016. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  7017. status_change_end(bl,type,-1);
  7018. break;
  7019. case UNT_SPIDERWEB:
  7020. {
  7021. struct block_list *target = map_id2bl(sg->val2);
  7022. if (target && target==bl)
  7023. {
  7024. if (sce && sce->val2 == sg->group_id)
  7025. status_change_end(bl,type,-1);
  7026. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  7027. }
  7028. break;
  7029. }
  7030. }
  7031. return sg->skill_id;
  7032. }
  7033. /*==========================================
  7034. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  7035. *------------------------------------------*/
  7036. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  7037. {
  7038. struct status_change *sc;
  7039. struct status_change_entry *sce;
  7040. enum sc_type type;
  7041. sc = status_get_sc(bl);
  7042. if (sc && !sc->count)
  7043. sc = NULL;
  7044. type = status_skill2sc(skill_id);
  7045. sce = (sc && type != -1)?sc->data[type]:NULL;
  7046. switch (skill_id)
  7047. {
  7048. case WZ_QUAGMIRE:
  7049. if (bl->type==BL_MOB)
  7050. break;
  7051. if (sce)
  7052. status_change_end(bl, type, -1);
  7053. break;
  7054. case BD_LULLABY:
  7055. case BD_RICHMANKIM:
  7056. case BD_ETERNALCHAOS:
  7057. case BD_DRUMBATTLEFIELD:
  7058. case BD_RINGNIBELUNGEN:
  7059. case BD_ROKISWEIL:
  7060. case BD_INTOABYSS:
  7061. case BD_SIEGFRIED:
  7062. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  7063. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  7064. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  7065. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  7066. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  7067. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  7068. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  7069. status_change_end(bl, SC_DANCING, -1);
  7070. }
  7071. case MG_SAFETYWALL:
  7072. case AL_PNEUMA:
  7073. case SA_VOLCANO:
  7074. case SA_DELUGE:
  7075. case SA_VIOLENTGALE:
  7076. case CG_HERMODE:
  7077. case HW_GRAVITATION:
  7078. case NJ_SUITON:
  7079. if (sce)
  7080. status_change_end(bl, type, -1);
  7081. break;
  7082. case BA_POEMBRAGI:
  7083. case BA_WHISTLE:
  7084. case BA_ASSASSINCROSS:
  7085. case BA_APPLEIDUN:
  7086. case DC_HUMMING:
  7087. case DC_DONTFORGETME:
  7088. case DC_FORTUNEKISS:
  7089. case DC_SERVICEFORYOU:
  7090. if (sce)
  7091. {
  7092. delete_timer(sce->timer, status_change_timer);
  7093. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  7094. //not possible on our current implementation.
  7095. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  7096. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  7097. }
  7098. break;
  7099. case PF_FOGWALL:
  7100. if (sce)
  7101. {
  7102. status_change_end(bl,type,-1);
  7103. if ((sce=sc->data[SC_BLIND]))
  7104. {
  7105. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  7106. status_change_end(bl, SC_BLIND, -1);
  7107. else {
  7108. delete_timer(sce->timer, status_change_timer);
  7109. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  7110. }
  7111. }
  7112. }
  7113. break;
  7114. }
  7115. return skill_id;
  7116. }
  7117. /*==========================================
  7118. * Invoked when a unit cell has been placed/removed/deleted.
  7119. * flag values:
  7120. * flag&1: Invoke onplace function (otherwise invoke onout)
  7121. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  7122. *------------------------------------------*/
  7123. static int skill_unit_effect (struct block_list* bl, va_list ap)
  7124. {
  7125. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  7126. struct skill_unit_group* group = unit->group;
  7127. unsigned int tick = va_arg(ap,unsigned int);
  7128. unsigned int flag = va_arg(ap,unsigned int);
  7129. int skill_id;
  7130. bool dissonance;
  7131. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  7132. return 0;
  7133. nullpo_retr(0, group);
  7134. dissonance = skill_dance_switch(unit, 0);
  7135. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  7136. skill_id = group->skill_id;
  7137. //Target-type check.
  7138. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  7139. {
  7140. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  7141. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  7142. }
  7143. else
  7144. {
  7145. if( flag&1 )
  7146. skill_unit_onplace(unit,bl,tick);
  7147. else
  7148. skill_unit_onout(unit,bl,tick);
  7149. if( flag&4 )
  7150. skill_unit_onleft(skill_id, bl, tick);
  7151. }
  7152. if( dissonance ) skill_dance_switch(unit, 1);
  7153. return 0;
  7154. }
  7155. /*==========================================
  7156. *
  7157. *------------------------------------------*/
  7158. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  7159. {
  7160. struct skill_unit_group *sg;
  7161. nullpo_retr(0, src);
  7162. nullpo_retr(0, sg=src->group);
  7163. switch( sg->unit_id )
  7164. {
  7165. case UNT_SKIDTRAP:
  7166. case UNT_LANDMINE:
  7167. case UNT_SHOCKWAVE:
  7168. case UNT_SANDMAN:
  7169. case UNT_FLASHER:
  7170. case UNT_FREEZINGTRAP:
  7171. case UNT_TALKIEBOX:
  7172. case UNT_ANKLESNARE:
  7173. case UNT_ICEWALL:
  7174. src->val1-=damage;
  7175. break;
  7176. case UNT_BLASTMINE:
  7177. case UNT_CLAYMORETRAP:
  7178. skill_blown(bl, &src->bl, 2, -1, 0);
  7179. break;
  7180. default:
  7181. damage = 0;
  7182. break;
  7183. }
  7184. return damage;
  7185. }
  7186. /*==========================================
  7187. *
  7188. *------------------------------------------*/
  7189. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  7190. {
  7191. int *c, skillid;
  7192. struct block_list *src;
  7193. struct map_session_data *sd;
  7194. struct map_session_data *tsd;
  7195. int *p_sd; //Contains the list of characters found.
  7196. nullpo_retr(0, bl);
  7197. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  7198. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  7199. nullpo_retr(0, sd=(struct map_session_data*)src);
  7200. c=va_arg(ap,int *);
  7201. p_sd = va_arg(ap, int *);
  7202. skillid = va_arg(ap,int);
  7203. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  7204. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  7205. if (bl == src)
  7206. return 0;
  7207. if(pc_isdead(tsd))
  7208. return 0;
  7209. if (tsd->sc.data[SC_SILENCE] || tsd->sc.opt1)
  7210. return 0;
  7211. switch(skillid)
  7212. {
  7213. case PR_BENEDICTIO:
  7214. {
  7215. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  7216. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  7217. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  7218. && sd->status.sp >= 10)
  7219. p_sd[(*c)++]=tsd->bl.id;
  7220. return 1;
  7221. }
  7222. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  7223. {
  7224. int skilllv;
  7225. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  7226. return 0;
  7227. if (sd->status.sex != tsd->status.sex &&
  7228. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  7229. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  7230. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  7231. sd->status.party_id && tsd->status.party_id &&
  7232. sd->status.party_id == tsd->status.party_id &&
  7233. !tsd->sc.data[SC_DANCING])
  7234. {
  7235. p_sd[(*c)++]=tsd->bl.id;
  7236. return skilllv;
  7237. } else {
  7238. return 0;
  7239. }
  7240. }
  7241. break;
  7242. }
  7243. return 0;
  7244. }
  7245. /*==========================================
  7246. * Checks and stores partners for ensemble skills [Skotlex]
  7247. *------------------------------------------*/
  7248. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  7249. {
  7250. static int c=0;
  7251. static int p_sd[2] = { 0, 0 };
  7252. int i;
  7253. if (!battle_config.player_skill_partner_check ||
  7254. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  7255. return 99; //As if there were infinite partners.
  7256. if (cast_flag)
  7257. { //Execute the skill on the partners.
  7258. struct map_session_data* tsd;
  7259. switch (skill_id)
  7260. {
  7261. case PR_BENEDICTIO:
  7262. for (i = 0; i < c; i++)
  7263. {
  7264. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  7265. status_charge(&tsd->bl, 0, 10);
  7266. }
  7267. return c;
  7268. default: //Warning: Assuming Ensemble skills here (for speed)
  7269. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL)
  7270. {
  7271. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  7272. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  7273. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7274. tsd->skillid_dance = skill_id;
  7275. tsd->skilllv_dance = *skill_lv;
  7276. }
  7277. return c;
  7278. }
  7279. }
  7280. //Else: new search for partners.
  7281. c = 0;
  7282. memset (p_sd, 0, sizeof(p_sd));
  7283. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  7284. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  7285. *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.
  7286. return c;
  7287. }
  7288. /*==========================================
  7289. *
  7290. *------------------------------------------*/
  7291. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  7292. {
  7293. int *c,src_id,mob_class,skill;
  7294. struct mob_data *md;
  7295. md=(struct mob_data*)bl;
  7296. src_id=va_arg(ap,int);
  7297. mob_class=va_arg(ap,int);
  7298. skill=va_arg(ap,int);
  7299. c=va_arg(ap,int *);
  7300. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) )
  7301. return 0; //Non alchemist summoned mobs have nothing to do here.
  7302. if(md->class_==mob_class)
  7303. (*c)++;
  7304. return 1;
  7305. }
  7306. /*==========================================
  7307. * Determines if a given skill should be made to consume ammo
  7308. * when used by the player. [Skotlex]
  7309. *------------------------------------------*/
  7310. int skill_isammotype (struct map_session_data *sd, int skill)
  7311. {
  7312. return (
  7313. battle_config.arrow_decrement==2 &&
  7314. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  7315. skill != HT_PHANTASMIC &&
  7316. skill_get_type(skill) == BF_WEAPON &&
  7317. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  7318. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  7319. );
  7320. }
  7321. int skill_check_condition_castbegin(struct map_session_data* sd, short skill, short lv)
  7322. {
  7323. struct status_data *status;
  7324. struct status_change *sc;
  7325. struct skill_condition require;
  7326. int i;
  7327. nullpo_retr(0, sd);
  7328. if (lv <= 0 || sd->chatID) return 0;
  7329. if( battle_config.gm_skilluncond && pc_isGM(sd)>= battle_config.gm_skilluncond && sd->skillitem != skill )
  7330. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7331. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  7332. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  7333. return 1;
  7334. }
  7335. if( sd->menuskill_id == AM_PHARMACY )
  7336. {
  7337. switch( skill )
  7338. {
  7339. case AM_PHARMACY:
  7340. case AC_MAKINGARROW:
  7341. case BS_REPAIRWEAPON:
  7342. case AM_TWILIGHT1:
  7343. case AM_TWILIGHT2:
  7344. case AM_TWILIGHT3:
  7345. return 0;
  7346. }
  7347. }
  7348. status = &sd->battle_status;
  7349. sc = &sd->sc;
  7350. if( !sc->count )
  7351. sc = NULL;
  7352. if( sd->skillitem == skill )
  7353. {
  7354. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  7355. sd->state.abra_flag = 0;
  7356. else
  7357. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  7358. if( (i = sd->itemindex) == -1 ||
  7359. sd->status.inventory[i].nameid != sd->itemid ||
  7360. sd->inventory_data[i] == NULL ||
  7361. !sd->inventory_data[i]->flag.delay_consume ||
  7362. sd->status.inventory[i].amount < 1
  7363. )
  7364. { //Something went wrong, item exploit?
  7365. sd->itemid = sd->itemindex = -1;
  7366. return 0;
  7367. }
  7368. //Consume
  7369. sd->itemid = sd->itemindex = -1;
  7370. if( skill == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rand()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  7371. ; //Do not consume item.
  7372. else if( sd->status.inventory[i].expire_time == 0 )
  7373. pc_delitem(sd,i,1,0); // Rental usable items are not consumed until expiration
  7374. }
  7375. return 1;
  7376. }
  7377. if( pc_is90overweight(sd) )
  7378. {
  7379. clif_skill_fail(sd,skill,9,0);
  7380. return 0;
  7381. }
  7382. switch( skill )
  7383. { // Turn off check.
  7384. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  7385. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  7386. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  7387. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION:
  7388. if( sc && sc->data[status_skill2sc(skill)] )
  7389. return 1;
  7390. }
  7391. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  7392. return 0;
  7393. require = skill_get_requirement(sd,skill,lv);
  7394. //Can only update state when weapon/arrow info is checked.
  7395. if (require.weapon) sd->state.arrow_atk = require.ammo?1:0;
  7396. // perform skill-specific checks (and actions)
  7397. switch( skill )
  7398. {
  7399. case SA_CASTCANCEL:
  7400. if(sd->ud.skilltimer == -1) {
  7401. clif_skill_fail(sd,skill,0,0);
  7402. return 0;
  7403. }
  7404. break;
  7405. case AL_WARP:
  7406. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7407. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7408. return 0;
  7409. }
  7410. break;
  7411. case MO_CALLSPIRITS:
  7412. if(sd->spiritball >= lv) {
  7413. clif_skill_fail(sd,skill,0,0);
  7414. return 0;
  7415. }
  7416. break;
  7417. case MO_FINGEROFFENSIVE:
  7418. case GS_FLING:
  7419. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  7420. sd->spiritball_old = require.spiritball = sd->spiritball;
  7421. else
  7422. sd->spiritball_old = require.spiritball;
  7423. break;
  7424. case MO_CHAINCOMBO:
  7425. if(!sc)
  7426. return 0;
  7427. if(sc->data[SC_BLADESTOP])
  7428. break;
  7429. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  7430. break;
  7431. return 0;
  7432. case MO_COMBOFINISH:
  7433. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  7434. return 0;
  7435. break;
  7436. case CH_TIGERFIST:
  7437. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  7438. return 0;
  7439. break;
  7440. case CH_CHAINCRUSH:
  7441. if(!(sc && sc->data[SC_COMBO]))
  7442. return 0;
  7443. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  7444. return 0;
  7445. break;
  7446. case MO_EXTREMITYFIST:
  7447. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  7448. // return 0;
  7449. if( sc && sc->data[SC_BLADESTOP] )
  7450. break;
  7451. if( sc && sc->data[SC_COMBO] )
  7452. {
  7453. switch(sc->data[SC_COMBO]->val1) {
  7454. case MO_COMBOFINISH:
  7455. case CH_TIGERFIST:
  7456. case CH_CHAINCRUSH:
  7457. break;
  7458. default:
  7459. return 0;
  7460. }
  7461. }
  7462. if( !unit_can_move(&sd->bl) )
  7463. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7464. clif_skill_fail(sd,skill,0,0);
  7465. return 0;
  7466. }
  7467. break;
  7468. case TK_MISSION:
  7469. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
  7470. {// Cannot be used by Non-Taekwon classes
  7471. clif_skill_fail(sd,skill,0,0);
  7472. return 0;
  7473. }
  7474. break;
  7475. case TK_READYCOUNTER:
  7476. case TK_READYDOWN:
  7477. case TK_READYSTORM:
  7478. case TK_READYTURN:
  7479. case TK_JUMPKICK:
  7480. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
  7481. {// Soul Linkers cannot use this skill
  7482. clif_skill_fail(sd,skill,0,0);
  7483. return 0;
  7484. }
  7485. break;
  7486. case TK_TURNKICK:
  7487. case TK_STORMKICK:
  7488. case TK_DOWNKICK:
  7489. case TK_COUNTER:
  7490. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7491. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7492. if(!(sc && sc->data[SC_COMBO]))
  7493. return 0; //Combo needs to be ready
  7494. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  7495. { //Unlimited Combo
  7496. if (skill == sd->skillid_old) {
  7497. status_change_end(&sd->bl, SC_COMBO, -1);
  7498. sd->skillid_old = sd->skilllv_old = 0;
  7499. return 0; //Can't repeat previous combo skill.
  7500. }
  7501. break;
  7502. }
  7503. if(sc->data[SC_COMBO]->val1 != skill)
  7504. { //Cancel combo wait.
  7505. unit_cancel_combo(&sd->bl);
  7506. return 0;
  7507. }
  7508. break; //Combo ready.
  7509. case BD_ADAPTATION:
  7510. {
  7511. int time;
  7512. if(!(sc && sc->data[SC_DANCING]))
  7513. {
  7514. clif_skill_fail(sd,skill,0,0);
  7515. return 0;
  7516. }
  7517. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  7518. if (skill_get_time(
  7519. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  7520. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  7521. - time <= skill_get_time2(skill,lv))
  7522. {
  7523. clif_skill_fail(sd,skill,0,0);
  7524. return 0;
  7525. }
  7526. }
  7527. break;
  7528. case PR_BENEDICTIO:
  7529. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7530. {
  7531. clif_skill_fail(sd,skill,0,0);
  7532. return 0;
  7533. }
  7534. break;
  7535. case SL_SMA:
  7536. if(!(sc && sc->data[SC_SMA]))
  7537. return 0;
  7538. break;
  7539. case HT_POWER:
  7540. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  7541. return 0;
  7542. break;
  7543. case CG_HERMODE:
  7544. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  7545. {
  7546. clif_skill_fail(sd,skill,0,0);
  7547. return 0;
  7548. }
  7549. break;
  7550. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7551. {
  7552. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7553. int size = range*2+1;
  7554. for (i=0;i<size*size;i++) {
  7555. x = sd->bl.x+(i%size-range);
  7556. y = sd->bl.y+(i/size-range);
  7557. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7558. clif_skill_fail(sd,skill,0,0);
  7559. return 0;
  7560. }
  7561. }
  7562. }
  7563. break;
  7564. case PR_REDEMPTIO:
  7565. {
  7566. int exp;
  7567. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  7568. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  7569. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7570. return 0;
  7571. }
  7572. break;
  7573. }
  7574. case AM_TWILIGHT2:
  7575. case AM_TWILIGHT3:
  7576. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7577. {
  7578. clif_skill_fail(sd,skill,0,0);
  7579. return 0;
  7580. }
  7581. break;
  7582. case SG_SUN_WARM:
  7583. case SG_MOON_WARM:
  7584. case SG_STAR_WARM:
  7585. if (sc && sc->data[SC_MIRACLE])
  7586. break;
  7587. i = skill-SG_SUN_WARM;
  7588. if (sd->bl.m == sd->feel_map[i].m)
  7589. break;
  7590. clif_skill_fail(sd,skill,0,0);
  7591. return 0;
  7592. break;
  7593. case SG_SUN_COMFORT:
  7594. case SG_MOON_COMFORT:
  7595. case SG_STAR_COMFORT:
  7596. if (sc && sc->data[SC_MIRACLE])
  7597. break;
  7598. i = skill-SG_SUN_COMFORT;
  7599. if (sd->bl.m == sd->feel_map[i].m &&
  7600. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  7601. break;
  7602. clif_skill_fail(sd,skill,0,0);
  7603. return 0;
  7604. case SG_FUSION:
  7605. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  7606. break;
  7607. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  7608. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  7609. if( require.sp > 0 )
  7610. {
  7611. if (status->sp < (unsigned int)require.sp)
  7612. clif_skill_fail(sd,skill,1,0);
  7613. else
  7614. status_zap(&sd->bl, 0, require.sp);
  7615. }
  7616. return 0;
  7617. case GD_BATTLEORDER:
  7618. case GD_REGENERATION:
  7619. case GD_RESTORE:
  7620. if (!map_flag_gvg2(sd->bl.m)) {
  7621. clif_skill_fail(sd,skill,0,0);
  7622. return 0;
  7623. }
  7624. case GD_EMERGENCYCALL:
  7625. // other checks were already done in skillnotok()
  7626. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7627. return 0;
  7628. break;
  7629. case GS_GLITTERING:
  7630. if(sd->spiritball >= 10) {
  7631. clif_skill_fail(sd,skill,0,0);
  7632. return 0;
  7633. }
  7634. break;
  7635. case NJ_ISSEN:
  7636. if (status->hp < 2) {
  7637. clif_skill_fail(sd,skill,0,0);
  7638. return 0;
  7639. }
  7640. case NJ_BUNSINJYUTSU:
  7641. if (!(sc && sc->data[SC_NEN])) {
  7642. clif_skill_fail(sd,skill,0,0);
  7643. return 0;
  7644. }
  7645. break;
  7646. case NJ_ZENYNAGE:
  7647. if(sd->status.zeny < require.zeny) {
  7648. clif_skill_fail(sd,skill,5,0);
  7649. return 0;
  7650. }
  7651. break;
  7652. case PF_HPCONVERSION:
  7653. if (status->sp == status->max_sp)
  7654. return 0; //Unusable when at full SP.
  7655. break;
  7656. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7657. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  7658. clif_skill_fail(sd,skill,0,0);
  7659. return 0;
  7660. }
  7661. break;
  7662. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7663. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7664. {
  7665. clif_skill_fail(sd,skill,0,0);
  7666. return 0;
  7667. }
  7668. break;
  7669. }
  7670. switch(require.state) {
  7671. case ST_HIDING:
  7672. if(!(sc && sc->option&OPTION_HIDE)) {
  7673. clif_skill_fail(sd,skill,0,0);
  7674. return 0;
  7675. }
  7676. break;
  7677. case ST_CLOAKING:
  7678. if(!pc_iscloaking(sd)) {
  7679. clif_skill_fail(sd,skill,0,0);
  7680. return 0;
  7681. }
  7682. break;
  7683. case ST_HIDDEN:
  7684. if(!pc_ishiding(sd)) {
  7685. clif_skill_fail(sd,skill,0,0);
  7686. return 0;
  7687. }
  7688. break;
  7689. case ST_RIDING:
  7690. if(!pc_isriding(sd)) {
  7691. clif_skill_fail(sd,skill,0,0);
  7692. return 0;
  7693. }
  7694. break;
  7695. case ST_FALCON:
  7696. if(!pc_isfalcon(sd)) {
  7697. clif_skill_fail(sd,skill,0,0);
  7698. return 0;
  7699. }
  7700. break;
  7701. case ST_CARTBOOST:
  7702. if(!(sc && sc->data[SC_CARTBOOST])) {
  7703. clif_skill_fail(sd,skill,0,0);
  7704. return 0;
  7705. }
  7706. case ST_CART:
  7707. if(!pc_iscarton(sd)) {
  7708. clif_skill_fail(sd,skill,0,0);
  7709. return 0;
  7710. }
  7711. break;
  7712. case ST_SHIELD:
  7713. if(sd->status.shield <= 0) {
  7714. clif_skill_fail(sd,skill,0,0);
  7715. return 0;
  7716. }
  7717. break;
  7718. case ST_SIGHT:
  7719. if(!(sc && sc->data[SC_SIGHT])) {
  7720. clif_skill_fail(sd,skill,0,0);
  7721. return 0;
  7722. }
  7723. break;
  7724. case ST_EXPLOSIONSPIRITS:
  7725. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  7726. clif_skill_fail(sd,skill,0,0);
  7727. return 0;
  7728. }
  7729. break;
  7730. case ST_RECOV_WEIGHT_RATE:
  7731. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  7732. clif_skill_fail(sd,skill,0,0);
  7733. return 0;
  7734. }
  7735. break;
  7736. case ST_MOVE_ENABLE:
  7737. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  7738. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7739. if (!unit_can_move(&sd->bl)) {
  7740. clif_skill_fail(sd,skill,0,0);
  7741. return 0;
  7742. }
  7743. break;
  7744. case ST_WATER:
  7745. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  7746. break;
  7747. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7748. break;
  7749. clif_skill_fail(sd,skill,0,0);
  7750. return 0;
  7751. }
  7752. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  7753. //mhp is the max-hp-requirement, that is,
  7754. //you must have this % or less of HP to cast it.
  7755. clif_skill_fail(sd,skill,2,0);
  7756. return 0;
  7757. }
  7758. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  7759. clif_skill_fail(sd,skill,6,0);
  7760. return 0;
  7761. }
  7762. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  7763. clif_skill_fail(sd,skill,1,0);
  7764. return 0;
  7765. }
  7766. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  7767. clif_skill_fail(sd,skill,5,0);
  7768. return 0;
  7769. }
  7770. if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
  7771. clif_skill_fail(sd,skill,0,0);
  7772. return 0;
  7773. }
  7774. return 1;
  7775. }
  7776. int skill_check_condition_castend(struct map_session_data* sd, short skill, short lv)
  7777. {
  7778. struct skill_condition require;
  7779. struct status_data *status;
  7780. int i;
  7781. int index[MAX_SKILL_ITEM_REQUIRE];
  7782. nullpo_retr(0, sd);
  7783. if( lv <= 0 || sd->chatID )
  7784. return 0;
  7785. if( battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond && sd->skillitem != skill )
  7786. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7787. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  7788. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  7789. return 1;
  7790. }
  7791. if( sd->menuskill_id == AM_PHARMACY )
  7792. { // Cast start or cast end??
  7793. switch( skill )
  7794. {
  7795. case AM_PHARMACY:
  7796. case AC_MAKINGARROW:
  7797. case BS_REPAIRWEAPON:
  7798. case AM_TWILIGHT1:
  7799. case AM_TWILIGHT2:
  7800. case AM_TWILIGHT3:
  7801. return 0;
  7802. }
  7803. }
  7804. if( sd->skillitem == skill ) // Casting finished (Item skill or Hocus-Pocus)
  7805. return 1;
  7806. if( pc_is90overweight(sd) )
  7807. {
  7808. clif_skill_fail(sd,skill,9,0);
  7809. return 0;
  7810. }
  7811. // perform skill-specific checks (and actions)
  7812. switch( skill )
  7813. {
  7814. case PR_BENEDICTIO:
  7815. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7816. break;
  7817. case AM_CANNIBALIZE:
  7818. case AM_SPHEREMINE:
  7819. {
  7820. int c=0;
  7821. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7822. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7823. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  7824. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7825. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7826. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7827. if(c >= maxcount ||
  7828. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  7829. { //Fails when: exceed max limit. There are other plant types already out.
  7830. clif_skill_fail(sd,skill,0,0);
  7831. return 0;
  7832. }
  7833. }
  7834. break;
  7835. }
  7836. }
  7837. status = &sd->battle_status;
  7838. require = skill_get_requirement(sd,skill,lv);
  7839. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  7840. clif_skill_fail(sd,skill,2,0);
  7841. return 0;
  7842. }
  7843. if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
  7844. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  7845. !sd->inventory_data[i] ||
  7846. sd->status.inventory[i].amount < require.ammo_qty
  7847. ) {
  7848. clif_arrow_fail(sd,0);
  7849. return 0;
  7850. }
  7851. if (!(require.ammo&1<<sd->inventory_data[i]->look))
  7852. { //Ammo type check. Send the "wrong weapon type" message
  7853. //which is the closest we have to wrong ammo type. [Skotlex]
  7854. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7855. //clif_skill_fail(sd,skill,6,0);
  7856. return 0;
  7857. }
  7858. }
  7859. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  7860. {
  7861. if( !require.itemid[i] )
  7862. continue;
  7863. index[i] = pc_search_inventory(sd,require.itemid[i]);
  7864. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  7865. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  7866. clif_skill_fail(sd,skill,7,0);// red gemstone required
  7867. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  7868. clif_skill_fail(sd,skill,8,0);// blue gemstone required
  7869. else
  7870. clif_skill_fail(sd,skill,0,0);
  7871. return 0;
  7872. }
  7873. }
  7874. return 1;
  7875. }
  7876. // type&2: consume items (after skill was used)
  7877. // type&1: consume the others (before skill was used)
  7878. int skill_consume_requirement( struct map_session_data *sd, short skill, short lv, short type)
  7879. {
  7880. int n,i;
  7881. struct skill_condition req;
  7882. nullpo_retr(0, sd);
  7883. req = skill_get_requirement(sd,skill,lv);
  7884. if( type&1 )
  7885. {
  7886. if( skill == CG_TAROTCARD || sd->state.autocast )
  7887. req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  7888. if(req.hp || req.sp)
  7889. status_zap(&sd->bl, req.hp, req.sp);
  7890. if(req.spiritball > 0)
  7891. pc_delspiritball(sd,req.spiritball,0);
  7892. if(req.zeny > 0)
  7893. {
  7894. if( skill == NJ_ZENYNAGE )
  7895. req.zeny = 0; //Zeny is reduced on skill_attack.
  7896. if( sd->status.zeny < req.zeny )
  7897. req.zeny = sd->status.zeny;
  7898. pc_payzeny(sd,req.zeny);
  7899. }
  7900. }
  7901. if( type&2 )
  7902. {
  7903. struct status_change *sc = &sd->sc;
  7904. if( !sc->count )
  7905. sc = NULL;
  7906. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  7907. {
  7908. if( !req.itemid[i] )
  7909. continue;
  7910. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  7911. continue; //Gemstones are checked, but not substracted from inventory.
  7912. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  7913. pc_delitem(sd,n,req.amount[i],0);
  7914. }
  7915. }
  7916. return 1;
  7917. }
  7918. struct skill_condition skill_get_requirement(struct map_session_data* sd, short skill, short lv)
  7919. {
  7920. struct skill_condition req;
  7921. struct status_data *status;
  7922. struct status_change *sc;
  7923. int i,j,hp_rate,sp_rate;
  7924. memset(&req,0,sizeof(req));
  7925. if( !sd )
  7926. return req;
  7927. if( sd->skillitem == skill )
  7928. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  7929. sc = &sd->sc;
  7930. if( !sc->count )
  7931. sc = NULL;
  7932. switch( skill )
  7933. { // Turn off check.
  7934. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  7935. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  7936. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  7937. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION:
  7938. if( sc && sc->data[status_skill2sc(skill)] )
  7939. return req;
  7940. }
  7941. j = skill_get_index(skill);
  7942. if( j == 0 ) // invalid skill id
  7943. return req;
  7944. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  7945. return req;
  7946. status = &sd->battle_status;
  7947. req.hp = skill_db[j].hp[lv-1];
  7948. hp_rate = skill_db[j].hp_rate[lv-1];
  7949. if(hp_rate > 0)
  7950. req.hp += (status->hp * hp_rate)/100;
  7951. else
  7952. req.hp += (status->max_hp * (-hp_rate))/100;
  7953. req.sp = skill_db[j].sp[lv-1];
  7954. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7955. req.sp /= 2;
  7956. sp_rate = skill_db[j].sp_rate[lv-1];
  7957. if(sp_rate > 0)
  7958. req.sp += (status->sp * sp_rate)/100;
  7959. else
  7960. req.sp += (status->max_sp * (-sp_rate))/100;
  7961. if( sd->dsprate!=100 )
  7962. req.sp = req.sp * sd->dsprate / 100;
  7963. req.zeny = skill_db[j].zeny[lv-1];
  7964. req.spiritball = skill_db[j].spiritball[lv-1];
  7965. req.state = skill_db[j].state;
  7966. req.mhp = skill_db[j].mhp[lv-1];
  7967. req.weapon = skill_db[j].weapon;
  7968. req.ammo = skill_db[j].ammo;
  7969. req.ammo_qty = skill_db[j].ammo_qty[lv-1];
  7970. if (req.weapon && !req.ammo && skill && skill_isammotype(sd, skill))
  7971. { //Assume this skill is using the weapon, therefore it requires arrows.
  7972. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  7973. req.ammo_qty = 1;
  7974. }
  7975. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  7976. {
  7977. if( (skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1 )
  7978. continue;
  7979. switch( skill )
  7980. {
  7981. case AM_CALLHOMUN:
  7982. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7983. continue;
  7984. break;
  7985. case WZ_FIREPILLAR: // celest
  7986. if (lv <= 5) // no gems required at level 1-5
  7987. continue;
  7988. break;
  7989. }
  7990. req.itemid[i] = skill_db[j].itemid[i];
  7991. req.amount[i] = skill_db[j].amount[i];
  7992. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN )
  7993. {
  7994. if( sd->special_state.no_gemstone )
  7995. { //Make it substract 1 gem rather than skipping the cost.
  7996. if( --req.amount[i] < 1 )
  7997. req.itemid[i] = 0;
  7998. }
  7999. if(sc && sc->data[SC_INTOABYSS])
  8000. {
  8001. if( skill != SA_ABRACADABRA )
  8002. req.itemid[i] = req.amount[i] = 0;
  8003. else if( --req.amount[i] < 1 )
  8004. req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  8005. }
  8006. }
  8007. }
  8008. // Check for cost reductions due to skills & SCs
  8009. switch(skill) {
  8010. case MC_MAMMONITE:
  8011. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  8012. req.zeny -= req.zeny*10/100;
  8013. break;
  8014. case AL_HOLYLIGHT:
  8015. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  8016. req.sp *= 5;
  8017. break;
  8018. case SL_SMA:
  8019. case SL_STUN:
  8020. case SL_STIN:
  8021. {
  8022. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  8023. if(kaina_lv==0 || sd->status.base_level<70)
  8024. break;
  8025. if(sd->status.base_level>=90)
  8026. req.sp -= req.sp*7*kaina_lv/100;
  8027. else if(sd->status.base_level>=80)
  8028. req.sp -= req.sp*5*kaina_lv/100;
  8029. else if(sd->status.base_level>=70)
  8030. req.sp -= req.sp*3*kaina_lv/100;
  8031. }
  8032. break;
  8033. case MO_TRIPLEATTACK:
  8034. case MO_CHAINCOMBO:
  8035. case MO_COMBOFINISH:
  8036. case CH_TIGERFIST:
  8037. case CH_CHAINCRUSH:
  8038. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  8039. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  8040. break;
  8041. case MO_BODYRELOCATION:
  8042. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  8043. req.spiritball = 0;
  8044. break;
  8045. case MO_EXTREMITYFIST:
  8046. if( sc )
  8047. {
  8048. if( sc->data[SC_BLADESTOP] )
  8049. req.spiritball--;
  8050. else if( sc->data[SC_COMBO] )
  8051. {
  8052. switch( sc->data[SC_COMBO]->val1 )
  8053. {
  8054. case MO_COMBOFINISH:
  8055. req.spiritball = 4;
  8056. break;
  8057. case CH_TIGERFIST:
  8058. req.spiritball = 3;
  8059. break;
  8060. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  8061. req.spiritball = sd->spiritball?sd->spiritball:1;
  8062. break;
  8063. }
  8064. }
  8065. }
  8066. break;
  8067. }
  8068. return req;
  8069. }
  8070. /*==========================================
  8071. * Does cast-time reductions based on dex, item bonuses and config setting
  8072. *------------------------------------------*/
  8073. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  8074. {
  8075. int time = skill_get_cast(skill_id, skill_lv);
  8076. struct map_session_data *sd;
  8077. struct status_change *sc;
  8078. nullpo_retr(0, bl);
  8079. sd = BL_CAST(BL_PC, bl);
  8080. sc = status_get_sc(bl);
  8081. // calculate base cast time (reduced by dex)
  8082. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )
  8083. {
  8084. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  8085. if( scale > 0 ) // not instant cast
  8086. time = time * scale / battle_config.castrate_dex_scale;
  8087. else return 0; // instant cast
  8088. }
  8089. // calculate cast time reduced by item/card bonuses
  8090. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  8091. {
  8092. int i;
  8093. if( sd->castrate != 100 )
  8094. time = time * sd->castrate / 100;
  8095. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  8096. {
  8097. if( sd->skillcast[i].id == skill_id )
  8098. {
  8099. time+= time * sd->skillcast[i].val / 100;
  8100. break;
  8101. }
  8102. }
  8103. }
  8104. if( sc && sc->count && sc->data[SC_SKILLCASTRATE] && (sc->data[SC_SKILLCASTRATE]->val1 == skill_id || sc->data[SC_SKILLCASTRATE]->val2 == skill_id || sc->data[SC_SKILLCASTRATE]->val3 == skill_id) )
  8105. time += time * sc->data[SC_SKILLCASTRATE]->val4 / 100;
  8106. // config cast time multiplier
  8107. if (battle_config.cast_rate != 100)
  8108. time = time * battle_config.cast_rate / 100;
  8109. // return final cast time
  8110. return (time > 0) ? time : 0;
  8111. }
  8112. /*==========================================
  8113. * Does cast-time reductions based on sc data.
  8114. *------------------------------------------*/
  8115. int skill_castfix_sc (struct block_list *bl, int time)
  8116. {
  8117. struct status_change *sc = status_get_sc(bl);
  8118. if (sc && sc->count) {
  8119. if (sc->data[SC_SLOWCAST])
  8120. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  8121. if (sc->data[SC_FASTCAST])
  8122. time -= time * sc->data[SC_FASTCAST]->val1 / 100;
  8123. if (sc->data[SC_SUFFRAGIUM]) {
  8124. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  8125. status_change_end(bl, SC_SUFFRAGIUM, -1);
  8126. }
  8127. if (sc->data[SC_MEMORIZE]) {
  8128. time>>=1;
  8129. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  8130. status_change_end(bl, SC_MEMORIZE, -1);
  8131. }
  8132. if (sc->data[SC_POEMBRAGI])
  8133. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  8134. }
  8135. return (time > 0) ? time : 0;
  8136. }
  8137. /*==========================================
  8138. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  8139. *------------------------------------------*/
  8140. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  8141. {
  8142. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  8143. int time = skill_get_delay(skill_id, skill_lv);
  8144. struct map_session_data *sd;
  8145. struct status_change *sc = status_get_sc(bl);
  8146. nullpo_retr(0, bl);
  8147. sd = BL_CAST(BL_PC, bl);
  8148. if (skill_id == SA_ABRACADABRA)
  8149. return 0; //Will use picked skill's delay.
  8150. if (bl->type&battle_config.no_skill_delay)
  8151. return battle_config.min_skill_delay_limit;
  8152. if (time < 0)
  8153. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  8154. // Delay reductions
  8155. switch (skill_id)
  8156. { //Monk combo skills have their delay reduced by agi/dex.
  8157. case MO_TRIPLEATTACK:
  8158. case MO_CHAINCOMBO:
  8159. case MO_COMBOFINISH:
  8160. case CH_TIGERFIST:
  8161. case CH_CHAINCRUSH:
  8162. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  8163. break;
  8164. case HP_BASILICA:
  8165. if( sc && !sc->data[SC_BASILICA] )
  8166. time = 0; // There is no Delay on Basilica creation, only on cancel
  8167. break;
  8168. default:
  8169. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  8170. { // if skill delay is allowed to be reduced by dex
  8171. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  8172. if (scale > 0)
  8173. time = time * scale / battle_config.castrate_dex_scale;
  8174. else //To be capped later to minimum.
  8175. time = 0;
  8176. }
  8177. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  8178. { // if skill delay is allowed to be reduced by agi
  8179. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  8180. if (scale > 0)
  8181. time = time * scale / battle_config.castrate_dex_scale;
  8182. else //To be capped later to minimum.
  8183. time = 0;
  8184. }
  8185. }
  8186. if ( sc && sc->data[SC_SPIRIT] )
  8187. {
  8188. switch (skill_id) {
  8189. case CR_SHIELDBOOMERANG:
  8190. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  8191. time /= 2;
  8192. break;
  8193. case AS_SONICBLOW:
  8194. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  8195. time /= 2;
  8196. break;
  8197. }
  8198. }
  8199. if (!(delaynodex&2))
  8200. {
  8201. if (sc && sc->count) {
  8202. if (sc->data[SC_POEMBRAGI])
  8203. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  8204. }
  8205. }
  8206. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  8207. time = time * sd->delayrate / 100;
  8208. if (battle_config.delay_rate != 100)
  8209. time = time * battle_config.delay_rate / 100;
  8210. if (time < status_get_amotion(bl))
  8211. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  8212. return max(time, battle_config.min_skill_delay_limit);
  8213. }
  8214. /*=========================================
  8215. *
  8216. *-----------------------------------------*/
  8217. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  8218. {
  8219. nullpo_retv(tc);
  8220. if(dir == 0){
  8221. tc->val1[0]=x-2;
  8222. tc->val1[1]=x-1;
  8223. tc->val1[2]=x;
  8224. tc->val1[3]=x+1;
  8225. tc->val1[4]=x+2;
  8226. tc->val2[0]=
  8227. tc->val2[1]=
  8228. tc->val2[2]=
  8229. tc->val2[3]=
  8230. tc->val2[4]=y-1;
  8231. }
  8232. else if(dir==2){
  8233. tc->val1[0]=
  8234. tc->val1[1]=
  8235. tc->val1[2]=
  8236. tc->val1[3]=
  8237. tc->val1[4]=x+1;
  8238. tc->val2[0]=y+2;
  8239. tc->val2[1]=y+1;
  8240. tc->val2[2]=y;
  8241. tc->val2[3]=y-1;
  8242. tc->val2[4]=y-2;
  8243. }
  8244. else if(dir==4){
  8245. tc->val1[0]=x-2;
  8246. tc->val1[1]=x-1;
  8247. tc->val1[2]=x;
  8248. tc->val1[3]=x+1;
  8249. tc->val1[4]=x+2;
  8250. tc->val2[0]=
  8251. tc->val2[1]=
  8252. tc->val2[2]=
  8253. tc->val2[3]=
  8254. tc->val2[4]=y+1;
  8255. }
  8256. else if(dir==6){
  8257. tc->val1[0]=
  8258. tc->val1[1]=
  8259. tc->val1[2]=
  8260. tc->val1[3]=
  8261. tc->val1[4]=x-1;
  8262. tc->val2[0]=y+2;
  8263. tc->val2[1]=y+1;
  8264. tc->val2[2]=y;
  8265. tc->val2[3]=y-1;
  8266. tc->val2[4]=y-2;
  8267. }
  8268. else if(dir==1){
  8269. tc->val1[0]=x-1;
  8270. tc->val1[1]=x;
  8271. tc->val1[2]=x+1;
  8272. tc->val1[3]=x+2;
  8273. tc->val1[4]=x+3;
  8274. tc->val2[0]=y-4;
  8275. tc->val2[1]=y-3;
  8276. tc->val2[2]=y-1;
  8277. tc->val2[3]=y;
  8278. tc->val2[4]=y+1;
  8279. }
  8280. else if(dir==3){
  8281. tc->val1[0]=x+3;
  8282. tc->val1[1]=x+2;
  8283. tc->val1[2]=x+1;
  8284. tc->val1[3]=x;
  8285. tc->val1[4]=x-1;
  8286. tc->val2[0]=y-1;
  8287. tc->val2[1]=y;
  8288. tc->val2[2]=y+1;
  8289. tc->val2[3]=y+2;
  8290. tc->val2[4]=y+3;
  8291. }
  8292. else if(dir==5){
  8293. tc->val1[0]=x+1;
  8294. tc->val1[1]=x;
  8295. tc->val1[2]=x-1;
  8296. tc->val1[3]=x-2;
  8297. tc->val1[4]=x-3;
  8298. tc->val2[0]=y+3;
  8299. tc->val2[1]=y+2;
  8300. tc->val2[2]=y+1;
  8301. tc->val2[3]=y;
  8302. tc->val2[4]=y-1;
  8303. }
  8304. else if(dir==7){
  8305. tc->val1[0]=x-3;
  8306. tc->val1[1]=x-2;
  8307. tc->val1[2]=x-1;
  8308. tc->val1[3]=x;
  8309. tc->val1[4]=x+1;
  8310. tc->val2[1]=y;
  8311. tc->val2[0]=y+1;
  8312. tc->val2[2]=y-1;
  8313. tc->val2[3]=y-2;
  8314. tc->val2[4]=y-3;
  8315. }
  8316. }
  8317. /*=========================================
  8318. *
  8319. *-----------------------------------------*/
  8320. void skill_brandishspear_dir (struct square* tc, int dir, int are)
  8321. {
  8322. int c;
  8323. nullpo_retv(tc);
  8324. for( c = 0; c < 5; c++ )
  8325. {
  8326. switch( dir )
  8327. {
  8328. case 0: tc->val2[c]+=are; break;
  8329. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  8330. case 2: tc->val1[c]-=are; break;
  8331. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  8332. case 4: tc->val2[c]-=are; break;
  8333. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  8334. case 6: tc->val1[c]+=are; break;
  8335. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  8336. }
  8337. }
  8338. }
  8339. /*==========================================
  8340. * Weapon Repair [Celest/DracoRPG]
  8341. *------------------------------------------*/
  8342. void skill_repairweapon (struct map_session_data *sd, int idx)
  8343. {
  8344. int material;
  8345. int materials[4] = { 1002, 998, 999, 756 };
  8346. struct item *item;
  8347. struct map_session_data *target_sd;
  8348. nullpo_retv(sd);
  8349. target_sd = map_id2sd(sd->menuskill_val);
  8350. if (!target_sd) //Failed....
  8351. return;
  8352. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8353. return;
  8354. if(idx < 0 || idx >= MAX_INVENTORY)
  8355. return; //Invalid index??
  8356. item = &target_sd->status.inventory[idx];
  8357. if(item->nameid <= 0 || item->attribute == 0)
  8358. return; //Again invalid item....
  8359. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  8360. clif_item_repaireffect(sd,item->nameid,1);
  8361. return;
  8362. }
  8363. if (itemdb_type(item->nameid)==4)
  8364. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8365. else
  8366. material = materials [2]; // Armors consume 1 Steel
  8367. if (pc_search_inventory(sd,material) < 0 ) {
  8368. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8369. return;
  8370. }
  8371. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  8372. item->attribute=0;
  8373. clif_equiplist(target_sd);
  8374. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8375. clif_item_repaireffect(sd,item->nameid,0);
  8376. if(sd!=target_sd)
  8377. clif_item_repaireffect(target_sd,item->nameid,0);
  8378. }
  8379. /*==========================================
  8380. * Item Appraisal
  8381. *------------------------------------------*/
  8382. void skill_identify (struct map_session_data *sd, int idx)
  8383. {
  8384. int flag=1;
  8385. nullpo_retv(sd);
  8386. if(idx >= 0 && idx < MAX_INVENTORY) {
  8387. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8388. flag=0;
  8389. sd->status.inventory[idx].identify=1;
  8390. }
  8391. }
  8392. clif_item_identified(sd,idx,flag);
  8393. }
  8394. /*==========================================
  8395. * Weapon Refine [Celest]
  8396. *------------------------------------------*/
  8397. void skill_weaponrefine (struct map_session_data *sd, int idx)
  8398. {
  8399. int i = 0, ep = 0, per;
  8400. int material[5] = { 0, 1010, 1011, 984, 984 };
  8401. struct item *item;
  8402. nullpo_retv(sd);
  8403. if (idx >= 0 && idx < MAX_INVENTORY)
  8404. {
  8405. struct item_data *ditem = sd->inventory_data[idx];
  8406. item = &sd->status.inventory[idx];
  8407. if(item->nameid > 0 && ditem->type == 4)
  8408. {
  8409. if( item->refine >= sd->menuskill_val
  8410. || item->refine >= MAX_REFINE // if it's no longer refineable
  8411. || ditem->flag.no_refine // if the item isn't refinable
  8412. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  8413. {
  8414. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8415. return;
  8416. }
  8417. per = percentrefinery [ditem->wlv][(int)item->refine];
  8418. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8419. pc_delitem(sd, i, 1, 0);
  8420. if (per > rand() % 100) {
  8421. item->refine++;
  8422. if(item->equip) {
  8423. ep = item->equip;
  8424. pc_unequipitem(sd,idx,3);
  8425. }
  8426. clif_refine(sd->fd,0,idx,item->refine);
  8427. clif_delitem(sd,idx,1);
  8428. clif_additem(sd,idx,1,0);
  8429. if (ep)
  8430. pc_equipitem(sd,idx,ep);
  8431. clif_misceffect(&sd->bl,3);
  8432. if(item->refine == MAX_REFINE &&
  8433. item->card[0] == CARD0_FORGE &&
  8434. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  8435. { // Fame point system [DracoRPG]
  8436. switch(ditem->wlv){
  8437. case 1:
  8438. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8439. break;
  8440. case 2:
  8441. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8442. break;
  8443. case 3:
  8444. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8445. break;
  8446. }
  8447. }
  8448. } else {
  8449. item->refine = 0;
  8450. if(item->equip)
  8451. pc_unequipitem(sd,idx,3);
  8452. clif_refine(sd->fd,1,idx,item->refine);
  8453. pc_delitem(sd,idx,1,0);
  8454. clif_misceffect(&sd->bl,2);
  8455. clif_emotion(&sd->bl, 23);
  8456. }
  8457. }
  8458. }
  8459. }
  8460. /*==========================================
  8461. *
  8462. *------------------------------------------*/
  8463. int skill_autospell (struct map_session_data *sd, int skillid)
  8464. {
  8465. int skilllv;
  8466. int maxlv=1,lv;
  8467. nullpo_retr(0, sd);
  8468. skilllv = sd->menuskill_val;
  8469. lv=pc_checkskill(sd,skillid);
  8470. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  8471. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8472. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8473. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  8474. maxlv =10; //Soul Linker bonus. [Skotlex]
  8475. else if(skilllv==2) maxlv=1;
  8476. else if(skilllv==3) maxlv=2;
  8477. else if(skilllv>=4) maxlv=3;
  8478. }
  8479. else if(skillid==MG_SOULSTRIKE){
  8480. if(skilllv==5) maxlv=1;
  8481. else if(skilllv==6) maxlv=2;
  8482. else if(skilllv>=7) maxlv=3;
  8483. }
  8484. else if(skillid==MG_FIREBALL){
  8485. if(skilllv==8) maxlv=1;
  8486. else if(skilllv>=9) maxlv=2;
  8487. }
  8488. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8489. else return 0;
  8490. if(maxlv > lv)
  8491. maxlv = lv;
  8492. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  8493. skill_get_time(SA_AUTOSPELL,skilllv));
  8494. return 0;
  8495. }
  8496. /*==========================================
  8497. * Sitting skills functions.
  8498. *------------------------------------------*/
  8499. static int skill_sit_count (struct block_list *bl, va_list ap)
  8500. {
  8501. struct map_session_data *sd;
  8502. int type =va_arg(ap,int);
  8503. sd=(struct map_session_data*)bl;
  8504. if(!pc_issit(sd))
  8505. return 0;
  8506. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8507. return 1;
  8508. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  8509. return 1;
  8510. return 0;
  8511. }
  8512. static int skill_sit_in (struct block_list *bl, va_list ap)
  8513. {
  8514. struct map_session_data *sd;
  8515. int type =va_arg(ap,int);
  8516. sd=(struct map_session_data*)bl;
  8517. if(!pc_issit(sd))
  8518. return 0;
  8519. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8520. sd->state.gangsterparadise=1;
  8521. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8522. {
  8523. sd->state.rest=1;
  8524. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8525. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8526. }
  8527. return 0;
  8528. }
  8529. static int skill_sit_out (struct block_list *bl, va_list ap)
  8530. {
  8531. struct map_session_data *sd;
  8532. int type =va_arg(ap,int);
  8533. sd=(struct map_session_data*)bl;
  8534. if(sd->state.gangsterparadise && type&1)
  8535. sd->state.gangsterparadise=0;
  8536. if(sd->state.rest && type&2) {
  8537. sd->state.rest=0;
  8538. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8539. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8540. }
  8541. return 0;
  8542. }
  8543. int skill_sit (struct map_session_data *sd, int type)
  8544. {
  8545. int flag = 0;
  8546. int range = 0, lv;
  8547. nullpo_retr(0, sd);
  8548. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  8549. flag|=1;
  8550. range = skill_get_splash(RG_GANGSTER, lv);
  8551. }
  8552. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  8553. flag|=2;
  8554. range = skill_get_splash(TK_HPTIME, lv);
  8555. }
  8556. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  8557. flag|=2;
  8558. range = skill_get_splash(TK_SPTIME, lv);
  8559. }
  8560. if (!flag) return 0;
  8561. if(type) {
  8562. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  8563. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  8564. } else {
  8565. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  8566. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  8567. }
  8568. return 0;
  8569. }
  8570. /*==========================================
  8571. *
  8572. *------------------------------------------*/
  8573. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  8574. {
  8575. struct block_list *src;
  8576. int skillnum,skilllv;
  8577. unsigned int tick;
  8578. nullpo_retr(0, bl);
  8579. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8580. skillnum=va_arg(ap,int);
  8581. skilllv=va_arg(ap,int);
  8582. if(skilllv <= 0) return 0;
  8583. tick=va_arg(ap,unsigned int);
  8584. if (src == bl || status_isdead(bl))
  8585. return 0;
  8586. if (bl->type == BL_PC) {
  8587. struct map_session_data *sd = (struct map_session_data *)bl;
  8588. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8589. return 0;
  8590. }
  8591. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8592. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8593. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  8594. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8595. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  8596. return 0;
  8597. }
  8598. /*==========================================
  8599. *
  8600. *------------------------------------------*/
  8601. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  8602. {
  8603. int range = skill_get_unit_range(skill_num,skill_lv);
  8604. int x,y;
  8605. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  8606. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  8607. map_setcell(src->bl.m, x, y, cell, flag);
  8608. }
  8609. /*==========================================
  8610. *
  8611. *------------------------------------------*/
  8612. int skill_attack_area (struct block_list *bl, va_list ap)
  8613. {
  8614. struct block_list *src,*dsrc;
  8615. int atk_type,skillid,skilllv,flag,type;
  8616. unsigned int tick;
  8617. if(status_isdead(bl))
  8618. return 0;
  8619. atk_type = va_arg(ap,int);
  8620. src=va_arg(ap,struct block_list*);
  8621. dsrc=va_arg(ap,struct block_list*);
  8622. skillid=va_arg(ap,int);
  8623. skilllv=va_arg(ap,int);
  8624. tick=va_arg(ap,unsigned int);
  8625. flag=va_arg(ap,int);
  8626. type=va_arg(ap,int);
  8627. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  8628. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8629. if(battle_check_target(dsrc,bl,type) <= 0 ||
  8630. !status_check_skilluse(NULL, bl, skillid, 2))
  8631. return 0;
  8632. switch (skillid) {
  8633. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  8634. case NPC_ACIDBREATH:
  8635. case NPC_DARKNESSBREATH:
  8636. case NPC_FIREBREATH:
  8637. case NPC_ICEBREATH:
  8638. case NPC_THUNDERBREATH:
  8639. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8640. default:
  8641. //Area-splash, disable skill animation.
  8642. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  8643. }
  8644. }
  8645. /*==========================================
  8646. *
  8647. *------------------------------------------*/
  8648. int skill_clear_group (struct block_list *bl, int flag)
  8649. {
  8650. struct unit_data *ud = unit_bl2ud(bl);
  8651. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8652. int i, count=0;
  8653. nullpo_retr(0, bl);
  8654. if (!ud) return 0;
  8655. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8656. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8657. {
  8658. switch (ud->skillunit[i]->skill_id) {
  8659. case SA_DELUGE:
  8660. case SA_VOLCANO:
  8661. case SA_VIOLENTGALE:
  8662. case SA_LANDPROTECTOR:
  8663. case NJ_SUITON:
  8664. case NJ_KAENSIN:
  8665. if (flag&1)
  8666. group[count++]= ud->skillunit[i];
  8667. break;
  8668. default:
  8669. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8670. group[count++]= ud->skillunit[i];
  8671. break;
  8672. }
  8673. }
  8674. for (i=0;i<count;i++)
  8675. skill_delunitgroup(group[i]);
  8676. return count;
  8677. }
  8678. /*==========================================
  8679. * Returns the first element field found [Skotlex]
  8680. *------------------------------------------*/
  8681. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8682. {
  8683. struct unit_data *ud = unit_bl2ud(bl);
  8684. int i;
  8685. nullpo_retr(0, bl);
  8686. if (!ud) return NULL;
  8687. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8688. switch (ud->skillunit[i]->skill_id) {
  8689. case SA_DELUGE:
  8690. case SA_VOLCANO:
  8691. case SA_VIOLENTGALE:
  8692. case SA_LANDPROTECTOR:
  8693. case NJ_SUITON:
  8694. return ud->skillunit[i];
  8695. }
  8696. }
  8697. return NULL;
  8698. }
  8699. // for graffiti cleaner [Valaris]
  8700. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8701. {
  8702. struct skill_unit *unit=NULL;
  8703. nullpo_retr(0, bl);
  8704. nullpo_retr(0, ap);
  8705. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8706. return 0;
  8707. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8708. skill_delunit(unit);
  8709. return 0;
  8710. }
  8711. int skill_greed (struct block_list *bl, va_list ap)
  8712. {
  8713. struct block_list *src;
  8714. struct map_session_data *sd=NULL;
  8715. struct flooritem_data *fitem=NULL;
  8716. nullpo_retr(0, bl);
  8717. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8718. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8719. pc_takeitem(sd, fitem);
  8720. return 0;
  8721. }
  8722. /*==========================================
  8723. *
  8724. *------------------------------------------*/
  8725. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  8726. {
  8727. int skillid;
  8728. int *alive;
  8729. struct skill_unit *unit;
  8730. struct block_list *src;
  8731. skillid = va_arg(ap,int);
  8732. alive = va_arg(ap,int *);
  8733. src = va_arg(ap,struct block_list *);
  8734. unit = (struct skill_unit *)bl;
  8735. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  8736. return 0;
  8737. switch (skillid)
  8738. {
  8739. case SA_LANDPROTECTOR:
  8740. if( unit->group->skill_id == SA_LANDPROTECTOR )
  8741. { //Check for offensive Land Protector to delete both. [Skotlex]
  8742. (*alive) = 0;
  8743. skill_delunit(unit);
  8744. return 1;
  8745. }
  8746. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) )
  8747. { //It deletes everything except songs/dances and traps
  8748. skill_delunit(unit);
  8749. return 1;
  8750. }
  8751. break;
  8752. case HW_GANBANTEIN:
  8753. if( !(unit->group->state.song_dance&0x1) )
  8754. {// Don't touch song/dance.
  8755. skill_delunit(unit);
  8756. return 1;
  8757. }
  8758. break;
  8759. case SA_VOLCANO:
  8760. case SA_DELUGE:
  8761. case SA_VIOLENTGALE:
  8762. // The official implementation makes them fail to appear when casted on top of ANYTHING
  8763. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  8764. // hence, I leave the alternate implementation here, commented. [Skotlex]
  8765. if (unit->range <= 0)
  8766. {
  8767. (*alive) = 0;
  8768. return 1;
  8769. }
  8770. /*
  8771. switch (unit->group->skill_id)
  8772. { //These cannot override each other.
  8773. case SA_VOLCANO:
  8774. case SA_DELUGE:
  8775. case SA_VIOLENTGALE:
  8776. (*alive) = 0;
  8777. return 1;
  8778. }
  8779. */
  8780. break;
  8781. case PF_FOGWALL:
  8782. switch(unit->group->skill_id)
  8783. {
  8784. case SA_VOLCANO: //Can't be placed on top of these
  8785. case SA_VIOLENTGALE:
  8786. (*alive) = 0;
  8787. return 1;
  8788. case SA_DELUGE:
  8789. case NJ_SUITON:
  8790. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  8791. (*alive) = 2;
  8792. break;
  8793. }
  8794. break;
  8795. case HP_BASILICA:
  8796. if (unit->group->skill_id == HP_BASILICA)
  8797. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8798. (*alive) = 0;
  8799. return 1;
  8800. }
  8801. break;
  8802. }
  8803. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8804. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  8805. { //It deletes everything except songs/dances/traps
  8806. (*alive) = 0;
  8807. return 1;
  8808. }
  8809. return 0;
  8810. }
  8811. /*==========================================
  8812. *
  8813. *------------------------------------------*/
  8814. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8815. {
  8816. struct mob_data* md;
  8817. struct unit_data*ud = unit_bl2ud(bl);
  8818. struct block_list *from_bl;
  8819. struct block_list *to_bl;
  8820. md = (struct mob_data*)bl;
  8821. from_bl = va_arg(ap,struct block_list *);
  8822. to_bl = va_arg(ap,struct block_list *);
  8823. if(ud && ud->target == from_bl->id)
  8824. ud->target = to_bl->id;
  8825. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8826. md->target_id = to_bl->id;
  8827. return 0;
  8828. }
  8829. /*==========================================
  8830. *
  8831. *------------------------------------------*/
  8832. static int skill_trap_splash (struct block_list *bl, va_list ap)
  8833. {
  8834. struct block_list *src;
  8835. int tick;
  8836. struct skill_unit *unit;
  8837. struct skill_unit_group *sg;
  8838. struct block_list *ss;
  8839. src = va_arg(ap,struct block_list *);
  8840. unit = (struct skill_unit *)src;
  8841. tick = va_arg(ap,int);
  8842. nullpo_retr(0, sg = unit->group);
  8843. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8844. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  8845. return 0;
  8846. switch(sg->unit_id){
  8847. case UNT_SHOCKWAVE:
  8848. case UNT_SANDMAN:
  8849. case UNT_FLASHER:
  8850. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  8851. break;
  8852. case UNT_GROUNDDRIFT_WIND:
  8853. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8854. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8855. break;
  8856. case UNT_GROUNDDRIFT_DARK:
  8857. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8858. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8859. break;
  8860. case UNT_GROUNDDRIFT_POISON:
  8861. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8862. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8863. break;
  8864. case UNT_GROUNDDRIFT_WATER:
  8865. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8866. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8867. break;
  8868. case UNT_GROUNDDRIFT_FIRE:
  8869. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8870. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  8871. break;
  8872. default:
  8873. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8874. break;
  8875. }
  8876. return 1;
  8877. }
  8878. /*==========================================
  8879. *
  8880. *------------------------------------------*/
  8881. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8882. {
  8883. struct status_change *sc;
  8884. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  8885. int i;
  8886. nullpo_retr(0, bl);
  8887. nullpo_retr(0, sc= status_get_sc(bl));
  8888. if (!sc->count) return 0;
  8889. for (i = 0; i < ARRAYLENGTH(scs); i++)
  8890. if (type != scs[i] && sc->data[scs[i]])
  8891. status_change_end(bl, scs[i], -1);
  8892. return 0;
  8893. }
  8894. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  8895. {
  8896. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  8897. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8898. bool wall = true;
  8899. int i;
  8900. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  8901. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  8902. { //Check for walls.
  8903. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  8904. if( i == 8 )
  8905. wall = false;
  8906. }
  8907. if( sce )
  8908. {
  8909. if( !wall )
  8910. {
  8911. if( sce->val1 < 3 ) //End cloaking.
  8912. status_change_end(bl, SC_CLOAKING, -1);
  8913. else
  8914. if( sce->val4&1 )
  8915. { //Remove wall bonus
  8916. sce->val4&=~1;
  8917. status_calc_bl(bl,SCB_SPEED);
  8918. }
  8919. }
  8920. else
  8921. {
  8922. if( !(sce->val4&1) )
  8923. { //Add wall speed bonus
  8924. sce->val4|=1;
  8925. status_calc_bl(bl,SCB_SPEED);
  8926. }
  8927. }
  8928. }
  8929. return wall;
  8930. }
  8931. /*==========================================
  8932. *
  8933. *------------------------------------------*/
  8934. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  8935. {
  8936. struct skill_unit *unit;
  8937. nullpo_retr(NULL, group);
  8938. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  8939. nullpo_retr(NULL, unit=&group->unit[idx]);
  8940. if(!unit->alive)
  8941. group->alive_count++;
  8942. unit->bl.id=map_get_new_object_id();
  8943. unit->bl.type=BL_SKILL;
  8944. unit->bl.m=group->map;
  8945. unit->bl.x=x;
  8946. unit->bl.y=y;
  8947. unit->group=group;
  8948. unit->alive=1;
  8949. unit->val1=val1;
  8950. unit->val2=val2;
  8951. idb_put(skillunit_db, unit->bl.id, unit);
  8952. map_addiddb(&unit->bl);
  8953. map_addblock(&unit->bl);
  8954. // perform oninit actions
  8955. switch (group->skill_id) {
  8956. case WZ_ICEWALL:
  8957. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  8958. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  8959. break;
  8960. case SA_LANDPROTECTOR:
  8961. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  8962. break;
  8963. case HP_BASILICA:
  8964. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  8965. break;
  8966. default:
  8967. if (group->state.song_dance&0x1) //Check for dissonance.
  8968. skill_dance_overlap(unit, 1);
  8969. break;
  8970. }
  8971. clif_skill_setunit(unit);
  8972. return unit;
  8973. }
  8974. /*==========================================
  8975. *
  8976. *------------------------------------------*/
  8977. int skill_delunit (struct skill_unit* unit)
  8978. {
  8979. struct skill_unit_group *group;
  8980. nullpo_retr(0, unit);
  8981. if( !unit->alive )
  8982. return 0;
  8983. unit->alive=0;
  8984. nullpo_retr(0, group=unit->group);
  8985. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  8986. skill_dance_overlap(unit, 0);
  8987. // invoke onout event
  8988. if( !unit->range )
  8989. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8990. // perform ondelete actions
  8991. switch (group->skill_id) {
  8992. case HT_ANKLESNARE:
  8993. {
  8994. struct block_list* target = map_id2bl(group->val2);
  8995. if( target )
  8996. status_change_end(target,SC_ANKLE,-1);
  8997. }
  8998. break;
  8999. case WZ_ICEWALL:
  9000. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  9001. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  9002. break;
  9003. case SA_LANDPROTECTOR:
  9004. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  9005. break;
  9006. case HP_BASILICA:
  9007. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  9008. break;
  9009. }
  9010. clif_skill_delunit(unit);
  9011. unit->group=NULL;
  9012. map_delblock(&unit->bl); // don't free yet
  9013. map_deliddb(&unit->bl);
  9014. idb_remove(skillunit_db, unit->bl.id);
  9015. if(--group->alive_count==0)
  9016. skill_delunitgroup(group);
  9017. return 0;
  9018. }
  9019. /*==========================================
  9020. *
  9021. *------------------------------------------*/
  9022. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  9023. /// Returns the target skill_unit_group or NULL if not found.
  9024. struct skill_unit_group* skill_id2group(int group_id)
  9025. {
  9026. return (struct skill_unit_group*)idb_get(group_db, group_id);
  9027. }
  9028. static int skill_unit_group_newid = MAX_SKILL_DB;
  9029. /// Returns a new group_id that isn't being used in group_db.
  9030. /// Fatal error if nothing is available.
  9031. static int skill_get_new_group_id(void)
  9032. {
  9033. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  9034. return skill_unit_group_newid++;// available
  9035. {// find next id
  9036. int base_id = skill_unit_group_newid;
  9037. while( base_id != ++skill_unit_group_newid )
  9038. {
  9039. if( skill_unit_group_newid < MAX_SKILL_DB )
  9040. skill_unit_group_newid = MAX_SKILL_DB;
  9041. if( skill_id2group(skill_unit_group_newid) == NULL )
  9042. return skill_unit_group_newid++;// available
  9043. }
  9044. // full loop, nothing available
  9045. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  9046. exit(1);
  9047. }
  9048. }
  9049. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  9050. {
  9051. struct unit_data* ud = unit_bl2ud( src );
  9052. struct skill_unit_group* group;
  9053. int i;
  9054. if(skillid <= 0 || skilllv <= 0) return 0;
  9055. nullpo_retr(NULL, src);
  9056. nullpo_retr(NULL, ud);
  9057. // find a free spot to store the new unit group
  9058. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  9059. if(i == MAX_SKILLUNITGROUP)
  9060. {
  9061. // array is full, make room by discarding oldest group
  9062. int j=0;
  9063. unsigned maxdiff=0,x,tick=gettick();
  9064. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  9065. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  9066. maxdiff=x;
  9067. j=i;
  9068. }
  9069. skill_delunitgroup(ud->skillunit[j]);
  9070. //Since elements must have shifted, we use the last slot.
  9071. i = MAX_SKILLUNITGROUP-1;
  9072. }
  9073. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  9074. group->src_id = src->id;
  9075. group->party_id = status_get_party_id(src);
  9076. group->guild_id = status_get_guild_id(src);
  9077. group->bg_id = bg_team_get_id(src);
  9078. group->group_id = skill_get_new_group_id();
  9079. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  9080. group->unit_count = count;
  9081. group->alive_count = 0;
  9082. group->val1 = 0;
  9083. group->val2 = 0;
  9084. group->val3 = 0;
  9085. group->skill_id = skillid;
  9086. group->skill_lv = skilllv;
  9087. group->unit_id = unit_id;
  9088. group->map = src->m;
  9089. group->limit = limit;
  9090. group->interval = interval;
  9091. group->tick = gettick();
  9092. group->valstr = NULL;
  9093. ud->skillunit[i] = group;
  9094. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  9095. group->tick += 1500;
  9096. idb_put(group_db, group->group_id, group);
  9097. return group;
  9098. }
  9099. /*==========================================
  9100. *
  9101. *------------------------------------------*/
  9102. int skill_delunitgroup (struct skill_unit_group *group)
  9103. {
  9104. struct block_list* src;
  9105. struct unit_data *ud;
  9106. int i,j;
  9107. nullpo_retr(0, group);
  9108. src=map_id2bl(group->src_id);
  9109. ud = unit_bl2ud(src);
  9110. if(!src || !ud) {
  9111. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9112. return 0;
  9113. }
  9114. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  9115. {
  9116. struct status_change* sc = status_get_sc(src);
  9117. if (sc && sc->data[SC_DANCING])
  9118. {
  9119. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  9120. status_change_end(src,SC_DANCING,-1);
  9121. }
  9122. }
  9123. // end Gospel's status change on 'src'
  9124. // (needs to be done when the group is deleted by other means than skill deactivation)
  9125. if (group->unit_id == UNT_GOSPEL) {
  9126. struct status_change *sc = status_get_sc(src);
  9127. if(sc && sc->data[SC_GOSPEL]) {
  9128. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  9129. status_change_end(src,SC_GOSPEL,-1);
  9130. }
  9131. }
  9132. if (group->skill_id == SG_SUN_WARM ||
  9133. group->skill_id == SG_MOON_WARM ||
  9134. group->skill_id == SG_STAR_WARM) {
  9135. struct status_change *sc = status_get_sc(src);
  9136. if(sc && sc->data[SC_WARM]) {
  9137. sc->data[SC_WARM]->val4 = 0;
  9138. status_change_end(src,SC_WARM,-1);
  9139. }
  9140. }
  9141. if (src->type==BL_PC && group->state.ammo_consume)
  9142. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  9143. group->alive_count=0;
  9144. // remove all unit cells
  9145. if(group->unit != NULL)
  9146. for( i = 0; i < group->unit_count; i++ )
  9147. skill_delunit(&group->unit[i]);
  9148. // clear Talkie-box string
  9149. if( group->valstr != NULL )
  9150. {
  9151. aFree(group->valstr);
  9152. group->valstr = NULL;
  9153. }
  9154. idb_remove(group_db, group->group_id);
  9155. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  9156. group->unit=NULL;
  9157. group->group_id=0;
  9158. group->unit_count=0;
  9159. // locate this group, swap with the last entry and delete it
  9160. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  9161. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  9162. if( i < MAX_SKILLUNITGROUP )
  9163. {
  9164. ud->skillunit[i] = ud->skillunit[j];
  9165. ud->skillunit[j] = NULL;
  9166. ers_free(skill_unit_ers, group);
  9167. }
  9168. else
  9169. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9170. return 1;
  9171. }
  9172. /*==========================================
  9173. *
  9174. *------------------------------------------*/
  9175. int skill_clear_unitgroup (struct block_list *src)
  9176. {
  9177. struct unit_data *ud = unit_bl2ud(src);
  9178. nullpo_retr(0, ud);
  9179. while (ud->skillunit[0])
  9180. skill_delunitgroup(ud->skillunit[0]);
  9181. return 1;
  9182. }
  9183. /*==========================================
  9184. *
  9185. *------------------------------------------*/
  9186. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  9187. {
  9188. int i,j=-1,k,s,id;
  9189. struct unit_data *ud;
  9190. struct skill_unit_group_tickset *set;
  9191. nullpo_retr(0, bl);
  9192. if (group->interval==-1)
  9193. return NULL;
  9194. ud = unit_bl2ud(bl);
  9195. if (!ud) return NULL;
  9196. set = ud->skillunittick;
  9197. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  9198. id = s = group->skill_id;
  9199. else
  9200. id = s = group->group_id;
  9201. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  9202. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  9203. if (set[k].id == id)
  9204. return &set[k];
  9205. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  9206. j=k;
  9207. }
  9208. if (j == -1) {
  9209. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  9210. j = id % MAX_SKILLUNITGROUPTICKSET;
  9211. }
  9212. set[j].id = id;
  9213. set[j].tick = tick;
  9214. return &set[j];
  9215. }
  9216. /*==========================================
  9217. *
  9218. *------------------------------------------*/
  9219. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  9220. {
  9221. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  9222. struct skill_unit_group* group = unit->group;
  9223. unsigned int tick = va_arg(ap,unsigned int);
  9224. if( !unit->alive || bl->prev == NULL )
  9225. return 0;
  9226. nullpo_retr(0, group);
  9227. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  9228. return 0; //AoE skills are ineffective. [Skotlex]
  9229. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  9230. return 0;
  9231. skill_unit_onplace_timer(unit,bl,tick);
  9232. return 1;
  9233. }
  9234. /*==========================================
  9235. *
  9236. *------------------------------------------*/
  9237. static int skill_unit_timer_sub (DBKey key, void* data, va_list ap)
  9238. {
  9239. struct skill_unit* unit = (struct skill_unit*)data;
  9240. struct skill_unit_group* group = unit->group;
  9241. unsigned int tick = va_arg(ap,unsigned int);
  9242. bool dissonance;
  9243. struct block_list* bl = &unit->bl;
  9244. if( !unit->alive )
  9245. return 0;
  9246. nullpo_retr(0, group);
  9247. // check for expiration
  9248. if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  9249. {// skill unit expired (inlined from skill_unit_onlimit())
  9250. switch( group->unit_id )
  9251. {
  9252. case UNT_BLASTMINE:
  9253. case UNT_GROUNDDRIFT_WIND:
  9254. case UNT_GROUNDDRIFT_DARK:
  9255. case UNT_GROUNDDRIFT_POISON:
  9256. case UNT_GROUNDDRIFT_WATER:
  9257. case UNT_GROUNDDRIFT_FIRE:
  9258. group->unit_id = UNT_USED_TRAPS;
  9259. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  9260. group->limit=DIFF_TICK(tick+1500,group->tick);
  9261. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9262. break;
  9263. case UNT_ANKLESNARE:
  9264. if( group->val2 > 0 ) {
  9265. // Used Trap don't returns back to item
  9266. skill_delunit(unit);
  9267. break;
  9268. }
  9269. case UNT_SKIDTRAP:
  9270. case UNT_LANDMINE:
  9271. case UNT_SHOCKWAVE:
  9272. case UNT_SANDMAN:
  9273. case UNT_FLASHER:
  9274. case UNT_FREEZINGTRAP:
  9275. case UNT_CLAYMORETRAP:
  9276. case UNT_TALKIEBOX:
  9277. {
  9278. struct block_list* src;
  9279. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  9280. { // revert unit back into a trap
  9281. struct item item_tmp;
  9282. memset(&item_tmp,0,sizeof(item_tmp));
  9283. item_tmp.nameid = ITEMID_TRAP;
  9284. item_tmp.identify = 1;
  9285. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  9286. }
  9287. skill_delunit(unit);
  9288. }
  9289. break;
  9290. case UNT_WARP_ACTIVE:
  9291. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  9292. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  9293. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  9294. // restart timers
  9295. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  9296. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  9297. // apply effect to all units standing on it
  9298. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  9299. break;
  9300. case UNT_CALLFAMILY:
  9301. {
  9302. struct map_session_data *sd = NULL;
  9303. if(group->val1) {
  9304. sd = map_charid2sd(group->val1);
  9305. group->val1 = 0;
  9306. if (sd && !map[sd->bl.m].flag.nowarp)
  9307. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  9308. }
  9309. if(group->val2) {
  9310. sd = map_charid2sd(group->val2);
  9311. group->val2 = 0;
  9312. if (sd && !map[sd->bl.m].flag.nowarp)
  9313. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  9314. }
  9315. skill_delunit(unit);
  9316. }
  9317. break;
  9318. default:
  9319. skill_delunit(unit);
  9320. }
  9321. }
  9322. else
  9323. {// skill unit is still active
  9324. switch( group->unit_id )
  9325. {
  9326. case UNT_ICEWALL:
  9327. // icewall loses 50 hp every second
  9328. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  9329. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  9330. unit->limit = DIFF_TICK(tick+700,group->tick);
  9331. break;
  9332. case UNT_SKIDTRAP:
  9333. case UNT_LANDMINE:
  9334. case UNT_SHOCKWAVE:
  9335. case UNT_SANDMAN:
  9336. case UNT_FLASHER:
  9337. case UNT_FREEZINGTRAP:
  9338. case UNT_TALKIEBOX:
  9339. case UNT_ANKLESNARE:
  9340. if( unit->val1 <= 0 ) {
  9341. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  9342. skill_delunit(unit);
  9343. else {
  9344. group->unit_id = UNT_USED_TRAPS;
  9345. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  9346. }
  9347. }
  9348. break;
  9349. }
  9350. }
  9351. //Don't continue if unit or even group is expired and has been deleted.
  9352. if( !group || !unit->alive )
  9353. return 0;
  9354. dissonance = skill_dance_switch(unit, 0);
  9355. if( unit->range >= 0 && group->interval != -1 )
  9356. {
  9357. if( battle_config.skill_wall_check )
  9358. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9359. else
  9360. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9361. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  9362. group->unit_id = UNT_USED_TRAPS;
  9363. if( group->unit_id == UNT_TATAMIGAESHI )
  9364. {
  9365. unit->range = -1; //Disable processed cell.
  9366. if (--group->val1 <= 0) // number of live cells
  9367. { //All tiles were processed, disable skill.
  9368. group->target_flag=BCT_NOONE;
  9369. group->bl_flag= BL_NUL;
  9370. }
  9371. }
  9372. }
  9373. if( dissonance ) skill_dance_switch(unit, 1);
  9374. return 0;
  9375. }
  9376. /*==========================================
  9377. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  9378. *------------------------------------------*/
  9379. int skill_unit_timer(int tid, unsigned int tick, int id, intptr data)
  9380. {
  9381. map_freeblock_lock();
  9382. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  9383. map_freeblock_unlock();
  9384. return 0;
  9385. }
  9386. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  9387. /*==========================================
  9388. *
  9389. *------------------------------------------*/
  9390. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  9391. {
  9392. struct skill_unit* unit = (struct skill_unit *)bl;
  9393. struct skill_unit_group* group = unit->group;
  9394. struct block_list* target = va_arg(ap,struct block_list*);
  9395. unsigned int tick = va_arg(ap,unsigned int);
  9396. int flag = va_arg(ap,int);
  9397. bool dissonance;
  9398. int skill_id;
  9399. int i;
  9400. nullpo_retr(0, group);
  9401. if( !unit->alive || target->prev == NULL )
  9402. return 0;
  9403. if( unit->group->skill_id == PF_SPIDERWEB && flag&1 )
  9404. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  9405. dissonance = skill_dance_switch(unit, 0);
  9406. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9407. skill_id = unit->group->skill_id;
  9408. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) )
  9409. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  9410. if( dissonance ) skill_dance_switch(unit, 1);
  9411. return 0;
  9412. }
  9413. //Target-type check.
  9414. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  9415. {
  9416. if( group->src_id == target->id && group->state.song_dance&0x2 )
  9417. { //Ensemble check to see if they went out/in of the area [Skotlex]
  9418. if( flag&1 )
  9419. {
  9420. if( flag&2 )
  9421. { //Clear this skill id.
  9422. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  9423. if( i < ARRAYLENGTH(skill_unit_temp) )
  9424. skill_unit_temp[i] = 0;
  9425. }
  9426. }
  9427. else
  9428. {
  9429. if( flag&2 )
  9430. { //Store this skill id.
  9431. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  9432. if( i < ARRAYLENGTH(skill_unit_temp) )
  9433. skill_unit_temp[i] = skill_id;
  9434. else
  9435. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9436. }
  9437. }
  9438. if( flag&4 )
  9439. skill_unit_onleft(skill_id,target,tick);
  9440. }
  9441. if( dissonance ) skill_dance_switch(unit, 1);
  9442. return 0;
  9443. }
  9444. else
  9445. {
  9446. if( flag&1 )
  9447. {
  9448. int result = skill_unit_onplace(unit,target,tick);
  9449. if( flag&2 && result )
  9450. { //Clear skill ids we have stored in onout.
  9451. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  9452. if( i < ARRAYLENGTH(skill_unit_temp) )
  9453. skill_unit_temp[i] = 0;
  9454. }
  9455. }
  9456. else
  9457. {
  9458. int result = skill_unit_onout(unit,target,tick);
  9459. if( flag&2 && result )
  9460. { //Store this unit id.
  9461. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  9462. if( i < ARRAYLENGTH(skill_unit_temp) )
  9463. skill_unit_temp[i] = skill_id;
  9464. else
  9465. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9466. }
  9467. }
  9468. //TODO: Normally, this is dangerous since the unit and group could be freed
  9469. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  9470. //cells do not get deleted within them. [Skotlex]
  9471. if( dissonance ) skill_dance_switch(unit, 1);
  9472. if( flag&4 )
  9473. skill_unit_onleft(skill_id,target,tick);
  9474. return 1;
  9475. }
  9476. }
  9477. /*==========================================
  9478. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9479. * Flag values:
  9480. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9481. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9482. * units to figure out when they have left a group.
  9483. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9484. *------------------------------------------*/
  9485. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  9486. {
  9487. nullpo_retr(0, bl);
  9488. if( bl->prev == NULL )
  9489. return 0;
  9490. if( flag&2 && !(flag&1) )
  9491. { //Onout, clear data
  9492. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  9493. }
  9494. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9495. if( flag&2 && flag&1 )
  9496. { //Onplace, check any skill units you have left.
  9497. int i;
  9498. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  9499. if( skill_unit_temp[i] )
  9500. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9501. }
  9502. return 0;
  9503. }
  9504. /*==========================================
  9505. *
  9506. *------------------------------------------*/
  9507. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  9508. {
  9509. int i,j;
  9510. unsigned int tick = gettick();
  9511. int *m_flag;
  9512. struct skill_unit *unit1;
  9513. struct skill_unit *unit2;
  9514. if (group == NULL)
  9515. return 0;
  9516. if (group->unit_count<=0)
  9517. return 0;
  9518. if (group->unit==NULL)
  9519. return 0;
  9520. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  9521. return 0; //Ensembles may not be moved around.
  9522. if( group->unit_id == UNT_ICEWALL )
  9523. return 0; //Icewalls don't get knocked back
  9524. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  9525. // m_flag
  9526. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9527. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9528. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9529. // 3: Both 1+2.
  9530. for(i=0;i<group->unit_count;i++){
  9531. unit1=&group->unit[i];
  9532. if (!unit1->alive || unit1->bl.m!=m)
  9533. continue;
  9534. for(j=0;j<group->unit_count;j++){
  9535. unit2=&group->unit[j];
  9536. if (!unit2->alive)
  9537. continue;
  9538. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9539. m_flag[i] |= 0x1;
  9540. }
  9541. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9542. m_flag[i] |= 0x2;
  9543. }
  9544. }
  9545. }
  9546. j = 0;
  9547. for (i=0;i<group->unit_count;i++) {
  9548. unit1=&group->unit[i];
  9549. if (!unit1->alive)
  9550. continue;
  9551. if (!(m_flag[i]&0x2)) {
  9552. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  9553. skill_dance_overlap(unit1, 0);
  9554. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9555. }
  9556. //Move Cell using "smart" criteria (avoid useless moving around)
  9557. switch(m_flag[i])
  9558. {
  9559. case 0:
  9560. //Cell moves independently, safely move it.
  9561. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9562. break;
  9563. case 1:
  9564. //Cell moves unto another cell, look for a replacement cell that won't collide
  9565. //and has no cell moving into it (flag == 2)
  9566. for(;j<group->unit_count;j++)
  9567. {
  9568. if(m_flag[j]!=2 || !group->unit[j].alive)
  9569. continue;
  9570. //Move to where this cell would had moved.
  9571. unit2 = &group->unit[j];
  9572. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9573. j++; //Skip this cell as we have used it.
  9574. break;
  9575. }
  9576. break;
  9577. case 2:
  9578. case 3:
  9579. break; //Don't move the cell as a cell will end on this tile anyway.
  9580. }
  9581. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  9582. if (group->state.song_dance&0x1) //Check for dissonance effect.
  9583. skill_dance_overlap(unit1, 1);
  9584. clif_skill_setunit(unit1);
  9585. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9586. }
  9587. }
  9588. aFree(m_flag);
  9589. return 0;
  9590. }
  9591. /*==========================================
  9592. *
  9593. *------------------------------------------*/
  9594. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  9595. {
  9596. int i,j;
  9597. nullpo_retr(0, sd);
  9598. if(nameid<=0)
  9599. return 0;
  9600. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9601. if(skill_produce_db[i].nameid == nameid )
  9602. break;
  9603. }
  9604. if( i >= MAX_SKILL_PRODUCE_DB )
  9605. return 0;
  9606. if(trigger>=0){
  9607. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9608. if(skill_produce_db[i].itemlv!=trigger)
  9609. return 0;
  9610. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  9611. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  9612. return 0;
  9613. } else { // Weapon (itemlv must be higher or equal)
  9614. if(skill_produce_db[i].itemlv>trigger)
  9615. return 0;
  9616. }
  9617. }
  9618. if((j=skill_produce_db[i].req_skill)>0 &&
  9619. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  9620. return 0;
  9621. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9622. int id,x,y;
  9623. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  9624. continue;
  9625. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9626. if(pc_search_inventory(sd,id) < 0)
  9627. return 0;
  9628. }
  9629. else {
  9630. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9631. if( sd->status.inventory[y].nameid == id )
  9632. x+=sd->status.inventory[y].amount;
  9633. if(x<qty*skill_produce_db[i].mat_amount[j])
  9634. return 0;
  9635. }
  9636. }
  9637. return i+1;
  9638. }
  9639. /*==========================================
  9640. *
  9641. *------------------------------------------*/
  9642. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  9643. {
  9644. int slot[3];
  9645. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9646. int num = -1; // exclude the recipe
  9647. struct status_data *status;
  9648. nullpo_retr(0, sd);
  9649. status = status_get_status_data(&sd->bl);
  9650. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  9651. return 0;
  9652. idx--;
  9653. if (qty < 1)
  9654. qty = 1;
  9655. if (!skill_id) //A skill can be specified for some override cases.
  9656. skill_id = skill_produce_db[idx].req_skill;
  9657. slot[0]=slot1;
  9658. slot[1]=slot2;
  9659. slot[2]=slot3;
  9660. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9661. int j;
  9662. if( slot[i]<=0 )
  9663. continue;
  9664. j = pc_search_inventory(sd,slot[i]);
  9665. if(j < 0)
  9666. continue;
  9667. if(slot[i]==1000){ /* Star Crumb */
  9668. pc_delitem(sd,j,1,1);
  9669. sc++;
  9670. }
  9671. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9672. static const int ele_table[4]={3,1,4,2};
  9673. pc_delitem(sd,j,1,1);
  9674. ele=ele_table[slot[i]-994];
  9675. }
  9676. }
  9677. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9678. int j,id,x;
  9679. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9680. continue;
  9681. num++;
  9682. x=qty*skill_produce_db[idx].mat_amount[i];
  9683. do{
  9684. int y=0;
  9685. j = pc_search_inventory(sd,id);
  9686. if(j >= 0){
  9687. y = sd->status.inventory[j].amount;
  9688. if(y>x)y=x;
  9689. pc_delitem(sd,j,y,0);
  9690. } else
  9691. ShowError("skill_produce_mix: material item error\n");
  9692. x-=y;
  9693. }while( j>=0 && x>0 );
  9694. }
  9695. if((equip=itemdb_isequip(nameid)))
  9696. wlv = itemdb_wlv(nameid);
  9697. if(!equip) {
  9698. switch(skill_id){
  9699. case BS_IRON:
  9700. case BS_STEEL:
  9701. case BS_ENCHANTEDSTONE:
  9702. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9703. i = pc_checkskill(sd,skill_id);
  9704. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9705. switch(nameid){
  9706. case 998: // Iron
  9707. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9708. break;
  9709. case 999: // Steel
  9710. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9711. break;
  9712. case 1000: //Star Crumb
  9713. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9714. break;
  9715. default: // Enchanted Stones
  9716. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9717. break;
  9718. }
  9719. break;
  9720. case ASC_CDP:
  9721. make_per = (2000 + 40*status->dex + 20*status->luk);
  9722. break;
  9723. case AL_HOLYWATER:
  9724. make_per = 100000; //100% success
  9725. break;
  9726. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9727. case AM_TWILIGHT1:
  9728. case AM_TWILIGHT2:
  9729. case AM_TWILIGHT3:
  9730. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  9731. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9732. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  9733. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  9734. int skill;
  9735. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  9736. make_per += skill*100; //+1% bonus per level
  9737. }
  9738. switch(nameid){
  9739. case 501: // Red Potion
  9740. case 503: // Yellow Potion
  9741. case 504: // White Potion
  9742. make_per += (1+rand()%100)*10 + 2000;
  9743. break;
  9744. case 970: // Alcohol
  9745. make_per += (1+rand()%100)*10 + 1000;
  9746. break;
  9747. case 7135: // Bottle Grenade
  9748. case 7136: // Acid Bottle
  9749. case 7137: // Plant Bottle
  9750. case 7138: // Marine Sphere Bottle
  9751. make_per += (1+rand()%100)*10;
  9752. break;
  9753. case 546: // Condensed Yellow Potion
  9754. make_per -= (1+rand()%50)*10;
  9755. break;
  9756. case 547: // Condensed White Potion
  9757. case 7139: // Glistening Coat
  9758. make_per -= (1+rand()%100)*10;
  9759. break;
  9760. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  9761. case 505: // Blue Potion
  9762. case 545: // Condensed Red Potion
  9763. case 605: // Anodyne
  9764. case 606: // Aloevera
  9765. default:
  9766. break;
  9767. }
  9768. if(battle_config.pp_rate != 100)
  9769. make_per = make_per * battle_config.pp_rate / 100;
  9770. break;
  9771. case SA_CREATECON: // Elemental Converter Creation
  9772. make_per = 100000; // should be 100% success rate
  9773. break;
  9774. default:
  9775. if (sd->menuskill_id == AM_PHARMACY &&
  9776. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  9777. { //Assume Cooking Dish
  9778. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  9779. make_per = 10000; //100% Success
  9780. else
  9781. make_per = 1200 * (sd->menuskill_val - 10)
  9782. + 20 * (sd->status.base_level + 1)
  9783. + 20 * (status->dex + 1)
  9784. + 100 * (rand()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  9785. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  9786. - 10 * (100 - status->luk + 1)
  9787. - 500 * (num - 1)
  9788. - 100 * (rand()%4 + 1);
  9789. break;
  9790. }
  9791. make_per = 5000;
  9792. break;
  9793. }
  9794. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9795. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9796. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9797. 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
  9798. 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
  9799. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9800. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9801. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9802. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9803. if(battle_config.wp_rate != 100)
  9804. make_per = make_per * battle_config.wp_rate / 100;
  9805. }
  9806. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9807. make_per = (make_per * 70) / 100; //Baby penalty is 30%
  9808. if(make_per < 1) make_per = 1;
  9809. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9810. struct item tmp_item;
  9811. memset(&tmp_item,0,sizeof(tmp_item));
  9812. tmp_item.nameid=nameid;
  9813. tmp_item.amount=1;
  9814. tmp_item.identify=1;
  9815. if(equip){
  9816. tmp_item.card[0]=CARD0_FORGE;
  9817. tmp_item.card[1]=((sc*5)<<8)+ele;
  9818. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9819. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9820. } else {
  9821. //Flag is only used on the end, so it can be used here. [Skotlex]
  9822. switch (skill_id) {
  9823. case BS_DAGGER:
  9824. case BS_SWORD:
  9825. case BS_TWOHANDSWORD:
  9826. case BS_AXE:
  9827. case BS_MACE:
  9828. case BS_KNUCKLE:
  9829. case BS_SPEAR:
  9830. flag = battle_config.produce_item_name_input&0x1;
  9831. break;
  9832. case AM_PHARMACY:
  9833. case AM_TWILIGHT1:
  9834. case AM_TWILIGHT2:
  9835. case AM_TWILIGHT3:
  9836. flag = battle_config.produce_item_name_input&0x2;
  9837. break;
  9838. case AL_HOLYWATER:
  9839. flag = battle_config.produce_item_name_input&0x8;
  9840. break;
  9841. case ASC_CDP:
  9842. flag = battle_config.produce_item_name_input&0x10;
  9843. break;
  9844. default:
  9845. flag = battle_config.produce_item_name_input&0x80;
  9846. break;
  9847. }
  9848. if (flag) {
  9849. tmp_item.card[0]=CARD0_CREATE;
  9850. tmp_item.card[1]=0;
  9851. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9852. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9853. }
  9854. }
  9855. // if(log_config.produce > 0)
  9856. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9857. //TODO update PICKLOG
  9858. if(equip){
  9859. clif_produceeffect(sd,0,nameid);
  9860. clif_misceffect(&sd->bl,3);
  9861. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9862. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9863. } else {
  9864. int fame = 0;
  9865. tmp_item.amount = 0;
  9866. for (i=0; i< qty; i++)
  9867. { //Apply quantity modifiers.
  9868. if (rand()%10000 < make_per || qty == 1)
  9869. { //Success
  9870. tmp_item.amount++;
  9871. if(nameid < 545 || nameid > 547)
  9872. continue;
  9873. if(skill_id != AM_PHARMACY &&
  9874. skill_id != AM_TWILIGHT1 &&
  9875. skill_id != AM_TWILIGHT2 &&
  9876. skill_id != AM_TWILIGHT3)
  9877. continue;
  9878. //Add fame as needed.
  9879. switch(++sd->potion_success_counter) {
  9880. case 3:
  9881. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9882. break;
  9883. case 5:
  9884. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9885. break;
  9886. case 7:
  9887. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9888. break;
  9889. case 10:
  9890. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9891. sd->potion_success_counter = 0;
  9892. break;
  9893. }
  9894. } else //Failure
  9895. sd->potion_success_counter = 0;
  9896. }
  9897. if (fame)
  9898. pc_addfame(sd,fame);
  9899. //Visual effects and the like.
  9900. switch (skill_id) {
  9901. case AM_PHARMACY:
  9902. case AM_TWILIGHT1:
  9903. case AM_TWILIGHT2:
  9904. case AM_TWILIGHT3:
  9905. case ASC_CDP:
  9906. clif_produceeffect(sd,2,nameid);
  9907. clif_misceffect(&sd->bl,5);
  9908. break;
  9909. case BS_IRON:
  9910. case BS_STEEL:
  9911. case BS_ENCHANTEDSTONE:
  9912. clif_produceeffect(sd,0,nameid);
  9913. clif_misceffect(&sd->bl,3);
  9914. break;
  9915. default: //Those that don't require a skill?
  9916. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  9917. { //Cooking items.
  9918. clif_specialeffect(&sd->bl, 608, AREA);
  9919. if( sd->cook_mastery < 1999 )
  9920. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  9921. }
  9922. break;
  9923. }
  9924. }
  9925. if (tmp_item.amount) { //Success
  9926. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9927. clif_additem(sd,0,0,flag);
  9928. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9929. }
  9930. return 1;
  9931. }
  9932. }
  9933. //Failure
  9934. // if(log_config.produce)
  9935. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9936. //TODO update PICKLOG
  9937. if(equip){
  9938. clif_produceeffect(sd,1,nameid);
  9939. clif_misceffect(&sd->bl,2);
  9940. } else {
  9941. switch (skill_id) {
  9942. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9943. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  9944. case AM_PHARMACY:
  9945. case AM_TWILIGHT1:
  9946. case AM_TWILIGHT2:
  9947. case AM_TWILIGHT3:
  9948. clif_produceeffect(sd,3,nameid);
  9949. clif_misceffect(&sd->bl,6);
  9950. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9951. break;
  9952. case BS_IRON:
  9953. case BS_STEEL:
  9954. case BS_ENCHANTEDSTONE:
  9955. clif_produceeffect(sd,1,nameid);
  9956. clif_misceffect(&sd->bl,2);
  9957. break;
  9958. default:
  9959. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  9960. { //Cooking items.
  9961. clif_specialeffect(&sd->bl, 609, AREA);
  9962. if( sd->cook_mastery > 0 )
  9963. 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 ));
  9964. }
  9965. }
  9966. }
  9967. return 0;
  9968. }
  9969. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9970. {
  9971. int i,j,flag,index=-1;
  9972. struct item tmp_item;
  9973. nullpo_retr(0, sd);
  9974. if(nameid <= 0)
  9975. return 1;
  9976. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9977. if(nameid == skill_arrow_db[i].nameid) {
  9978. index = i;
  9979. break;
  9980. }
  9981. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9982. return 1;
  9983. pc_delitem(sd,j,1,0);
  9984. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  9985. memset(&tmp_item,0,sizeof(tmp_item));
  9986. tmp_item.identify = 1;
  9987. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9988. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9989. if(battle_config.produce_item_name_input&0x4) {
  9990. tmp_item.card[0]=CARD0_CREATE;
  9991. tmp_item.card[1]=0;
  9992. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9993. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9994. }
  9995. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9996. continue;
  9997. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9998. clif_additem(sd,0,0,flag);
  9999. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  10000. }
  10001. }
  10002. return 0;
  10003. }
  10004. /*==========================================
  10005. *
  10006. *------------------------------------------*/
  10007. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr data)
  10008. {
  10009. struct map_session_data *sd = map_id2sd(id);
  10010. if (data <= 0 || data >= MAX_SKILL)
  10011. return 0;
  10012. if (!sd) return 0;
  10013. if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
  10014. sd->blockskill[data] = 0;
  10015. return 1;
  10016. }
  10017. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  10018. {
  10019. nullpo_retr (-1, sd);
  10020. skillid = skill_get_index(skillid);
  10021. if (skillid == 0)
  10022. return -1;
  10023. if (tick < 1) {
  10024. sd->blockskill[skillid] = 0;
  10025. return -1;
  10026. }
  10027. sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
  10028. return 0;
  10029. }
  10030. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr data) //[orn]
  10031. {
  10032. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  10033. if (data <= 0 || data >= MAX_SKILL)
  10034. return 0;
  10035. if (hd) hd->blockskill[data] = 0;
  10036. return 1;
  10037. }
  10038. int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn]
  10039. {
  10040. nullpo_retr (-1, hd);
  10041. skillid = skill_get_index(skillid);
  10042. if (skillid == 0)
  10043. return -1;
  10044. if (tick < 1) {
  10045. hd->blockskill[skillid] = 0;
  10046. return -1;
  10047. }
  10048. hd->blockskill[skillid] = 1;
  10049. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
  10050. }
  10051. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr data) //[orn]
  10052. {
  10053. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  10054. if( data <= 0 || data >= MAX_SKILL )
  10055. return 0;
  10056. if( md ) md->blockskill[data] = 0;
  10057. return 1;
  10058. }
  10059. int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
  10060. {
  10061. nullpo_retr (-1, md);
  10062. if( (skillid = skill_get_index(skillid)) == 0 )
  10063. return -1;
  10064. if( tick < 1 )
  10065. {
  10066. md->blockskill[skillid] = 0;
  10067. return -1;
  10068. }
  10069. md->blockskill[skillid] = 1;
  10070. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
  10071. }
  10072. /*
  10073. *
  10074. */
  10075. int skill_split_str (char *str, char **val, int num)
  10076. {
  10077. int i;
  10078. for( i = 0; i < num && str; i++ )
  10079. {
  10080. val[i] = str;
  10081. str = strchr(str,',');
  10082. if( str )
  10083. *str++=0;
  10084. }
  10085. return i;
  10086. }
  10087. /*
  10088. *
  10089. */
  10090. int skill_split_atoi (char *str, int *val)
  10091. {
  10092. int i, j, diff, step = 1;
  10093. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  10094. if (!str) break;
  10095. val[i] = atoi(str);
  10096. str = strchr(str,':');
  10097. if (str)
  10098. *str++=0;
  10099. }
  10100. if(i==0) //No data found.
  10101. return 0;
  10102. if(i==1)
  10103. { //Single value, have the whole range have the same value.
  10104. for (; i < MAX_SKILL_LEVEL; i++)
  10105. val[i] = val[i-1];
  10106. return i;
  10107. }
  10108. //Check for linear change with increasing steps until we reach half of the data acquired.
  10109. for (step = 1; step <= i/2; step++)
  10110. {
  10111. diff = val[i-1] - val[i-step-1];
  10112. for(j = i-1; j >= step; j--)
  10113. if ((val[j]-val[j-step]) != diff)
  10114. break;
  10115. if (j>=step) //No match, try next step.
  10116. continue;
  10117. for(; i < MAX_SKILL_LEVEL; i++)
  10118. { //Apply linear increase
  10119. val[i] = val[i-step]+diff;
  10120. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  10121. { val[i] = 1; diff = 0; step = 1; }
  10122. }
  10123. return i;
  10124. }
  10125. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  10126. for (;i<MAX_SKILL_LEVEL; i++)
  10127. val[i] = val[i-1];
  10128. return i;
  10129. }
  10130. /*
  10131. *
  10132. */
  10133. void skill_init_unit_layout (void)
  10134. {
  10135. int i,j,size,pos = 0;
  10136. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  10137. // standard square layouts go first
  10138. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  10139. size = i*2+1;
  10140. skill_unit_layout[i].count = size*size;
  10141. for (j=0; j<size*size; j++) {
  10142. skill_unit_layout[i].dx[j] = (j%size-i);
  10143. skill_unit_layout[i].dy[j] = (j/size-i);
  10144. }
  10145. }
  10146. // afterwards add special ones
  10147. pos = i;
  10148. for (i=0;i<MAX_SKILL_DB;i++) {
  10149. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  10150. continue;
  10151. switch (i) {
  10152. case MG_FIREWALL:
  10153. case WZ_ICEWALL:
  10154. // these will be handled later
  10155. break;
  10156. case PR_SANCTUARY:
  10157. case NPC_EVILLAND:
  10158. {
  10159. static const int dx[] = {
  10160. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  10161. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  10162. static const int dy[]={
  10163. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  10164. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  10165. skill_unit_layout[pos].count = 21;
  10166. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10167. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10168. break;
  10169. }
  10170. case PR_MAGNUS:
  10171. {
  10172. static const int dx[] = {
  10173. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10174. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10175. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  10176. static const int dy[] = {
  10177. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10178. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10179. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  10180. skill_unit_layout[pos].count = 33;
  10181. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10182. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10183. break;
  10184. }
  10185. case AS_VENOMDUST:
  10186. {
  10187. static const int dx[] = {-1, 0, 0, 0, 1};
  10188. static const int dy[] = { 0,-1, 0, 1, 0};
  10189. skill_unit_layout[pos].count = 5;
  10190. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10191. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10192. break;
  10193. }
  10194. case CR_GRANDCROSS:
  10195. case NPC_GRANDDARKNESS:
  10196. {
  10197. static const int dx[] = {
  10198. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  10199. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  10200. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  10201. static const int dy[] = {
  10202. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  10203. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  10204. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  10205. skill_unit_layout[pos].count = 29;
  10206. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10207. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10208. break;
  10209. }
  10210. case PF_FOGWALL:
  10211. {
  10212. static const int dx[] = {
  10213. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  10214. static const int dy[] = {
  10215. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  10216. skill_unit_layout[pos].count = 15;
  10217. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10218. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10219. break;
  10220. }
  10221. case PA_GOSPEL:
  10222. {
  10223. static const int dx[] = {
  10224. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10225. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10226. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  10227. -1, 0, 1};
  10228. static const int dy[] = {
  10229. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10230. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10231. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  10232. 3, 3, 3};
  10233. skill_unit_layout[pos].count = 33;
  10234. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10235. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10236. break;
  10237. }
  10238. case NJ_KAENSIN:
  10239. {
  10240. 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};
  10241. 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};
  10242. skill_unit_layout[pos].count = 24;
  10243. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10244. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10245. break;
  10246. }
  10247. case NJ_TATAMIGAESHI:
  10248. {
  10249. //Level 1 (count 4, cross of 3x3)
  10250. static const int dx1[] = {-1, 1, 0, 0};
  10251. static const int dy1[] = { 0, 0,-1, 1};
  10252. //Level 2-3 (count 8, cross of 5x5)
  10253. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  10254. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  10255. //Level 4-5 (count 12, cross of 7x7
  10256. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  10257. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  10258. //lv1
  10259. j = 0;
  10260. skill_unit_layout[pos].count = 4;
  10261. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  10262. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  10263. skill_db[i].unit_layout_type[j] = pos;
  10264. //lv2/3
  10265. j++;
  10266. pos++;
  10267. skill_unit_layout[pos].count = 8;
  10268. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  10269. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  10270. skill_db[i].unit_layout_type[j] = pos;
  10271. skill_db[i].unit_layout_type[++j] = pos;
  10272. //lv4/5
  10273. j++;
  10274. pos++;
  10275. skill_unit_layout[pos].count = 12;
  10276. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  10277. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  10278. skill_db[i].unit_layout_type[j] = pos;
  10279. skill_db[i].unit_layout_type[++j] = pos;
  10280. //Fill in the rest using lv 5.
  10281. for (;j<MAX_SKILL_LEVEL;j++)
  10282. skill_db[i].unit_layout_type[j] = pos;
  10283. //Skip, this way the check below will fail and continue to the next skill.
  10284. pos++;
  10285. break;
  10286. }
  10287. default:
  10288. ShowError("unknown unit layout at skill %d\n",i);
  10289. break;
  10290. }
  10291. if (!skill_unit_layout[pos].count)
  10292. continue;
  10293. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10294. skill_db[i].unit_layout_type[j] = pos;
  10295. pos++;
  10296. }
  10297. // firewall and icewall have 8 layouts (direction-dependent)
  10298. firewall_unit_pos = pos;
  10299. for (i=0;i<8;i++) {
  10300. if (i&1) {
  10301. skill_unit_layout[pos].count = 5;
  10302. if (i&0x2) {
  10303. int dx[] = {-1,-1, 0, 0, 1};
  10304. int dy[] = { 1, 0, 0,-1,-1};
  10305. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10306. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10307. } else {
  10308. int dx[] = { 1, 1 ,0, 0,-1};
  10309. int dy[] = { 1, 0, 0,-1,-1};
  10310. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10311. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10312. }
  10313. } else {
  10314. skill_unit_layout[pos].count = 3;
  10315. if (i%4==0) {
  10316. int dx[] = {-1, 0, 1};
  10317. int dy[] = { 0, 0, 0};
  10318. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10319. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10320. } else {
  10321. int dx[] = { 0, 0, 0};
  10322. int dy[] = {-1, 0, 1};
  10323. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10324. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10325. }
  10326. }
  10327. pos++;
  10328. }
  10329. icewall_unit_pos = pos;
  10330. for (i=0;i<8;i++) {
  10331. skill_unit_layout[pos].count = 5;
  10332. if (i&1) {
  10333. if (i&0x2) {
  10334. int dx[] = {-2,-1, 0, 1, 2};
  10335. int dy[] = { 2, 1, 0,-1,-2};
  10336. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10337. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10338. } else {
  10339. int dx[] = { 2, 1 ,0,-1,-2};
  10340. int dy[] = { 2, 1, 0,-1,-2};
  10341. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10342. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10343. }
  10344. } else {
  10345. if (i%4==0) {
  10346. int dx[] = {-2,-1, 0, 1, 2};
  10347. int dy[] = { 0, 0, 0, 0, 0};
  10348. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10349. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10350. } else {
  10351. int dx[] = { 0, 0, 0, 0, 0};
  10352. int dy[] = {-2,-1, 0, 1, 2};
  10353. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10354. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10355. }
  10356. }
  10357. pos++;
  10358. }
  10359. }
  10360. /*==========================================
  10361. * DB reading.
  10362. * skill_db.txt
  10363. * skill_require_db.txt
  10364. * skill_cast_db.txt
  10365. * skill_castnodex_db.txt
  10366. * skill_nocast_db.txt
  10367. * skill_unit_db.txt
  10368. * produce_db.txt
  10369. * create_arrow_db.txt
  10370. * abra_db.txt
  10371. *------------------------------------------*/
  10372. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  10373. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  10374. int id = atoi(split[0]);
  10375. int i;
  10376. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  10377. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  10378. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  10379. {
  10380. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
  10381. return false;
  10382. }
  10383. i = skill_get_index(id);
  10384. if( !i ) // invalid skill id
  10385. return false;
  10386. skill_split_atoi(split[1],skill_db[i].range);
  10387. skill_db[i].hit = atoi(split[2]);
  10388. skill_db[i].inf = atoi(split[3]);
  10389. skill_split_atoi(split[4],skill_db[i].element);
  10390. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  10391. skill_split_atoi(split[6],skill_db[i].splash);
  10392. skill_db[i].max = atoi(split[7]);
  10393. skill_split_atoi(split[8],skill_db[i].num);
  10394. if( strcmpi(split[9],"yes") == 0 )
  10395. skill_db[i].castcancel = 1;
  10396. else
  10397. skill_db[i].castcancel = 0;
  10398. skill_db[i].cast_def_rate = atoi(split[10]);
  10399. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  10400. skill_split_atoi(split[12],skill_db[i].maxcount);
  10401. if( strcmpi(split[13],"weapon") == 0 )
  10402. skill_db[i].skill_type = BF_WEAPON;
  10403. else if( strcmpi(split[13],"magic") == 0 )
  10404. skill_db[i].skill_type = BF_MAGIC;
  10405. else if( strcmpi(split[13],"misc") == 0 )
  10406. skill_db[i].skill_type = BF_MISC;
  10407. else
  10408. skill_db[i].skill_type = 0;
  10409. skill_split_atoi(split[14],skill_db[i].blewcount);
  10410. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  10411. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  10412. strdb_put(skilldb_name2id, skill_db[i].name, (void*)id);
  10413. return true;
  10414. }
  10415. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  10416. {// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  10417. char* p;
  10418. int j;
  10419. int i = atoi(split[0]);
  10420. i = skill_get_index(i);
  10421. if( !i ) // invalid skill id
  10422. return false;
  10423. skill_split_atoi(split[1],skill_db[i].hp);
  10424. skill_split_atoi(split[2],skill_db[i].mhp);
  10425. skill_split_atoi(split[3],skill_db[i].sp);
  10426. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10427. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10428. skill_split_atoi(split[6],skill_db[i].zeny);
  10429. //FIXME: document this
  10430. p = split[7];
  10431. for( j = 0; j < 32; j++ )
  10432. {
  10433. int l = atoi(p);
  10434. if( l == 99 ) // magic value?
  10435. {
  10436. skill_db[i].weapon = 0xffffffff;
  10437. break;
  10438. }
  10439. else
  10440. skill_db[i].weapon |= 1<<l;
  10441. p = strchr(p,':');
  10442. if(!p)
  10443. break;
  10444. p++;
  10445. }
  10446. //FIXME: document this
  10447. p = split[8];
  10448. for( j = 0; j < 32; j++ )
  10449. {
  10450. int l = atoi(p);
  10451. if( l == 99 ) // magic value?
  10452. {
  10453. skill_db[i].ammo = 0xffffffff;
  10454. break;
  10455. }
  10456. else if( l ) // 0 not allowed?
  10457. skill_db[i].ammo |= 1<<l;
  10458. p = strchr(p,':');
  10459. if( !p )
  10460. break;
  10461. p++;
  10462. }
  10463. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  10464. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  10465. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  10466. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  10467. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  10468. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  10469. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  10470. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  10471. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  10472. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  10473. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  10474. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  10475. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  10476. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  10477. else skill_db[i].state = ST_NONE;
  10478. skill_split_atoi(split[11],skill_db[i].spiritball);
  10479. for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
  10480. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  10481. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  10482. }
  10483. return true;
  10484. }
  10485. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  10486. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  10487. int i = atoi(split[0]);
  10488. i = skill_get_index(i);
  10489. if( !i ) // invalid skill id
  10490. return false;
  10491. skill_split_atoi(split[1],skill_db[i].cast);
  10492. skill_split_atoi(split[2],skill_db[i].delay);
  10493. skill_split_atoi(split[3],skill_db[i].walkdelay);
  10494. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  10495. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  10496. return true;
  10497. }
  10498. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  10499. {// Skill id,Cast,Delay (optional)
  10500. int i = atoi(split[0]);
  10501. i = skill_get_index(i);
  10502. if( !i ) // invalid skill id
  10503. return false;
  10504. skill_split_atoi(split[1],skill_db[i].castnodex);
  10505. if( split[2] ) // optional column
  10506. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10507. return true;
  10508. }
  10509. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  10510. {// SkillID,Flag
  10511. int i = atoi(split[0]);
  10512. i = skill_get_index(i);
  10513. if( !i ) // invalid skill id
  10514. return false;
  10515. skill_db[i].nocast |= atoi(split[1]);
  10516. return true;
  10517. }
  10518. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  10519. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  10520. int i = atoi(split[0]);
  10521. i = skill_get_index(i);
  10522. if( !i ) // invalid skill id
  10523. return false;
  10524. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10525. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10526. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10527. skill_split_atoi(split[4],skill_db[i].unit_range);
  10528. skill_db[i].unit_interval = atoi(split[5]);
  10529. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  10530. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  10531. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  10532. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  10533. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  10534. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  10535. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  10536. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  10537. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10538. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10539. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10540. skill_db[i].unit_target = BCT_NOENEMY;
  10541. //By default, target just characters.
  10542. skill_db[i].unit_target |= BL_CHAR;
  10543. if (skill_db[i].unit_flag&UF_NOPC)
  10544. skill_db[i].unit_target &= ~BL_PC;
  10545. if (skill_db[i].unit_flag&UF_NOMOB)
  10546. skill_db[i].unit_target &= ~BL_MOB;
  10547. if (skill_db[i].unit_flag&UF_SKILL)
  10548. skill_db[i].unit_target |= BL_SKILL;
  10549. return true;
  10550. }
  10551. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  10552. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  10553. int x,y;
  10554. int i = atoi(split[0]);
  10555. if( !i )
  10556. return false;
  10557. skill_produce_db[current].nameid = i;
  10558. skill_produce_db[current].itemlv = atoi(split[1]);
  10559. skill_produce_db[current].req_skill = atoi(split[2]);
  10560. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  10561. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  10562. {
  10563. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  10564. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  10565. }
  10566. return true;
  10567. }
  10568. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  10569. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  10570. int x,y;
  10571. int i = atoi(split[0]);
  10572. if( !i )
  10573. return false;
  10574. skill_arrow_db[current].nameid = i;
  10575. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
  10576. {
  10577. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  10578. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  10579. }
  10580. return true;
  10581. }
  10582. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  10583. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  10584. int i = atoi(split[0]);
  10585. if( !skill_get_index(i) || !skill_get_max(i) )
  10586. {
  10587. ShowError("abra_db: Invalid skill ID %d\n", i);
  10588. return false;
  10589. }
  10590. if ( !skill_get_inf(i) )
  10591. {
  10592. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  10593. return false;
  10594. }
  10595. skill_abra_db[current].skillid = i;
  10596. skill_abra_db[current].req_lv = atoi(split[2]);
  10597. skill_abra_db[current].per = atoi(split[3]);
  10598. return true;
  10599. }
  10600. static void skill_readdb(void)
  10601. {
  10602. // init skill db structures
  10603. db_clear(skilldb_name2id);
  10604. memset(skill_db,0,sizeof(skill_db));
  10605. memset(skill_produce_db,0,sizeof(skill_produce_db));
  10606. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  10607. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10608. // load skill databases
  10609. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  10610. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  10611. sv_readdb(db_path, "skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  10612. sv_readdb(db_path, "skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  10613. sv_readdb(db_path, "skill_cast_db.txt" , ',', 6, 6, MAX_SKILL_DB, skill_parse_row_castdb);
  10614. sv_readdb(db_path, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  10615. sv_readdb(db_path, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  10616. sv_readdb(db_path, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  10617. skill_init_unit_layout();
  10618. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  10619. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  10620. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  10621. }
  10622. void skill_reload (void)
  10623. {
  10624. skill_readdb();
  10625. }
  10626. /*==========================================
  10627. *
  10628. *------------------------------------------*/
  10629. int do_init_skill (void)
  10630. {
  10631. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY, 0);
  10632. skill_readdb();
  10633. group_db = idb_alloc(DB_OPT_BASE);
  10634. skillunit_db = idb_alloc(DB_OPT_BASE);
  10635. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  10636. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  10637. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10638. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10639. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10640. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10641. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10642. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  10643. return 0;
  10644. }
  10645. int do_final_skill(void)
  10646. {
  10647. db_destroy(skilldb_name2id);
  10648. db_destroy(group_db);
  10649. db_destroy(skillunit_db);
  10650. ers_destroy(skill_unit_ers);
  10651. ers_destroy(skill_timer_ers);
  10652. return 0;
  10653. }