skill.c 694 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/random.h"
  8. #include "../common/showmsg.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "../common/ers.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "pet.h"
  19. #include "homunculus.h"
  20. #include "mercenary.h"
  21. #include "elemental.h"
  22. #include "mob.h"
  23. #include "npc.h"
  24. #include "battle.h"
  25. #include "battleground.h"
  26. #include "party.h"
  27. #include "itemdb.h"
  28. #include "script.h"
  29. #include "intif.h"
  30. #include "log.h"
  31. #include "chrif.h"
  32. #include "guild.h"
  33. #include "date.h"
  34. #include "unit.h"
  35. #include <stdio.h>
  36. #include <stdlib.h>
  37. #include <string.h>
  38. #include <time.h>
  39. #include <math.h>
  40. #define SKILLUNITTIMER_INTERVAL 100
  41. #define WATERBALL_INTERVAL 150
  42. // ranges reserved for mapping skill ids to skilldb offsets
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  45. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  46. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  47. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  48. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  49. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  50. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  51. #if GD_SKILLRANGEMAX > 999
  52. #error GD_SKILLRANGEMAX is greater than 999
  53. #endif
  54. static DBMap *skilldb_id2idx; /// Skill ID to Index lookup: skill_index = skill_get_index(skill_id)
  55. struct s_skill_db **skill_db; /// Skill DB
  56. static uint16 skill_num; /// Skill count, also as last index
  57. #define skill_next_idx() ( skill_num++ ) /// Macro to get&increase last skill number/index
  58. static uint16 skill_db_create(uint16 skill_id);
  59. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  60. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  61. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  62. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  63. /**
  64. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  65. */
  66. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  67. struct skill_usave {
  68. uint16 skill_id, skill_lv;
  69. };
  70. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  71. static unsigned short skill_produce_count;
  72. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  73. static unsigned short skill_arrow_count;
  74. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  75. unsigned short skill_abra_count;
  76. struct s_skill_improvise_db {
  77. uint16 skill_id;
  78. unsigned short per;//1-10000
  79. };
  80. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  81. static unsigned short skill_improvise_count;
  82. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  83. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  84. struct s_skill_changematerial_db {
  85. unsigned short nameid;
  86. unsigned short rate;
  87. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  88. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  89. };
  90. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  91. static unsigned short skill_changematerial_count;
  92. //Warlock
  93. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  94. unsigned short skill_spellbook_count;
  95. //Guillotine Cross
  96. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  97. unsigned short skill_magicmushroom_count;
  98. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  99. int firewall_unit_pos;
  100. int icewall_unit_pos;
  101. int earthstrain_unit_pos;
  102. int firerain_unit_pos;
  103. int wallofthorn_unit_pos;
  104. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  105. int overbrand_nounit_pos;
  106. int overbrand_brandish_nounit_pos;
  107. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  108. //early declaration
  109. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  110. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  111. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  112. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  113. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  114. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require);
  115. //Since only mob-casted splash skills can hit ice-walls
  116. static inline int splash_target(struct block_list* bl) {
  117. #ifndef RENEWAL
  118. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  119. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  120. return BL_SKILL|BL_CHAR;
  121. #endif
  122. }
  123. uint16 SKILL_MAX_DB(void) {
  124. return skill_num;
  125. }
  126. /**
  127. * Get skill id from name
  128. * @param name
  129. * @return Skill ID of the skill, or 0 if not found.
  130. **/
  131. int skill_name2id(const char* name) {
  132. if( name == NULL )
  133. return 0;
  134. return strdb_iget(skilldb_name2id, name);
  135. }
  136. /**
  137. * Get Skill ID from Skill Index
  138. * @param idx
  139. * @return Skill ID or 0 if not found
  140. **/
  141. uint16 skill_idx2id(uint16 idx) {
  142. if (idx < SKILL_MAX_DB() && skill_db[idx])
  143. return skill_db[idx]->nameid;
  144. return 0;
  145. }
  146. /**
  147. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  148. * @param skill_id
  149. * @param silent If Skill is undefined, show error message!
  150. * @return Skill Index or 0 if not found/unset
  151. **/
  152. int skill_get_index_( uint16 skill_id, bool silent, const char *func, const char *file, int line ) {
  153. uint16 idx = (uint16)uidb_iget(skilldb_id2idx, skill_id);
  154. if (!idx && skill_id != 0 && !silent)
  155. ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
  156. return idx;
  157. }
  158. /**
  159. * Check if skill is set yet. If not, create new one (for skill_db files reading purpose)
  160. * @param skill_id
  161. * @return Skill index
  162. **/
  163. static uint16 skill_db_isset(uint16 skill_id, const char *func) {
  164. uint16 idx = skill_get_index2(skill_id);
  165. if (idx || idx == skill_id)
  166. return idx;
  167. ShowWarning("%s: Skill '%d' isn't created in 'skill_db.txt' yet. Creating dummy value...\n", func, skill_id);
  168. idx = skill_db_create(skill_id);
  169. return idx;
  170. }
  171. /**
  172. * Get Skill name
  173. * @param skill_id
  174. * @return AEGIS Skill name
  175. **/
  176. const char* skill_get_name( uint16 skill_id ) {
  177. return skill_db[skill_get_index(skill_id)]->name;
  178. }
  179. /**
  180. * Get Skill name
  181. * @param skill_id
  182. * @return English Skill name
  183. **/
  184. const char* skill_get_desc( uint16 skill_id ) {
  185. return skill_db[skill_get_index(skill_id)]->desc;
  186. }
  187. /// out of bounds error checking [celest]
  188. static void skill_chk(uint16 *skill_id) {
  189. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  190. }
  191. /// checks/adjusts index. make sure we don't use negative index
  192. static void skill_chk2(int *idx) {
  193. if (*idx < 0) *idx = 0;
  194. }
  195. #define skill_get(id,var) { skill_chk(&id); if (!id) return 0; return var; }
  196. #define skill_get2(id, lv, arrvar) do {\
  197. int idx;\
  198. skill_chk(&(id));\
  199. if (!(id))\
  200. return 0;\
  201. idx = min((lv), MAX_SKILL_LEVEL) - 1;\
  202. if ((lv) > MAX_SKILL_LEVEL && (arrvar)[idx] > 1) {\
  203. int lv__ = (lv);\
  204. (lv) = skill_db[(id)]->max-1;\
  205. return ((arrvar)[(lv)] + ((lv__-(lv))/2));\
  206. }\
  207. return ((arrvar)[idx]);\
  208. } while(0)
  209. #define skill_get3(id,x,var) { skill_chk(&id); if (!id) return 0; skill_chk2(&x); return var; }
  210. // Skill DB
  211. int skill_get_hit( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->hit); }
  212. int skill_get_inf( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf); }
  213. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->element); }
  214. int skill_get_nk( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nk); }
  215. int skill_get_max( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->max); }
  216. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->range); }
  217. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->splash); }
  218. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->num); }
  219. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cast); }
  220. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->delay); }
  221. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->walkdelay); }
  222. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time); }
  223. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time2); }
  224. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->cast_def_rate); }
  225. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf2); }
  226. int skill_get_inf3( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf3); }
  227. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castcancel); }
  228. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->maxcount); }
  229. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->blewcount); }
  230. int skill_get_castnodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castnodex); }
  231. int skill_get_delaynodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->delaynodex); }
  232. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nocast); }
  233. int skill_get_type( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->skill_type); }
  234. int skill_get_unit_id ( uint16 skill_id, int flag ) { skill_get (skill_id, skill_db[skill_id]->unit_id[flag]); }
  235. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_interval); }
  236. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_range); }
  237. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BCT_ALL); }
  238. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BL_ALL); }
  239. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_flag); }
  240. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_layout_type); }
  241. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cooldown); }
  242. #ifdef RENEWAL_CAST
  243. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->fixed_cast); }
  244. #endif
  245. // Skill requirements
  246. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp); }
  247. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.mhp); }
  248. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp); }
  249. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp_rate); }
  250. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp_rate); }
  251. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.zeny); }
  252. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.weapon); }
  253. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.ammo); }
  254. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.ammo_qty); }
  255. int skill_get_state( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.state); }
  256. int skill_get_status_count( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.status_count); }
  257. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.spiritball); }
  258. int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.itemid[idx]); }
  259. int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.amount[idx]); }
  260. int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.eqItem[idx]); }
  261. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  262. int splash = skill_get_splash_(skill_id, skill_lv);
  263. if (splash < 0)
  264. return AREA_SIZE;
  265. return splash;
  266. }
  267. int skill_tree_get_max(uint16 skill_id, int b_class)
  268. {
  269. int i;
  270. b_class = pc_class2idx(b_class);
  271. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
  272. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
  273. return skill_tree[b_class][i].max;
  274. else
  275. return skill_get_max(skill_id);
  276. }
  277. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  278. int skill_attack_area(struct block_list *bl,va_list ap);
  279. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  280. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  281. int skill_greed(struct block_list *bl, va_list ap);
  282. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
  283. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  284. static int skill_trap_splash(struct block_list *bl, va_list ap);
  285. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  286. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  287. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  288. static int skill_unit_effect(struct block_list *bl,va_list ap);
  289. static int skill_bind_trap(struct block_list *bl, va_list ap);
  290. int skill_get_casttype (uint16 skill_id) {
  291. int inf = skill_get_inf(skill_id);
  292. if (inf&(INF_GROUND_SKILL))
  293. return CAST_GROUND;
  294. if (inf&INF_SUPPORT_SKILL)
  295. return CAST_NODAMAGE;
  296. if (inf&INF_SELF_SKILL) {
  297. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  298. return CAST_DAMAGE; //Combo skill.
  299. return CAST_NODAMAGE;
  300. }
  301. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  302. return CAST_NODAMAGE;
  303. return CAST_DAMAGE;
  304. }
  305. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  306. int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  307. int range, inf3=0;
  308. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  309. return 9; //Mobs have a range of 9 regardless of skill used.
  310. range = skill_get_range(skill_id, skill_lv);
  311. if( range < 0 ) {
  312. if( battle_config.use_weapon_skill_range&bl->type )
  313. return status_get_range(bl);
  314. range *=-1;
  315. }
  316. inf3 = skill_get_inf3(skill_id);
  317. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  318. if( bl->type == BL_PC ) {
  319. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  320. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  321. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  322. } else
  323. range += 10; //Assume level 10?
  324. }
  325. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  326. if( bl->type == BL_PC ) {
  327. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  328. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  329. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  330. }
  331. }
  332. if( !range && bl->type != BL_PC )
  333. return 9; // Enable non players to use self skills on others. [Skotlex]
  334. return range;
  335. }
  336. /** Copy Referral: dummy skills should point to their source.
  337. * @param skill_id Dummy skill ID
  338. * @return Real skill id if found
  339. **/
  340. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  341. switch (skill_id) {
  342. case AB_DUPLELIGHT_MELEE:
  343. case AB_DUPLELIGHT_MAGIC:
  344. return AB_DUPLELIGHT;
  345. case WL_CHAINLIGHTNING_ATK:
  346. return WL_CHAINLIGHTNING;
  347. case WL_TETRAVORTEX_FIRE:
  348. case WL_TETRAVORTEX_WATER:
  349. case WL_TETRAVORTEX_WIND:
  350. case WL_TETRAVORTEX_GROUND:
  351. return WL_TETRAVORTEX;
  352. case WL_SUMMON_ATK_FIRE:
  353. return WL_SUMMONFB;
  354. case WL_SUMMON_ATK_WIND:
  355. return WL_SUMMONBL;
  356. case WL_SUMMON_ATK_WATER:
  357. return WL_SUMMONWB;
  358. case WL_SUMMON_ATK_GROUND:
  359. return WL_SUMMONSTONE;
  360. case LG_OVERBRAND_BRANDISH:
  361. case LG_OVERBRAND_PLUSATK:
  362. return LG_OVERBRAND;
  363. case WM_REVERBERATION_MELEE:
  364. case WM_REVERBERATION_MAGIC:
  365. return WM_REVERBERATION;
  366. case WM_SEVERE_RAINSTORM_MELEE:
  367. return WM_SEVERE_RAINSTORM;
  368. case GN_CRAZYWEED_ATK:
  369. return GN_CRAZYWEED;
  370. case GN_HELLS_PLANT_ATK:
  371. return GN_HELLS_PLANT;
  372. case GN_SLINGITEM_RANGEMELEEATK:
  373. return GN_SLINGITEM;
  374. case SR_FLASHCOMBO_ATK_STEP1:
  375. return SR_DRAGONCOMBO;
  376. case SR_FLASHCOMBO_ATK_STEP2:
  377. return SR_FALLENEMPIRE;
  378. case SR_FLASHCOMBO_ATK_STEP3:
  379. return SR_TIGERCANNON;
  380. case SR_FLASHCOMBO_ATK_STEP4:
  381. return SR_SKYNETBLOW;
  382. case RL_R_TRIP_PLUSATK:
  383. return RL_R_TRIP;
  384. }
  385. return skill_id;
  386. }
  387. /**
  388. * Calculates heal value of skill's effect
  389. * @param src
  390. * @param target
  391. * @param skill_id
  392. * @param skill_lv
  393. * @param heal
  394. * @return modified heal value
  395. */
  396. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  397. int skill, hp = 0;
  398. struct map_session_data *sd = BL_CAST(BL_PC, src);
  399. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  400. struct status_change *sc, *tsc;
  401. sc = status_get_sc(src);
  402. tsc = status_get_sc(target);
  403. switch( skill_id ) {
  404. case BA_APPLEIDUN:
  405. #ifdef RENEWAL
  406. hp = 100 + 5 * skill_lv + 5 * (status_get_vit(src) / 10); // HP recovery
  407. #else
  408. hp = 30 + 5 * skill_lv + 5 * (status_get_vit(src) / 10); // HP recovery
  409. #endif
  410. if( sd )
  411. hp += 5 * pc_checkskill(sd,BA_MUSICALLESSON);
  412. break;
  413. case PR_SANCTUARY:
  414. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  415. break;
  416. case NPC_EVILLAND:
  417. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  418. break;
  419. case AB_HIGHNESSHEAL:
  420. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd,AL_HEAL) : 1) * 8));
  421. hp = (hp * (17 + 3 * skill_lv)) / 10;
  422. break;
  423. default:
  424. if (skill_lv >= battle_config.max_heal_lv)
  425. return battle_config.max_heal;
  426. #ifdef RENEWAL
  427. /**
  428. * Renewal Heal Formula
  429. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  430. */
  431. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  432. #else
  433. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  434. #endif
  435. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  436. hp += hp * skill * 2 / 100;
  437. else if( src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  438. hp += hp * skill * 2 / 100;
  439. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  440. hp *= 2;
  441. break;
  442. }
  443. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  444. hp >>= 1;
  445. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  446. hp += hp * skill / 100;
  447. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  448. hp += hp * skill / 100;
  449. if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL ||
  450. skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
  451. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  452. if( tsc && tsc->count ) {
  453. if( heal && tsc->data[SC_CRITICALWOUND] ) //Critical Wound has no effect on offensive heal. [Inkfish]
  454. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  455. if( heal && tsc->data[SC_DEATHHURT] )
  456. hp -= hp * 20/100;
  457. if( tsc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  458. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  459. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  460. hp += hp / 10;
  461. }
  462. #ifdef RENEWAL
  463. // MATK part of the RE heal formula [malufett]
  464. // Note: in this part matk bonuses from items or skills are not applied
  465. switch( skill_id ) {
  466. case BA_APPLEIDUN:
  467. case PR_SANCTUARY:
  468. case NPC_EVILLAND:
  469. break;
  470. default:
  471. {
  472. struct status_data *status = status_get_status_data(src);
  473. int min, max;
  474. min = max = status_base_matk(src, status, status_get_lv(src));
  475. if( status->rhw.matk > 0 ){
  476. int wMatk, variance;
  477. wMatk = status->rhw.matk;
  478. variance = wMatk * status->rhw.wlv / 10;
  479. min += wMatk - variance;
  480. max += wMatk + variance;
  481. }
  482. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  483. min = max;
  484. if( sd && sd->right_weapon.overrefine > 0 ){
  485. min++;
  486. max += sd->right_weapon.overrefine - 1;
  487. }
  488. if(max > min)
  489. hp += min+rnd()%(max-min);
  490. else
  491. hp += min;
  492. }
  493. }
  494. #endif
  495. return hp;
  496. }
  497. /**
  498. * Making Plagiarism and Reproduce check their own function
  499. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  500. * @param sd: Player who will copy the skill
  501. * @param skill_id: Target skill
  502. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  503. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  504. */
  505. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_idx) {
  506. // Only copy skill that player doesn't have or the skill is old clone
  507. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  508. return 0;
  509. // Check if the skill is copyable by class
  510. if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) {
  511. uint16 job_allowed = skill_db[skill_idx]->copyable.joballowed;
  512. while (1) {
  513. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  514. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  515. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  516. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  517. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  518. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  519. return 0;
  520. }
  521. }
  522. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  523. if (skill_db[skill_idx]->copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  524. return 1;
  525. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  526. if (skill_db[skill_idx]->copyable.option&2 && pc_checkskill(sd,SC_REPRODUCE) && &sd->sc && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  527. return 2;
  528. return 0;
  529. }
  530. /**
  531. * Check if the skill is ok to cast and when.
  532. * Done before check_condition_begin, requirement
  533. * @param skill_id: Skill ID that casted
  534. * @param sd: Player who casted
  535. * @return true: Skill cannot be used, false: otherwise
  536. * @author [MouseJstr]
  537. */
  538. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  539. {
  540. int16 idx,m;
  541. nullpo_retr(1,sd);
  542. m = sd->bl.m;
  543. idx = skill_get_index(skill_id);
  544. if (idx == 0)
  545. return true; // invalid skill id
  546. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  547. return false; // can do any damn thing they want
  548. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  549. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  550. if (map[m].flag.noskill)
  551. return true;
  552. // Epoque:
  553. // This code will compare the player's attack motion value which is influenced by ASPD before
  554. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  555. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  556. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  557. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  558. {// attempted to cast a skill before the attack motion has finished
  559. return true;
  560. }
  561. if (skill_blockpc_get(sd, skill_id) != -1){
  562. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  563. return true;
  564. }
  565. /**
  566. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  567. * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
  568. */
  569. if( sd->skillitem == skill_id )
  570. return false;
  571. // Check skill restrictions [Celest]
  572. if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
  573. (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
  574. (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
  575. (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
  576. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
  577. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  578. return true;
  579. }
  580. if( &sd->sc && sd->sc.data[SC_ALL_RIDING] )
  581. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  582. switch (skill_id) {
  583. case AL_WARP:
  584. case RETURN_TO_ELDICASTES:
  585. case ALL_GUARDIAN_RECALL:
  586. case ECLAGE_RECALL:
  587. if(map[m].flag.nowarp) {
  588. clif_skill_teleportmessage(sd,0);
  589. return true;
  590. }
  591. return false;
  592. case AL_TELEPORT:
  593. case SC_FATALMENACE:
  594. case SC_DIMENSIONDOOR:
  595. case ALL_ODINS_RECALL:
  596. if(map[m].flag.noteleport) {
  597. clif_skill_teleportmessage(sd,0);
  598. return true;
  599. }
  600. return false; // gonna be checked in 'skill_castend_nodamage_id'
  601. case WE_CALLPARTNER:
  602. case WE_CALLPARENT:
  603. case WE_CALLBABY:
  604. if (map[m].flag.nomemo) {
  605. clif_skill_teleportmessage(sd,1);
  606. return true;
  607. }
  608. break;
  609. case MC_VENDING:
  610. case ALL_BUYING_STORE:
  611. if( map[sd->bl.m].flag.novending ) {
  612. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  613. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  614. return true;
  615. }
  616. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  617. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  618. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  619. return true;
  620. }
  621. if( npc_isnear(&sd->bl) ) {
  622. // uncomment to send msg_txt.
  623. //char output[150];
  624. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  625. //clif_displaymessage(sd->fd, output);
  626. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  627. return true;
  628. }
  629. case MC_IDENTIFY:
  630. return false; // always allowed
  631. case WZ_ICEWALL:
  632. // noicewall flag [Valaris]
  633. if (map[m].flag.noicewall) {
  634. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  635. return true;
  636. }
  637. break;
  638. case GC_DARKILLUSION:
  639. if( map_flag_gvg(m) ) {
  640. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  641. return true;
  642. }
  643. break;
  644. case GD_EMERGENCYCALL:
  645. case GD_ITEMEMERGENCYCALL:
  646. if (
  647. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  648. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  649. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  650. ) {
  651. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  652. return true;
  653. }
  654. break;
  655. case WM_SIRCLEOFNATURE:
  656. case WM_SOUND_OF_DESTRUCTION:
  657. case WM_LULLABY_DEEPSLEEP:
  658. case WM_SATURDAY_NIGHT_FEVER:
  659. if( !map_flag_vs(m) ) {
  660. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  661. return true;
  662. }
  663. break;
  664. }
  665. return false;
  666. }
  667. /**
  668. * Check if the homunculus skill is ok to be processed
  669. * After checking from Homunculus side, also check the master condition
  670. * @param skill_id: Skill ID that casted
  671. * @param hd: Homunculus who casted
  672. * @return true: Skill cannot be used, false: otherwise
  673. */
  674. bool skill_isNotOk_hom(uint16 skill_id, struct homun_data *hd)
  675. {
  676. uint16 idx = skill_get_index(skill_id);
  677. nullpo_retr(1,hd);
  678. if (idx == 0)
  679. return true; // invalid skill id
  680. if (hd->blockskill[idx] > 0)
  681. return true;
  682. switch(skill_id) {
  683. case MH_LIGHT_OF_REGENE: //must be cordial
  684. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  685. if (hd->master)
  686. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  687. return true;
  688. }
  689. break;
  690. case MH_GOLDENE_FERSE: //cant be used with angriff
  691. if(&hd->sc && hd->sc.data[SC_ANGRIFFS_MODUS]) return true;
  692. break;
  693. case MH_ANGRIFFS_MODUS:
  694. if(&hd->sc && hd->sc.data[SC_GOLDENE_FERSE]) return true;
  695. break;
  696. case MH_TINDER_BREAKER: //must be in grappling mode
  697. if(!&hd->sc
  698. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)
  699. || !hd->homunculus.spiritball) return true;
  700. break;
  701. case MH_SONIC_CRAW: //must be in fighting mode
  702. if(!&hd->sc
  703. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)
  704. || !hd->homunculus.spiritball) return true;
  705. break;
  706. case MH_SILVERVEIN_RUSH:
  707. if(!&hd->sc
  708. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW)
  709. || hd->homunculus.spiritball < 2) return true;
  710. break;
  711. case MH_MIDNIGHT_FRENZY:
  712. if(!&hd->sc
  713. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)
  714. || !hd->homunculus.spiritball) return true;
  715. break;
  716. case MH_CBC:
  717. if(!&hd->sc
  718. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER)
  719. || hd->homunculus.spiritball < 2) return true;
  720. break;
  721. case MH_EQC:
  722. if(!&hd->sc
  723. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC)
  724. || hd->homunculus.spiritball < 3) return true;
  725. break;
  726. }
  727. //Use master's criteria.
  728. return skill_isNotOk(skill_id, hd->master);
  729. }
  730. /**
  731. * Check if the mercenary skill is ok to be processed
  732. * After checking from Homunculus side, also check the master condition
  733. * @param skill_id: Skill ID that casted
  734. * @param md: Mercenary who casted
  735. * @return true: Skill cannot be used, false: otherwise
  736. */
  737. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  738. {
  739. uint16 idx = skill_get_index(skill_id);
  740. nullpo_retr(1, md);
  741. if (!idx)
  742. return true; // Invalid Skill ID
  743. if (md->blockskill[idx] > 0)
  744. return true;
  745. return skill_isNotOk(skill_id, md->master);
  746. }
  747. /**
  748. * Check if the skill can be casted near NPC or not
  749. * @param src Object who casted
  750. * @param skill_id Skill ID that casted
  751. * @param skill_lv Skill Lv
  752. * @param pos_x Position x of the target
  753. * @param pos_y Position y of the target
  754. * @return true: Skill cannot be used, false: otherwise
  755. * @author [Cydh]
  756. */
  757. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  758. int inf;
  759. if (!src || !skill_get_index(skill_id))
  760. return false;
  761. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  762. return false;
  763. inf = skill_get_inf(skill_id);
  764. //if self skill
  765. if (inf&INF_SELF_SKILL) {
  766. pos_x = src->x;
  767. pos_y = src->y;
  768. }
  769. if (pos_x <= 0) pos_x = src->x;
  770. if (pos_y <= 0) pos_y = src->y;
  771. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true);
  772. }
  773. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  774. {
  775. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  776. uint8 dir;
  777. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  778. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  779. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  780. }
  781. if (pos != -1) // simple single-definition layout
  782. return &skill_unit_layout[pos];
  783. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  784. if (skill_id == MG_FIREWALL)
  785. return &skill_unit_layout [firewall_unit_pos + dir];
  786. else if (skill_id == WZ_ICEWALL)
  787. return &skill_unit_layout [icewall_unit_pos + dir];
  788. else if( skill_id == WL_EARTHSTRAIN )
  789. return &skill_unit_layout [earthstrain_unit_pos + dir];
  790. else if( skill_id == RL_FIRE_RAIN )
  791. return &skill_unit_layout[firerain_unit_pos + dir];
  792. else if( skill_id == GN_WALLOFTHORN )
  793. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  794. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  795. return &skill_unit_layout[0]; // default 1x1 layout
  796. }
  797. struct s_skill_nounit_layout* skill_get_nounit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y, int dir)
  798. {
  799. if( skill_id == LG_OVERBRAND )
  800. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  801. else if( skill_id == LG_OVERBRAND_BRANDISH )
  802. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  803. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  804. return &skill_nounit_layout[0];
  805. }
  806. /*==========================================
  807. * Add effect to skill when hit succesfully target
  808. *------------------------------------------*/
  809. int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, unsigned int tick)
  810. {
  811. struct map_session_data *sd, *dstsd;
  812. struct mob_data *md, *dstmd;
  813. struct status_data *sstatus, *tstatus;
  814. struct status_change *sc, *tsc;
  815. enum sc_type status;
  816. int skill;
  817. int rate;
  818. int chorusbonus = 0;
  819. nullpo_ret(src);
  820. nullpo_ret(bl);
  821. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  822. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  823. return 0;
  824. sd = BL_CAST(BL_PC, src);
  825. md = BL_CAST(BL_MOB, src);
  826. dstsd = BL_CAST(BL_PC, bl);
  827. dstmd = BL_CAST(BL_MOB, bl);
  828. sc = status_get_sc(src);
  829. tsc = status_get_sc(bl);
  830. sstatus = status_get_status_data(src);
  831. tstatus = status_get_status_data(bl);
  832. if (!tsc) //skill additional effect is about adding effects to the target...
  833. //So if the target can't be inflicted with statuses, this is pointless.
  834. return 0;
  835. // Minstrel/Wanderer number check for chorus skills.
  836. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  837. if( sd && sd->status.party_id ) {
  838. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  839. if( chorusbonus > 7 )
  840. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  841. else if( chorusbonus > 2 )
  842. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  843. }
  844. if( sd )
  845. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  846. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  847. // Trigger status effects
  848. enum sc_type type;
  849. uint8 i;
  850. unsigned int time = 0;
  851. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  852. rate = sd->addeff[i].rate;
  853. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  854. rate += sd->addeff[i].arrow_rate;
  855. if( !rate )
  856. continue;
  857. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  858. // Trigger has attack type consideration.
  859. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  860. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  861. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) )
  862. ;
  863. else
  864. continue;
  865. }
  866. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  867. // Trigger has range consideration.
  868. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  869. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  870. continue; //Range Failed.
  871. }
  872. type = sd->addeff[i].sc;
  873. time = sd->addeff[i].duration;
  874. if (sd->addeff[i].flag&ATF_TARGET)
  875. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  876. if (sd->addeff[i].flag&ATF_SELF)
  877. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  878. }
  879. }
  880. if( skill_id ) {
  881. // Trigger status effects on skills
  882. enum sc_type type;
  883. uint8 i;
  884. unsigned int time = 0;
  885. for( i = 0; i < ARRAYLENGTH(sd->addeff_onskill) && sd->addeff_onskill[i].skill_id; i++ ) {
  886. if( skill_id != sd->addeff_onskill[i].skill_id || !sd->addeff_onskill[i].rate )
  887. continue;
  888. type = sd->addeff_onskill[i].sc;
  889. time = sd->addeff[i].duration;
  890. if( sd->addeff_onskill[i].target&ATF_TARGET )
  891. status_change_start(src,bl,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE);
  892. if( sd->addeff_onskill[i].target&ATF_SELF )
  893. status_change_start(src,src,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE);
  894. }
  895. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  896. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  897. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  898. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  899. clif_emotion(bl,E_OMG);
  900. }
  901. }
  902. }
  903. if( dmg_lv < ATK_DEF ) // no damage, return;
  904. return 0;
  905. switch(skill_id) {
  906. case 0:
  907. { // Normal attacks (no skill used)
  908. if( attack_type&BF_SKILL )
  909. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  910. if(sd) {
  911. // Automatic trigger of Blitz Beat
  912. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  913. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  914. rate=(sd->status.job_level+9)/10;
  915. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  916. }
  917. // Automatic trigger of Warg Strike [Jobbie]
  918. if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  919. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  920. // Gank
  921. if(dstmd && sd->status.weapon != W_BOW &&
  922. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  923. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  924. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  925. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  926. else
  927. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  928. }
  929. // Chance to trigger Taekwon kicks [Dralnu]
  930. if(sc && !sc->data[SC_COMBO]) {
  931. if(sc->data[SC_READYSTORM] &&
  932. sc_start4(src,src,SC_COMBO, 15, TK_STORMKICK,
  933. bl->id, 2, 0,
  934. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  935. ; //Stance triggered
  936. else if(sc->data[SC_READYDOWN] &&
  937. sc_start4(src,src,SC_COMBO, 15, TK_DOWNKICK,
  938. bl->id, 2, 0,
  939. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  940. ; //Stance triggered
  941. else if(sc->data[SC_READYTURN] &&
  942. sc_start4(src,src,SC_COMBO, 15, TK_TURNKICK,
  943. bl->id, 2, 0,
  944. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  945. ; //Stance triggered
  946. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  947. rate = 20;
  948. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  949. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  950. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  951. }
  952. sc_start4(src,src, SC_COMBO, rate, TK_COUNTER,
  953. bl->id, 2, 0,
  954. (2000 - 4*sstatus->agi - 2*sstatus->dex))
  955. ; //Stance triggered
  956. }
  957. }
  958. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  959. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  960. }
  961. if (sc) {
  962. struct status_change_entry *sce;
  963. // Enchant Poison gives a chance to poison attacked enemies
  964. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  965. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  966. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  967. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  968. if((sce=sc->data[SC_EDP]))
  969. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  970. skill_get_time2(ASC_EDP,sce->val1));
  971. }
  972. }
  973. break;
  974. case SM_BASH:
  975. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  976. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  977. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  978. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  979. }
  980. break;
  981. case MER_CRASH:
  982. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  983. break;
  984. case AS_VENOMKNIFE:
  985. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  986. skill_lv = pc_checkskill(sd, TF_POISON);
  987. case TF_POISON:
  988. case AS_SPLASHER:
  989. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  990. && sd && skill_id==TF_POISON
  991. )
  992. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  993. break;
  994. case AS_SONICBLOW:
  995. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  996. break;
  997. case WZ_FIREPILLAR:
  998. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  999. break;
  1000. case MG_FROSTDIVER:
  1001. if(!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1002. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1003. break;
  1004. case WZ_FROSTNOVA:
  1005. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1006. break;
  1007. case WZ_STORMGUST:
  1008. // Storm Gust counter was dropped in renewal
  1009. #ifdef RENEWAL
  1010. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1011. #else
  1012. //On third hit, there is a 150% to freeze the target
  1013. if(tsc->sg_counter >= 3 &&
  1014. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1015. tsc->sg_counter = 0;
  1016. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1017. else if( tsc->sg_counter > 250 )
  1018. tsc->sg_counter = 0;
  1019. #endif
  1020. break;
  1021. case WZ_METEOR:
  1022. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1023. break;
  1024. case WZ_VERMILION:
  1025. sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1026. break;
  1027. case HT_FREEZINGTRAP:
  1028. case MA_FREEZINGTRAP:
  1029. sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv));
  1030. break;
  1031. case HT_FLASHER:
  1032. sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  1033. break;
  1034. case HT_LANDMINE:
  1035. case MA_LANDMINE:
  1036. sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  1037. break;
  1038. case HT_SHOCKWAVE:
  1039. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1040. break;
  1041. case HT_SANDMAN:
  1042. case MA_SANDMAN:
  1043. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1044. break;
  1045. case TF_SPRINKLESAND:
  1046. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1047. break;
  1048. case TF_THROWSTONE:
  1049. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1050. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1051. break;
  1052. case NPC_DARKCROSS:
  1053. case CR_HOLYCROSS:
  1054. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1055. break;
  1056. case CR_GRANDCROSS:
  1057. case NPC_GRANDDARKNESS:
  1058. //Chance to cause blind status vs demon and undead element, but not against players
  1059. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1060. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1061. attack_type |= BF_WEAPON;
  1062. break;
  1063. case AM_ACIDTERROR:
  1064. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1065. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1066. clif_emotion(bl,E_OMG);
  1067. break;
  1068. case AM_DEMONSTRATION:
  1069. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1070. break;
  1071. case CR_SHIELDCHARGE:
  1072. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1073. break;
  1074. case PA_PRESSURE:
  1075. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1076. //Fall through
  1077. case HW_GRAVITATION:
  1078. //Pressure and Gravitation can trigger physical autospells
  1079. attack_type |= BF_NORMAL;
  1080. attack_type |= BF_WEAPON;
  1081. break;
  1082. case RG_RAID:
  1083. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1084. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1085. #ifdef RENEWAL
  1086. sc_start(src,bl,SC_RAID,100,7,5000);
  1087. break;
  1088. case RG_BACKSTAP:
  1089. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1090. #endif
  1091. break;
  1092. case BA_FROSTJOKER:
  1093. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1094. break;
  1095. case DC_SCREAM:
  1096. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1097. break;
  1098. case BD_LULLABY:
  1099. sc_start(src,bl,SC_SLEEP,15+sstatus->int_/3,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom chance) "Chance is increased with INT", iRO Wiki
  1100. break;
  1101. case DC_UGLYDANCE:
  1102. rate = 5+5*skill_lv;
  1103. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1104. rate += 5+skill;
  1105. status_zap(bl, 0, rate);
  1106. break;
  1107. case SL_STUN:
  1108. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1109. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1110. break;
  1111. case NPC_PETRIFYATTACK:
  1112. sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv,
  1113. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1114. skill_get_time2(skill_id,skill_lv));
  1115. break;
  1116. case NPC_CURSEATTACK:
  1117. case NPC_SLEEPATTACK:
  1118. case NPC_BLINDATTACK:
  1119. case NPC_POISON:
  1120. case NPC_SILENCEATTACK:
  1121. case NPC_STUNATTACK:
  1122. case NPC_HELLPOWER:
  1123. sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1124. break;
  1125. case NPC_ACIDBREATH:
  1126. case NPC_ICEBREATH:
  1127. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1128. break;
  1129. case NPC_BLEEDING:
  1130. sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1131. break;
  1132. case NPC_MENTALBREAKER:
  1133. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1134. //equal to Matk*skLevel.
  1135. rate = sstatus->matk_min;
  1136. if (rate < sstatus->matk_max)
  1137. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1138. rate*=skill_lv;
  1139. status_zap(bl, 0, rate);
  1140. break;
  1141. }
  1142. // Equipment breaking monster skills [Celest]
  1143. case NPC_WEAPONBRAKER:
  1144. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1145. break;
  1146. case NPC_ARMORBRAKE:
  1147. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1148. break;
  1149. case NPC_HELMBRAKE:
  1150. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1151. break;
  1152. case NPC_SHIELDBRAKE:
  1153. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1154. break;
  1155. case CH_TIGERFIST:
  1156. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  1157. break;
  1158. case LK_SPIRALPIERCE:
  1159. case ML_SPIRALPIERCE:
  1160. if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
  1161. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1162. break;
  1163. case ST_REJECTSWORD:
  1164. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1165. break;
  1166. case PF_FOGWALL:
  1167. if (src != bl && !tsc->data[SC_DELUGE])
  1168. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1169. break;
  1170. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1171. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1172. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1173. break;
  1174. case LK_JOINTBEAT:
  1175. status = status_skill2sc(skill_id);
  1176. if (tsc->jb_flag) {
  1177. sc_start4(src,bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv));
  1178. tsc->jb_flag = 0;
  1179. }
  1180. break;
  1181. case ASC_METEORASSAULT:
  1182. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1183. switch(rnd()%3) {
  1184. case 0:
  1185. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1186. break;
  1187. case 1:
  1188. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1189. break;
  1190. default:
  1191. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1192. }
  1193. break;
  1194. case HW_NAPALMVULCAN:
  1195. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1196. break;
  1197. case WS_CARTTERMINATION: // Cart termination
  1198. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1199. break;
  1200. case CR_ACIDDEMONSTRATION:
  1201. case GN_FIRE_EXPANSION_ACID:
  1202. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1203. break;
  1204. case TK_DOWNKICK:
  1205. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1206. break;
  1207. case TK_JUMPKICK:
  1208. // debuff the following statuses
  1209. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1210. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1211. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1212. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1213. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1214. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1215. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1216. }
  1217. break;
  1218. case TK_TURNKICK:
  1219. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1220. if(attack_type&BF_MISC) //70% base stun chance...
  1221. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1222. break;
  1223. case GS_BULLSEYE: //0.1% coma rate.
  1224. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1225. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1226. break;
  1227. case GS_PIERCINGSHOT:
  1228. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1229. break;
  1230. case NJ_HYOUSYOURAKU:
  1231. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1232. break;
  1233. case GS_FLING:
  1234. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1235. break;
  1236. case GS_DISARM:
  1237. rate = 3*skill_lv;
  1238. if (sstatus->dex > tstatus->dex)
  1239. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1240. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1241. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1242. break;
  1243. case NPC_EVILLAND:
  1244. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1245. break;
  1246. case NPC_HELLJUDGEMENT:
  1247. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1248. break;
  1249. case NPC_CRITICALWOUND:
  1250. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1251. break;
  1252. case RK_WINDCUTTER:
  1253. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1254. break;
  1255. case RK_DRAGONBREATH:
  1256. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1257. break;
  1258. case RK_DRAGONBREATH_WATER:
  1259. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1260. break;
  1261. case AB_ADORAMUS:
  1262. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1263. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time(skill_id, skill_lv));
  1264. break;
  1265. case WL_CRIMSONROCK:
  1266. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1267. break;
  1268. case WL_COMET:
  1269. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1270. break;
  1271. case WL_EARTHSTRAIN:
  1272. {
  1273. int i;
  1274. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1275. for( i = 0; i < skill_lv; i++ )
  1276. skill_strip_equip(src,bl,pos[i],5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1277. }
  1278. break;
  1279. case WL_JACKFROST:
  1280. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1281. break;
  1282. case RA_WUGBITE: {
  1283. int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1284. if (wug_rate < 50)
  1285. wug_rate = 50;
  1286. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1287. }
  1288. break;
  1289. case RA_SENSITIVEKEEN:
  1290. if( rnd()%100 < 8 * skill_lv )
  1291. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1292. break;
  1293. case RA_FIRINGTRAP:
  1294. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1295. break;
  1296. case RA_ICEBOUNDTRAP:
  1297. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1298. break;
  1299. case NC_PILEBUNKER:
  1300. if( rnd()%100 < 25 + 15*skill_lv ) {
  1301. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1302. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1303. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1304. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1305. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1306. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1307. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1308. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1309. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1310. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1311. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1312. }
  1313. break;
  1314. case NC_FLAMELAUNCHER:
  1315. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1316. break;
  1317. case NC_COLDSLOWER:
  1318. // Status chances are applied officially through a check
  1319. // The skill first trys to give the frozen status to targets that are hit
  1320. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1321. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1322. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1323. break;
  1324. case NC_POWERSWING:
  1325. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1326. if( rnd()%100 < 5*skill_lv )
  1327. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1328. break;
  1329. case GC_WEAPONCRUSH:
  1330. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1331. break;
  1332. case LG_SHIELDPRESS:
  1333. sc_start(src,bl, SC_STUN, 30 + 8 * skill_lv + (status_get_dex(src) / 10) + (status_get_lv(src) / 4), skill_lv, skill_get_time(skill_id,skill_lv));
  1334. break;
  1335. case LG_PINPOINTATTACK:
  1336. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1337. switch( skill_lv ) {
  1338. case 1:
  1339. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1340. break;
  1341. case 2:
  1342. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1343. break;
  1344. case 3:
  1345. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1346. break;
  1347. case 4:
  1348. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1349. break;
  1350. case 5:
  1351. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1352. break;
  1353. }
  1354. break;
  1355. case LG_MOONSLASHER:
  1356. rate = 32 + 8 * skill_lv;
  1357. if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
  1358. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1359. else if( dstmd && !is_boss(bl) )
  1360. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1361. break;
  1362. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1363. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1364. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1365. break;
  1366. case LG_EARTHDRIVE:
  1367. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1368. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1369. break;
  1370. case LG_HESPERUSLIT:
  1371. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1372. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
  1373. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1374. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1375. break;
  1376. case SR_DRAGONCOMBO:
  1377. case SR_FLASHCOMBO_ATK_STEP1:
  1378. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(SR_DRAGONCOMBO, skill_lv));
  1379. break;
  1380. case SR_FALLENEMPIRE:
  1381. case SR_FLASHCOMBO_ATK_STEP2:
  1382. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(SR_FALLENEMPIRE, skill_lv));
  1383. break;
  1384. case SR_WINDMILL:
  1385. if( dstsd )
  1386. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1387. else if( dstmd && !is_boss(bl) )
  1388. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1389. break;
  1390. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1391. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1392. break;
  1393. case SR_EARTHSHAKER:
  1394. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1395. break;
  1396. case SR_HOWLINGOFLION:
  1397. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1398. break;
  1399. case WM_SOUND_OF_DESTRUCTION:
  1400. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1401. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1402. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1403. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1404. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1405. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1406. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * chorusbonus) {
  1407. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOTICKDEF);
  1408. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1409. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1410. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1411. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1412. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1413. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1414. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1415. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1416. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1417. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1418. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1419. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1420. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1421. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1422. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1423. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1424. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1425. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1426. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1427. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1428. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1429. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1430. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1431. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1432. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1433. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1434. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1435. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1436. }
  1437. break;
  1438. case SO_EARTHGRAVE:
  1439. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1440. break;
  1441. case SO_DIAMONDDUST:
  1442. rate = 5 + 5 * skill_lv;
  1443. if( sc && sc->data[SC_COOLER_OPTION] )
  1444. rate += (sd ? sd->status.job_level / 5 : 0);
  1445. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1446. break;
  1447. case SO_VARETYR_SPEAR:
  1448. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1449. break;
  1450. case GN_SLINGITEM_RANGEMELEEATK:
  1451. if( sd ) {
  1452. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1453. case ITEMID_COCONUT_BOMB:
  1454. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1455. sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
  1456. break;
  1457. case ITEMID_MELON_BOMB:
  1458. sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
  1459. break;
  1460. case ITEMID_BANANA_BOMB:
  1461. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, 1000 * sd->status.job_level / 4);
  1462. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1463. break;
  1464. }
  1465. sd->itemid = -1;
  1466. }
  1467. break;
  1468. case GN_HELLS_PLANT_ATK:
  1469. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1470. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1471. break;
  1472. case EL_WIND_SLASH: // Non confirmed rate.
  1473. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1474. break;
  1475. case EL_STONE_HAMMER:
  1476. rate = 10 * skill_lv;
  1477. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1478. break;
  1479. case EL_ROCK_CRUSHER:
  1480. case EL_ROCK_CRUSHER_ATK:
  1481. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1482. break;
  1483. case EL_TYPOON_MIS:
  1484. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1485. break;
  1486. case KO_JYUMONJIKIRI:
  1487. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1488. break;
  1489. case KO_SETSUDAN:
  1490. status_change_end(bl,SC_SPIRIT,INVALID_TIMER);
  1491. break;
  1492. case KO_MAKIBISHI:
  1493. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1494. break;
  1495. case MH_LAVA_SLIDE:
  1496. sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1497. break;
  1498. case MH_STAHL_HORN:
  1499. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1500. break;
  1501. case MH_NEEDLE_OF_PARALYZE:
  1502. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1503. break;
  1504. case MH_SILVERVEIN_RUSH:
  1505. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1506. break;
  1507. case MH_MIDNIGHT_FRENZY:
  1508. {
  1509. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1510. int spiritball = (hd?hd->homunculus.spiritball:1);
  1511. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1512. }
  1513. break;
  1514. case MH_XENO_SLASHER:
  1515. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1516. break;
  1517. case WL_HELLINFERNO:
  1518. sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1519. break;
  1520. case NC_MAGMA_ERUPTION:
  1521. if (attack_type&BF_WEAPON) // Stun effect from 'slam'
  1522. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time(skill_id, skill_lv));
  1523. if (attack_type&BF_MISC) // Burning effect from 'eruption'
  1524. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1525. break;
  1526. case GC_DARKCROW:
  1527. sc_start(src,bl,SC_DARKCROW,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1528. break;
  1529. case GN_ILLUSIONDOPING:
  1530. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1531. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1532. break;
  1533. case RL_MASS_SPIRAL:
  1534. sc_start2(src,bl,SC_BLEEDING,10 * skill_lv + rnd()%50,skill_lv,src->id,skill_get_time2(skill_id,skill_lv)); //(custom)
  1535. break;
  1536. case RL_SLUGSHOT:
  1537. if (bl->type != BL_PC)
  1538. sc_start(src,bl,SC_STUN,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1539. break;
  1540. case RL_BANISHING_BUSTER: {
  1541. uint16 i, n = skill_lv;
  1542. if (!tsc || !tsc->count)
  1543. break;
  1544. if (status_isimmune(bl))
  1545. break;
  1546. if (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  1547. if (sd)
  1548. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1549. break;
  1550. }
  1551. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1552. if (!tsc->data[i])
  1553. continue;
  1554. switch (i) {
  1555. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1556. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1557. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1558. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1559. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1560. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1561. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1562. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  1563. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  1564. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1565. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1566. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1567. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1568. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1569. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1570. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1571. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1572. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1573. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1574. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1575. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1576. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1577. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1578. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1579. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1580. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER:
  1581. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  1582. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  1583. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  1584. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  1585. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  1586. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  1587. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1588. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  1589. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1590. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  1591. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  1592. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  1593. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1594. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  1595. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1596. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  1597. case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN:
  1598. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  1599. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  1600. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE:
  1601. #ifdef RENEWAL
  1602. case SC_EXTREMITYFIST2:
  1603. #endif
  1604. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  1605. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  1606. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  1607. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  1608. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  1609. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  1610. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  1611. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  1612. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  1613. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  1614. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  1615. continue;
  1616. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1617. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1618. case SC_FORTUNE: case SC_SERVICE4U:
  1619. if(tsc->data[i]->val4==0)
  1620. continue; //if in song-area don't end it
  1621. break;
  1622. case SC_ASSUMPTIO:
  1623. if( bl->type == BL_MOB )
  1624. continue;
  1625. break;
  1626. }
  1627. if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
  1628. tsc->data[i]->val2 = 0;
  1629. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1630. n--;
  1631. }
  1632. //Remove bonus_script by Banishing Buster
  1633. if (dstsd)
  1634. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1635. }
  1636. break;
  1637. case RL_S_STORM:
  1638. //kRO update 2014-02-12. Break 1 Equipment by minimum chance 5%/10%/15%/20%/25%
  1639. {
  1640. uint16 pos[] = { EQP_HEAD_LOW, EQP_HEAD_MID, EQP_HEAD_TOP, EQP_HAND_R, EQP_HAND_L, EQP_ARMOR, EQP_SHOES, EQP_GARMENT, EQP_ACC_L, EQP_ACC_R };
  1641. skill_break_equip(src,bl,pos[rnd()%ARRAYLENGTH(pos)],
  1642. max(skill_lv * 500,(sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), //(custom)
  1643. BCT_ENEMY);
  1644. }
  1645. break;
  1646. case RL_AM_BLAST:
  1647. sc_start(src,bl,SC_ANTI_M_BLAST,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1648. break;
  1649. case RL_HAMMER_OF_GOD:
  1650. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1651. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  1652. break;
  1653. } //end switch skill_id
  1654. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1655. { //Pass heritage to Master for status causing effects. [Skotlex]
  1656. sd = map_id2sd(md->master_id);
  1657. src = sd?&sd->bl:src;
  1658. }
  1659. // Coma
  1660. if (sd && sd->special_state.bonus_coma && (!md || !mob_is_gvg(md) || !mob_is_battleground(md))) {
  1661. rate = 0;
  1662. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1663. if (!skill_id || !(skill_get_nk(skill_id)&NK_NO_DAMAGE)) {
  1664. rate += sd->coma_class[tstatus->class_] + sd->coma_class[CLASS_ALL];
  1665. rate += sd->coma_race[tstatus->race] + sd->coma_race[RC_ALL];
  1666. }
  1667. if (attack_type&BF_WEAPON) {
  1668. rate += sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1669. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1670. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1671. }
  1672. if (rate > 0)
  1673. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1674. }
  1675. if( attack_type&BF_WEAPON )
  1676. { // Breaking Equipment
  1677. if( sd && battle_config.equip_self_break_rate )
  1678. { // Self weapon breaking
  1679. rate = battle_config.equip_natural_break_rate;
  1680. if( sc )
  1681. {
  1682. if(sc->data[SC_GIANTGROWTH])
  1683. rate += 10;
  1684. if(sc->data[SC_OVERTHRUST])
  1685. rate += 10;
  1686. if(sc->data[SC_MAXOVERTHRUST])
  1687. rate += 10;
  1688. }
  1689. if( rate )
  1690. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1691. }
  1692. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1693. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1694. // Target weapon breaking
  1695. rate = 0;
  1696. if( sd )
  1697. rate += sd->bonus.break_weapon_rate;
  1698. if( sc && sc->data[SC_MELTDOWN] )
  1699. rate += sc->data[SC_MELTDOWN]->val2;
  1700. if( rate )
  1701. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1702. // Target armor breaking
  1703. rate = 0;
  1704. if( sd )
  1705. rate += sd->bonus.break_armor_rate;
  1706. if( sc && sc->data[SC_MELTDOWN] )
  1707. rate += sc->data[SC_MELTDOWN]->val3;
  1708. if( rate )
  1709. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1710. }
  1711. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1712. if (sd->def_set_race[tstatus->race].rate)
  1713. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1714. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1715. if (sd->def_set_race[tstatus->race].rate)
  1716. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1717. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1718. }
  1719. }
  1720. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1721. struct unit_data *ud = unit_bl2ud(src);
  1722. if( sc->data[SC_WILD_STORM_OPTION] )
  1723. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1724. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1725. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1726. else if( sc->data[SC_TROPIC_OPTION] )
  1727. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1728. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1729. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1730. else
  1731. skill = 0;
  1732. if ( rnd()%100 < 25 && skill ){
  1733. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1734. if (ud) {
  1735. rate = skill_delayfix(src, skill, skill_lv);
  1736. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1737. ud->canact_tick = tick+rate;
  1738. if ( battle_config.display_status_timers )
  1739. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1740. }
  1741. }
  1742. }
  1743. }
  1744. // Autospell when attacking
  1745. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1746. {
  1747. struct block_list *tbl;
  1748. struct unit_data *ud;
  1749. int i, autospl_skill_lv, type;
  1750. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1751. if(!( ((sd->autospell[i].flag)&attack_type)&BF_WEAPONMASK &&
  1752. ((sd->autospell[i].flag)&attack_type)&BF_RANGEMASK &&
  1753. ((sd->autospell[i].flag)&attack_type)&BF_SKILLMASK))
  1754. continue; // one or more trigger conditions were not fulfilled
  1755. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1756. sd->state.autocast = 1;
  1757. if ( skill_isNotOk(skill, sd) ) {
  1758. sd->state.autocast = 0;
  1759. continue;
  1760. }
  1761. sd->state.autocast = 0;
  1762. autospl_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1763. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1764. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1765. if (rnd()%1000 >= rate)
  1766. continue;
  1767. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1768. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1769. int maxcount = 0;
  1770. if( !(BL_PC&battle_config.skill_reiteration) &&
  1771. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1772. skill_check_unit_range(src,tbl->x,tbl->y,skill,autospl_skill_lv)
  1773. )
  1774. continue;
  1775. if( BL_PC&battle_config.skill_nofootset &&
  1776. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1777. skill_check_unit_range2(src,tbl->x,tbl->y,skill,autospl_skill_lv,false)
  1778. )
  1779. continue;
  1780. if( BL_PC&battle_config.land_skill_limit &&
  1781. (maxcount = skill_get_maxcount(skill, autospl_skill_lv)) > 0
  1782. ) {
  1783. int v;
  1784. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1785. if(sd->ud.skillunit[v]->skill_id == skill)
  1786. maxcount--;
  1787. }
  1788. if( maxcount == 0 )
  1789. continue;
  1790. }
  1791. }
  1792. if( battle_config.autospell_check_range &&
  1793. !battle_check_range(src, tbl, skill_get_range2(src, skill,autospl_skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1794. continue;
  1795. if (skill == AS_SONICBLOW)
  1796. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1797. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1798. type = CAST_GROUND;
  1799. sd->state.autocast = 1;
  1800. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  1801. skill_toggle_magicpower(src, skill);
  1802. switch (type) {
  1803. case CAST_GROUND:
  1804. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  1805. break;
  1806. case CAST_NODAMAGE:
  1807. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1808. break;
  1809. case CAST_DAMAGE:
  1810. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1811. break;
  1812. }
  1813. sd->state.autocast = 0;
  1814. //Set canact delay. [Skotlex]
  1815. ud = unit_bl2ud(src);
  1816. if (ud) {
  1817. rate = skill_delayfix(src, skill, autospl_skill_lv);
  1818. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1819. ud->canact_tick = tick+rate;
  1820. if ( battle_config.display_status_timers && sd )
  1821. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1822. }
  1823. }
  1824. }
  1825. }
  1826. //Autobonus when attacking
  1827. if( sd && sd->autobonus[0].rate )
  1828. {
  1829. int i;
  1830. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1831. {
  1832. if( rnd()%1000 >= sd->autobonus[i].rate )
  1833. continue;
  1834. if( sd->autobonus[i].active != INVALID_TIMER )
  1835. continue;
  1836. if(!( ((sd->autobonus[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1837. ((sd->autobonus[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1838. ((sd->autobonus[i].atk_type)&attack_type)&BF_SKILLMASK))
  1839. continue; // one or more trigger conditions were not fulfilled
  1840. pc_exeautobonus(sd,&sd->autobonus[i]);
  1841. }
  1842. }
  1843. //Polymorph
  1844. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1845. dstmd && !(tstatus->mode&MD_BOSS) &&
  1846. (rnd()%10000 < sd->bonus.classchange))
  1847. {
  1848. int class_ = mob_get_random_id(MOBG_Branch_Of_Dead_Tree, 1, 0);
  1849. if (class_ != 0 && mobdb_checkid(class_))
  1850. mob_class_change(dstmd,class_);
  1851. }
  1852. return 0;
  1853. }
  1854. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1855. uint8 i;
  1856. struct block_list *tbl;
  1857. if( sd == NULL || !skill_id )
  1858. return 0;
  1859. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1860. int skill, skill_lv, type;
  1861. if( sd->autospell3[i].flag != skill_id )
  1862. continue;
  1863. if( sd->autospell3[i].lock )
  1864. continue; // autospell already being executed
  1865. skill = sd->autospell3[i].id;
  1866. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  1867. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) ) {
  1868. sd->state.autocast = 0;
  1869. continue;
  1870. }
  1871. sd->state.autocast = 0;
  1872. if( skill >= 0 && bl == NULL )
  1873. continue; // No target
  1874. if( rnd()%1000 >= sd->autospell3[i].rate )
  1875. continue;
  1876. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1877. if( skill < 0 ) {
  1878. tbl = &sd->bl;
  1879. skill *= -1;
  1880. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  1881. }
  1882. else
  1883. tbl = bl;
  1884. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1885. int maxcount = 0;
  1886. if( !(BL_PC&battle_config.skill_reiteration) &&
  1887. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1888. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  1889. continue;
  1890. if( BL_PC&battle_config.skill_nofootset &&
  1891. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1892. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  1893. continue;
  1894. if( BL_PC&battle_config.land_skill_limit &&
  1895. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
  1896. {
  1897. int v;
  1898. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1899. if(sd->ud.skillunit[v]->skill_id == skill)
  1900. maxcount--;
  1901. }
  1902. if( maxcount == 0 )
  1903. continue;
  1904. }
  1905. }
  1906. if( battle_config.autospell_check_range &&
  1907. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1908. continue;
  1909. sd->state.autocast = 1;
  1910. sd->autospell3[i].lock = true;
  1911. skill_consume_requirement(sd,skill,skill_lv,1);
  1912. switch( type ) {
  1913. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  1914. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1915. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1916. }
  1917. sd->autospell3[i].lock = false;
  1918. sd->state.autocast = 0;
  1919. }
  1920. if( sd && sd->autobonus3[0].rate ) {
  1921. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  1922. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1923. continue;
  1924. if( sd->autobonus3[i].active != INVALID_TIMER )
  1925. continue;
  1926. if( sd->autobonus3[i].atk_type != skill_id )
  1927. continue;
  1928. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1929. }
  1930. }
  1931. return 1;
  1932. }
  1933. /* Splitted off from skill_additional_effect, which is never called when the
  1934. * attack skill kills the enemy. Place in this function counter status effects
  1935. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1936. * from cards) that will take effect on the source, not the target. [Skotlex]
  1937. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1938. * type of skills, so not every instance of skill_additional_effect needs a call
  1939. * to this one.
  1940. */
  1941. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick)
  1942. {
  1943. int rate;
  1944. struct map_session_data *sd=NULL;
  1945. struct map_session_data *dstsd=NULL;
  1946. nullpo_ret(src);
  1947. nullpo_ret(bl);
  1948. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1949. sd = BL_CAST(BL_PC, src);
  1950. dstsd = BL_CAST(BL_PC, bl);
  1951. if(dstsd && attack_type&BF_WEAPON) { //Counter effects.
  1952. enum sc_type type;
  1953. uint8 i;
  1954. unsigned int time = 0;
  1955. for (i = 0; i < ARRAYLENGTH(dstsd->addeff_atked) && dstsd->addeff_atked[i].flag; i++) {
  1956. rate = dstsd->addeff_atked[i].rate;
  1957. if (attack_type&BF_LONG)
  1958. rate += dstsd->addeff_atked[i].arrow_rate;
  1959. if (!rate)
  1960. continue;
  1961. if ((dstsd->addeff_atked[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  1962. if((dstsd->addeff_atked[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1963. (dstsd->addeff_atked[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1964. continue; //Range Failed.
  1965. }
  1966. type = dstsd->addeff_atked[i].sc;
  1967. time = dstsd->addeff_atked[i].duration;
  1968. if (dstsd->addeff_atked[i].flag&ATF_TARGET)
  1969. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  1970. if (dstsd->addeff_atked[i].flag&ATF_SELF && !status_isdead(bl))
  1971. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  1972. }
  1973. }
  1974. switch(skill_id) {
  1975. case MO_EXTREMITYFIST:
  1976. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1977. break;
  1978. case GS_FULLBUSTER:
  1979. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1980. break;
  1981. case HFLI_SBR44: //[orn]
  1982. case HVAN_EXPLOSION:
  1983. if(src->type == BL_HOM){
  1984. TBL_HOM *hd = (TBL_HOM*)src;
  1985. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  1986. if (hd->master)
  1987. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1988. }
  1989. break;
  1990. case CR_GRANDCROSS:
  1991. case NPC_GRANDDARKNESS:
  1992. attack_type |= BF_WEAPON;
  1993. break;
  1994. case LG_HESPERUSLIT:
  1995. {
  1996. struct status_change *sc = status_get_sc(src);
  1997. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  1998. char i;
  1999. for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2000. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2001. }
  2002. }
  2003. break;
  2004. }
  2005. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2006. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  2007. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
  2008. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2009. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2010. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2011. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2012. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2013. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2014. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2015. }
  2016. if( sd && status_isdead(bl) ) {
  2017. int sp = 0, hp = 0;
  2018. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2019. sp += sd->bonus.sp_gain_value;
  2020. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  2021. hp += sd->bonus.hp_gain_value;
  2022. }
  2023. if( attack_type&BF_MAGIC ) {
  2024. sp += sd->bonus.magic_sp_gain_value;
  2025. hp += sd->bonus.magic_hp_gain_value;
  2026. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2027. struct status_change *sc = NULL;
  2028. if( ( sc = status_get_sc(src) ) ) {
  2029. if(sc->data[SC_SPIRIT] &&
  2030. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2031. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2032. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2033. }
  2034. }
  2035. }
  2036. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2037. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2038. }
  2039. }
  2040. // Trigger counter-spells to retaliate against damage causing skills.
  2041. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  2042. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  2043. {
  2044. struct block_list *tbl;
  2045. struct unit_data *ud;
  2046. int i, autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  2047. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  2048. if(!( ((dstsd->autospell2[i].flag)&attack_type)&BF_WEAPONMASK &&
  2049. ((dstsd->autospell2[i].flag)&attack_type)&BF_RANGEMASK &&
  2050. ((dstsd->autospell2[i].flag)&attack_type)&BF_SKILLMASK))
  2051. continue; // one or more trigger conditions were not fulfilled
  2052. autospl_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  2053. autospl_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  2054. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  2055. autospl_rate = dstsd->autospell2[i].rate;
  2056. //Physical range attacks only trigger autospells half of the time
  2057. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2058. autospl_rate>>=1;
  2059. dstsd->state.autocast = 1;
  2060. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2061. dstsd->state.autocast = 0;
  2062. continue;
  2063. }
  2064. dstsd->state.autocast = 0;
  2065. if (rnd()%1000 >= autospl_rate)
  2066. continue;
  2067. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  2068. if( (type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND ) {
  2069. int maxcount = 0;
  2070. if( !(BL_PC&battle_config.skill_reiteration) &&
  2071. skill_get_unit_flag(autospl_skill_id)&UF_NOREITERATION &&
  2072. skill_check_unit_range(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv)
  2073. )
  2074. continue;
  2075. if( BL_PC&battle_config.skill_nofootset &&
  2076. skill_get_unit_flag(autospl_skill_id)&UF_NOFOOTSET &&
  2077. skill_check_unit_range2(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv,false)
  2078. )
  2079. continue;
  2080. if( BL_PC&battle_config.land_skill_limit &&
  2081. (maxcount = skill_get_maxcount(autospl_skill_id, autospl_skill_lv)) > 0
  2082. ) {
  2083. int v;
  2084. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  2085. if(dstsd->ud.skillunit[v]->skill_id == autospl_skill_id)
  2086. maxcount--;
  2087. }
  2088. if( maxcount == 0 ) {
  2089. continue;
  2090. }
  2091. }
  2092. }
  2093. if( !battle_check_range(src, tbl, skill_get_range2(src, autospl_skill_id,autospl_skill_lv) + (autospl_skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  2094. continue;
  2095. dstsd->state.autocast = 1;
  2096. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2097. switch (type) {
  2098. case CAST_GROUND:
  2099. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2100. break;
  2101. case CAST_NODAMAGE:
  2102. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2103. break;
  2104. case CAST_DAMAGE:
  2105. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2106. break;
  2107. }
  2108. dstsd->state.autocast = 0;
  2109. //Set canact delay. [Skotlex]
  2110. ud = unit_bl2ud(bl);
  2111. if (ud) {
  2112. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2113. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  2114. ud->canact_tick = tick+autospl_rate;
  2115. if ( battle_config.display_status_timers && dstsd )
  2116. clif_status_change(bl, SI_ACTIONDELAY, 1, autospl_rate, 0, 0, 0);
  2117. }
  2118. }
  2119. }
  2120. }
  2121. //Autobonus when attacked
  2122. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  2123. int i;
  2124. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  2125. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  2126. continue;
  2127. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  2128. continue;
  2129. if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  2130. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK &&
  2131. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK))
  2132. continue; // one or more trigger conditions were not fulfilled
  2133. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  2134. }
  2135. }
  2136. return 0;
  2137. }
  2138. /*=========================================================================
  2139. Breaks equipment. On-non players causes the corresponding strip effect.
  2140. - rate goes from 0 to 10000 (100.00%)
  2141. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2142. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2143. --------------------------------------------------------------------------*/
  2144. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2145. {
  2146. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2147. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2148. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2149. struct status_change *sc = status_get_sc(bl);
  2150. int i;
  2151. TBL_PC *sd;
  2152. sd = BL_CAST(BL_PC, bl);
  2153. if (sc && !sc->count)
  2154. sc = NULL;
  2155. if (sd) {
  2156. if (sd->bonus.unbreakable_equip)
  2157. where &= ~sd->bonus.unbreakable_equip;
  2158. if (sd->bonus.unbreakable)
  2159. rate -= rate*sd->bonus.unbreakable/100;
  2160. if (where&EQP_WEAPON) {
  2161. switch (sd->status.weapon) {
  2162. case W_FIST: //Bare fists should not break :P
  2163. case W_1HAXE:
  2164. case W_2HAXE:
  2165. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2166. case W_2HMACE:
  2167. case W_STAFF:
  2168. case W_2HSTAFF:
  2169. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2170. case W_HUUMA:
  2171. where &= ~EQP_WEAPON;
  2172. }
  2173. }
  2174. }
  2175. if (flag&BCT_ENEMY) {
  2176. if (battle_config.equip_skill_break_rate != 100)
  2177. rate = rate*battle_config.equip_skill_break_rate/100;
  2178. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2179. if (battle_config.equip_self_break_rate != 100)
  2180. rate = rate*battle_config.equip_self_break_rate/100;
  2181. }
  2182. for (i = 0; i < 4; i++) {
  2183. if (where&where_list[i]) {
  2184. if (sc && sc->count && sc->data[scdef[i]])
  2185. where&=~where_list[i];
  2186. else if (rnd()%10000 >= rate)
  2187. where&=~where_list[i];
  2188. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  2189. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2190. }
  2191. }
  2192. if (!where) //Nothing to break.
  2193. return 0;
  2194. if (sd) {
  2195. for (i = 0; i < EQI_MAX; i++) {
  2196. short j = sd->equip_index[i];
  2197. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  2198. continue;
  2199. switch(i) {
  2200. case EQI_HEAD_TOP: //Upper Head
  2201. flag = (where&EQP_HELM);
  2202. break;
  2203. case EQI_ARMOR: //Body
  2204. flag = (where&EQP_ARMOR);
  2205. break;
  2206. case EQI_HAND_R: //Left/Right hands
  2207. case EQI_HAND_L:
  2208. flag = (
  2209. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2210. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2211. break;
  2212. case EQI_SHOES:
  2213. flag = (where&EQP_SHOES);
  2214. break;
  2215. case EQI_GARMENT:
  2216. flag = (where&EQP_GARMENT);
  2217. break;
  2218. default:
  2219. continue;
  2220. }
  2221. if (flag) {
  2222. sd->status.inventory[j].attribute = 1;
  2223. pc_unequipitem(sd, j, 3);
  2224. }
  2225. }
  2226. clif_equiplist(sd);
  2227. }
  2228. return where; //Return list of pieces broken.
  2229. }
  2230. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  2231. {
  2232. struct status_change *sc;
  2233. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2234. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2235. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2236. int i;
  2237. if (rnd()%100 >= rate)
  2238. return 0;
  2239. sc = status_get_sc(bl);
  2240. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  2241. return 0;
  2242. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2243. if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
  2244. where&=~pos[i];
  2245. }
  2246. if (!where) return 0;
  2247. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2248. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  2249. where&=~pos[i];
  2250. }
  2251. return where?1:0;
  2252. }
  2253. /* Stores temporary values.
  2254. * Common usages:
  2255. * [0] holds number of targets in area
  2256. * [1] holds the id of the original target
  2257. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  2258. */
  2259. static int skill_area_temp[8];
  2260. static int64 skill_area_temp_i64[1];
  2261. /**
  2262. Used to knock back players, monsters, traps, etc
  2263. * @param src Object that give knock back
  2264. * @param target Object that receive knock back
  2265. * @param count Number of knock back cell requested
  2266. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2267. * @param flag
  2268. 0x01 - position update packets must not be sent;
  2269. 0x02 - ignores players' special_state.no_knockback;
  2270. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2271. 0x04 - at WOE/BG map;
  2272. 0x08 - if target is MD_KNOCKBACK_IMMUNE|MD_BOSS;
  2273. 0x10 - if target has 'special_state.no_knockback';
  2274. 0x20 - if target is in Basilica area;
  2275. * @return Number of knocked back cells done
  2276. */
  2277. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, unsigned char flag)
  2278. {
  2279. int dx = 0, dy = 0;
  2280. uint8 reason = 0, checkflag = 0;
  2281. nullpo_ret(src);
  2282. nullpo_ret(target);
  2283. if (!count)
  2284. return count; // Actual knockback distance is 0.
  2285. // Create flag needed in unit_blown_immune
  2286. if(src != target)
  2287. checkflag |= 0x1; // Offensive
  2288. if(!(flag&0x2))
  2289. checkflag |= 0x2; // Knockback type
  2290. if(is_boss(src))
  2291. checkflag |= 0x4; // Boss attack
  2292. // Get reason and check for flags
  2293. reason = unit_blown_immune(target, checkflag);
  2294. switch(reason) {
  2295. case 1: return ((flag&0x04) ? count : 0); // No knocking back in WoE / BG
  2296. case 2: return count; // Emperium can't be knocked back
  2297. case 3: return ((flag&0x08) ? count : 0); // Bosses or immune can't be knocked back
  2298. case 4: return ((flag&0x20) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2299. case 5: return ((flag&0x10) ? count : 0); // Target has special_state.no_knockback (equip)
  2300. case 6: return count; // Trap cannot be knocked back
  2301. }
  2302. if (dir == -1) // <optimized>: do the computation here instead of outside
  2303. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2304. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2305. dx = -dirx[dir];
  2306. dy = -diry[dir];
  2307. }
  2308. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2309. }
  2310. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2311. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2312. // In case of success returns type of reflection, otherwise 0
  2313. // 1 - Regular reflection (Maya)
  2314. // 2 - SL_KAITE reflection
  2315. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2316. {
  2317. struct status_change *sc = status_get_sc(bl);
  2318. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2319. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  2320. return 0;
  2321. // item-based reflection
  2322. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  2323. return 1;
  2324. if( is_boss(src) )
  2325. return 0;
  2326. // status-based reflection
  2327. if( !sc || sc->count == 0 )
  2328. return 0;
  2329. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  2330. return 1;
  2331. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  2332. {// Kaite only works against non-players if they are low-level.
  2333. clif_specialeffect(bl, 438, AREA);
  2334. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2335. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2336. return 2;
  2337. }
  2338. return 0;
  2339. }
  2340. /**
  2341. * Checks whether a skill can be used in combos or not
  2342. * @param skill_id: Target skill
  2343. * @return true: Skill is a combo, false: otherwise
  2344. * @author Panikon
  2345. */
  2346. bool skill_is_combo(uint16 skill_id) {
  2347. switch(skill_id) {
  2348. case MO_CHAINCOMBO:
  2349. case MO_COMBOFINISH:
  2350. case CH_TIGERFIST:
  2351. case CH_CHAINCRUSH:
  2352. case MO_EXTREMITYFIST:
  2353. case TK_TURNKICK:
  2354. case TK_STORMKICK:
  2355. case TK_DOWNKICK:
  2356. case TK_COUNTER:
  2357. case TK_JUMPKICK:
  2358. case HT_POWER:
  2359. case GC_COUNTERSLASH:
  2360. case GC_WEAPONCRUSH:
  2361. case SR_FALLENEMPIRE:
  2362. case SR_DRAGONCOMBO:
  2363. case SR_TIGERCANNON:
  2364. case SR_GATEOFHELL:
  2365. return true;
  2366. }
  2367. return false;
  2368. }
  2369. /*
  2370. * Combo handler, start stop combo status
  2371. */
  2372. void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2373. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2374. switch (skill_id) {
  2375. case MH_MIDNIGHT_FRENZY:
  2376. case MH_EQC:
  2377. {
  2378. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2379. short idx = hom_skill_get_index(skill_id2);
  2380. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2381. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2382. if (idx == -1)
  2383. break;
  2384. sd = hd->master;
  2385. hd->homunculus.hskill[idx].flag= flag;
  2386. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2387. }
  2388. break;
  2389. case MO_COMBOFINISH:
  2390. case CH_TIGERFIST:
  2391. case CH_CHAINCRUSH:
  2392. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2393. break;
  2394. case TK_JUMPKICK:
  2395. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2396. break;
  2397. case MO_TRIPLEATTACK:
  2398. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2399. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2400. break;
  2401. case SR_FALLENEMPIRE:
  2402. if (sd){
  2403. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2404. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2405. }
  2406. break;
  2407. }
  2408. }
  2409. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2410. unsigned int duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2411. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2412. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2413. struct status_change_entry *sce;
  2414. TBL_PC *sd = BL_CAST(BL_PC,src);
  2415. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2416. struct status_change *sc = status_get_sc(src);
  2417. if(sc == NULL) return;
  2418. //End previous combo state after skill is invoked
  2419. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2420. switch (skill_id) {
  2421. case TK_TURNKICK:
  2422. case TK_STORMKICK:
  2423. case TK_DOWNKICK:
  2424. case TK_COUNTER:
  2425. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2426. sce->val1 = skill_id; //Update combo-skill
  2427. sce->val3 = skill_id;
  2428. if( sce->timer != INVALID_TIMER )
  2429. delete_timer(sce->timer, status_change_timer);
  2430. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2431. break;
  2432. }
  2433. unit_cancel_combo(src); // Cancel combo wait
  2434. break;
  2435. default:
  2436. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2437. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2438. }
  2439. }
  2440. //start new combo
  2441. if(sd){ //player only
  2442. switch(skill_id) {
  2443. case MO_TRIPLEATTACK:
  2444. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2445. duration = 1;
  2446. break;
  2447. case MO_CHAINCOMBO:
  2448. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2449. duration = 1;
  2450. break;
  2451. case MO_COMBOFINISH:
  2452. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2453. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2454. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2455. duration = 1;
  2456. case CH_TIGERFIST:
  2457. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2458. duration = 1;
  2459. case CH_CHAINCRUSH:
  2460. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2461. duration = 1;
  2462. break;
  2463. case AC_DOUBLE:
  2464. if( pc_checkskill(sd, HT_POWER)) {
  2465. duration = 2000;
  2466. nodelay = 1; //Neither gives walk nor attack delay
  2467. target_id = 0; //Does not need to be used on previous target
  2468. }
  2469. break;
  2470. case SR_DRAGONCOMBO:
  2471. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2472. duration = 1;
  2473. break;
  2474. case SR_FALLENEMPIRE:
  2475. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2476. duration = 1;
  2477. break;
  2478. }
  2479. }
  2480. else { //other
  2481. switch(skill_id) {
  2482. case MH_TINDER_BREAKER:
  2483. case MH_CBC:
  2484. case MH_SONIC_CRAW:
  2485. case MH_SILVERVEIN_RUSH:
  2486. if(hd->homunculus.spiritball > 0) duration = 2000;
  2487. nodelay = 1;
  2488. break;
  2489. case MH_EQC:
  2490. case MH_MIDNIGHT_FRENZY:
  2491. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2492. nodelay = 1;
  2493. break;
  2494. }
  2495. }
  2496. if (duration) { //Possible to chain
  2497. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2498. duration = umax(status_get_amotion(src),duration); //Never less than aMotion
  2499. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2500. clif_combo_delay(src, duration);
  2501. }
  2502. }
  2503. /**
  2504. * Copy skill by Plagiarism or Reproduce
  2505. * @param src: The caster
  2506. * @param bl: The target
  2507. * @param skill_id: Skill that casted
  2508. * @param skill_lv: Skill level of the casted skill
  2509. */
  2510. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2511. {
  2512. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2513. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2514. return;
  2515. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2516. else if (&tsd->sc && tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2517. return;
  2518. else {
  2519. uint16 idx;
  2520. unsigned char lv;
  2521. skill_id = skill_dummy2skill_id(skill_id);
  2522. //Use skill index, avoiding out-of-bound array [Cydh]
  2523. if (!(idx = skill_get_index(skill_id)))
  2524. return;
  2525. switch (skill_isCopyable(tsd,idx)) {
  2526. case 1: //Copied by Plagiarism
  2527. {
  2528. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2529. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2530. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2531. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2532. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2533. }
  2534. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2535. tsd->cloneskill_idx = idx;
  2536. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  2537. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  2538. }
  2539. break;
  2540. case 2: //Copied by Reproduce
  2541. {
  2542. struct status_change *tsc = status_get_sc(bl);
  2543. //Already did SC check
  2544. //Skill level copied depends on Reproduce skill that used
  2545. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2546. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2547. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2548. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2549. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2550. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2551. }
  2552. //Level dependent and limitation.
  2553. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2554. lv = min(lv,skill_get_max(skill_id));
  2555. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2556. lv = min(lv,skill_lv);
  2557. tsd->reproduceskill_idx = idx;
  2558. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  2559. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  2560. }
  2561. break;
  2562. default: return;
  2563. }
  2564. tsd->status.skill[idx].id = skill_id;
  2565. tsd->status.skill[idx].lv = lv;
  2566. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2567. clif_addskill(tsd,skill_id);
  2568. }
  2569. }
  2570. /**
  2571. * Knockback the target on skill_attack
  2572. * @param src is the master behind the attack
  2573. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2574. * @param target is the target to be attacked.
  2575. * @param blewcount
  2576. * @param skill_id
  2577. * @param skill_lv
  2578. * @param damage
  2579. * @param tick
  2580. * @param flag can hold a bunch of information:
  2581. */
  2582. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, unsigned int tick, int flag) {
  2583. int8 dir = -1; // Default direction
  2584. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2585. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2586. if (!blewcount || target == dsrc || status_isdead(target))
  2587. return;
  2588. // Skill specific direction
  2589. switch (skill_id) {
  2590. case MG_FIREWALL:
  2591. case PR_SANCTUARY:
  2592. case GN_WALLOFTHORN:
  2593. case EL_FIRE_MANTLE:
  2594. dir = unit_getdir(target); // Backwards
  2595. break;
  2596. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2597. case WZ_STORMGUST:
  2598. if(!battle_config.stormgust_knockback)
  2599. dir = rnd()%8;
  2600. break;
  2601. case WL_CRIMSONROCK:
  2602. dir = map_calc_dir(target,skill_area_temp[4],skill_area_temp[5]);
  2603. break;
  2604. case MC_CARTREVOLUTION:
  2605. if (battle_config.cart_revo_knockback)
  2606. dir = 6; // Official servers push target to the West
  2607. break;
  2608. case AC_SHOWER:
  2609. if (!battle_config.arrow_shower_knockback)
  2610. dir = map_calc_dir(target, src->x, src->y);
  2611. break;
  2612. }
  2613. // Blown-specific handling
  2614. switch( skill_id ) {
  2615. case LG_OVERBRAND_BRANDISH:
  2616. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2617. if (skill_blown(dsrc,target,blewcount,dir,0x04|0x08|0x10|0x20) < blewcount)
  2618. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2619. break;
  2620. case SR_KNUCKLEARROW:
  2621. {
  2622. short x = target->x, y = target->y;
  2623. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2624. // Boss & Immune Knockback (mode or from bonus bNoKnockBack) target still remains the damage bonus
  2625. // (bugreport:9096)
  2626. if (skill_blown(dsrc, target, blewcount, dir_ka, 0x04) < blewcount)
  2627. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2628. dir_ka = -1;
  2629. // Move attacker to the target position after knocked back
  2630. if ((target->x != x || target->y != y) && unit_movepos(src,target->x,target->y,1,1))
  2631. clif_blown(src);
  2632. }
  2633. break;
  2634. case RL_R_TRIP:
  2635. if (skill_blown(dsrc,target,blewcount,dir,0) < blewcount)
  2636. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2637. break;
  2638. case RL_SLUGSHOT:
  2639. skill_blown(dsrc,target,blewcount,dir, 0);
  2640. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag|SD_ANIMATION);
  2641. break;
  2642. default:
  2643. skill_blown(dsrc,target,blewcount,dir, 0);
  2644. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2645. TBL_SKILL *su = (TBL_SKILL*)target;
  2646. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2647. skill_blown(src, target, 3, -1, 0);
  2648. }
  2649. break;
  2650. }
  2651. clif_fixpos(target);
  2652. }
  2653. /*
  2654. * =========================================================================
  2655. * Does a skill attack with the given properties.
  2656. * @param src is the master behind the attack (player/mob/pet)
  2657. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2658. * @param bl is the target to be attacked.
  2659. * @param flag can hold a bunch of information:
  2660. * flag&1
  2661. * flag&2 - Disable re-triggered by double casting
  2662. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2663. * flag&8 - Force assume the target is not as is_infinite_defense() on in battle_calc_attack() first.
  2664. * Once it's done, store the damage to skill_area_temp_i64[0] then re-calcuate for real against 'plant'.
  2665. *
  2666. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  2667. * (usually holds number of targets, or just 1 for simple splash attacks)
  2668. *
  2669. * flag&0xF000 - Values from enum e_skill_display
  2670. * flag&0x3F0000 - Values from enum e_battle_check_target
  2671. *
  2672. * flag&0x1000000 - Return 0 if damage was reflected
  2673. *-------------------------------------------------------------------------*/
  2674. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  2675. {
  2676. struct Damage dmg;
  2677. struct status_data *sstatus, *tstatus;
  2678. struct status_change *sc, *tsc;
  2679. struct map_session_data *sd, *tsd;
  2680. int64 damage;
  2681. int8 rmdamage = 0;//magic reflected
  2682. int type;
  2683. bool shadow_flag = false;
  2684. bool additional_effects = true;
  2685. if(skill_id > 0 && !skill_lv)
  2686. return 0;
  2687. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2688. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2689. nullpo_ret(bl); //Target to be attacked.
  2690. if (src != dsrc) {
  2691. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2692. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2693. return 0;
  2694. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2695. //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]
  2696. if (!status_check_skilluse(src, bl, skill_id, 2))
  2697. return 0;
  2698. }
  2699. sd = BL_CAST(BL_PC, src);
  2700. tsd = BL_CAST(BL_PC, bl);
  2701. sstatus = status_get_status_data(src);
  2702. tstatus = status_get_status_data(bl);
  2703. sc= status_get_sc(src);
  2704. tsc= status_get_sc(bl);
  2705. if (tsc && !tsc->count)
  2706. tsc = NULL; //Don't need it.
  2707. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2708. if (tsc && tsc->data[SC_TRICKDEAD])
  2709. return 0;
  2710. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  2711. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  2712. return 0;
  2713. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2714. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  2715. // Adjusted to the new system [Skotlex]
  2716. if( src->type == BL_PET ) { // [Valaris]
  2717. struct pet_data *pd = (TBL_PET*)src;
  2718. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  2719. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  2720. int element = skill_get_ele(skill_id, skill_lv);
  2721. /*if (skill_id == -1) Does it ever worked?
  2722. element = sstatus->rhw.ele;*/
  2723. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2724. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  2725. else
  2726. dmg.damage = pd->a_skill->damage; // Fixed damage
  2727. }
  2728. else
  2729. dmg.damage = 1*pd->a_skill->div_;
  2730. dmg.damage2 = 0;
  2731. dmg.div_= pd->a_skill->div_;
  2732. }
  2733. }
  2734. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2735. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2736. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2737. { //Magic reflection, switch caster/target
  2738. struct block_list *tbl = bl;
  2739. rmdamage = 1;
  2740. bl = src;
  2741. src = tbl;
  2742. dsrc = tbl;
  2743. sd = BL_CAST(BL_PC, src);
  2744. tsd = BL_CAST(BL_PC, bl);
  2745. tsc = status_get_sc(bl);
  2746. if (tsc && !tsc->count)
  2747. tsc = NULL; //Don't need it.
  2748. /* bugreport:2564 flag&2 disables double casting trigger */
  2749. flag |= 2;
  2750. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  2751. flag |= 4;
  2752. //Spirit of Wizard blocks Kaite's reflection
  2753. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2754. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2755. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  2756. if (type >= 0) {
  2757. if ( tsd )
  2758. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2759. dmg.damage = dmg.damage2 = 0;
  2760. dmg.dmg_lv = ATK_MISS;
  2761. tsc->data[SC_SPIRIT]->val3 = skill_id;
  2762. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  2763. }
  2764. } else if( type != 2 ) /* Kaite bypasses */
  2765. additional_effects = false;
  2766. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2767. #if MAGIC_REFLECTION_TYPE
  2768. #ifdef RENEWAL
  2769. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  2770. #else
  2771. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  2772. // regardless of caster's equipment (Aegis 11.1)
  2773. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  2774. #endif
  2775. short s_ele = skill_get_ele(skill_id, skill_lv);
  2776. if (s_ele == -1) // the skill takes the weapon's element
  2777. s_ele = sstatus->rhw.ele;
  2778. else if (s_ele == -2) //Use status element
  2779. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2780. else if( s_ele == -3 ) //Use random element
  2781. s_ele = rnd()%ELE_ALL;
  2782. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2783. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  2784. struct status_data *status = status_get_status_data(bl);
  2785. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2786. per /=20; //Uses 20% SP intervals.
  2787. //SP Cost: 1% + 0.5% per every 20% SP
  2788. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2789. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2790. //Reduction: 6% + 6% every 20%
  2791. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2792. }
  2793. }
  2794. #endif
  2795. }
  2796. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  2797. int sp = skill_get_sp(skill_id,skill_lv);
  2798. dmg.damage = dmg.damage2 = 0;
  2799. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2800. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  2801. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2802. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2803. status_heal(bl, 0, sp, 2);
  2804. }
  2805. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  2806. dmg.damage = dmg.damage2 = 0;
  2807. dmg.dmg_lv = ATK_MISS;
  2808. }
  2809. }
  2810. damage = dmg.damage + dmg.damage2;
  2811. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2812. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2813. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2814. damage = 1;
  2815. if (flag&8) {
  2816. skill_area_temp_i64[0] = damage;
  2817. if (is_infinite_defense(bl, dmg.flag)) {
  2818. dmg = battle_calc_attack_plant(dmg, src, bl, skill_id, skill_lv);
  2819. damage = dmg.damage + dmg.damage2;
  2820. }
  2821. }
  2822. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2823. struct block_list *nbl;
  2824. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2825. if( nbl ){ // Only one target is chosen.
  2826. damage = damage / 2; // Deflect half of the damage to a target nearby
  2827. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
  2828. }
  2829. }
  2830. //Skill hit type
  2831. type = (skill_id == 0) ? 5 : skill_get_hit(skill_id);
  2832. switch( skill_id ) {
  2833. case SC_TRIANGLESHOT:
  2834. if( rnd()%100 > (1 + skill_lv) )
  2835. dmg.blewcount = 0;
  2836. break;
  2837. default:
  2838. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2839. dmg.blewcount = 0; //only pushback when it hit for other
  2840. break;
  2841. }
  2842. switch( skill_id ) {
  2843. case CR_GRANDCROSS:
  2844. case NPC_GRANDDARKNESS:
  2845. if( battle_config.gx_disptype)
  2846. dsrc = src;
  2847. if( src == bl)
  2848. type = 4;
  2849. else
  2850. flag|= SD_ANIMATION;
  2851. break;
  2852. case NJ_TATAMIGAESHI: //For correct knockback.
  2853. dsrc = src;
  2854. flag|= SD_ANIMATION;
  2855. break;
  2856. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  2857. int level;
  2858. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  2859. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2860. }
  2861. break;
  2862. case SL_STIN:
  2863. case SL_STUN:
  2864. if (skill_lv >= 7) {
  2865. struct status_change *sc_cur = status_get_sc(src);
  2866. if (sc_cur && !sc_cur->data[SC_SMA])
  2867. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2868. }
  2869. break;
  2870. case GS_FULLBUSTER:
  2871. if (sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  2872. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2873. break;
  2874. }
  2875. //combo handling
  2876. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  2877. //Display damage.
  2878. switch( skill_id ) {
  2879. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2880. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2881. break;
  2882. //Skills that need be passed as a normal attack for the client to display correctly.
  2883. case HVAN_EXPLOSION:
  2884. case NPC_SELFDESTRUCTION:
  2885. if(src->type == BL_PC)
  2886. dmg.blewcount = 10;
  2887. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2888. // fall through
  2889. case KN_AUTOCOUNTER:
  2890. case NPC_CRITICALSLASH:
  2891. case TF_DOUBLE:
  2892. case GS_CHAINACTION:
  2893. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,(enum e_damage_type)dmg.type,dmg.damage2);
  2894. break;
  2895. case AS_SPLASHER:
  2896. if( flag&SD_ANIMATION ) // the surrounding targets
  2897. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
  2898. else // the central target doesn't display an animation
  2899. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
  2900. break;
  2901. case WL_HELLINFERNO:
  2902. case SR_EARTHSHAKER:
  2903. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
  2904. break;
  2905. case WL_SOULEXPANSION:
  2906. case WL_COMET:
  2907. case KO_MUCHANAGE:
  2908. case NJ_HUUMA:
  2909. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
  2910. break;
  2911. case WL_CHAINLIGHTNING_ATK:
  2912. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2913. break;
  2914. case LG_OVERBRAND:
  2915. case LG_OVERBRAND_BRANDISH:
  2916. dmg.amotion = status_get_amotion(src) * 2;
  2917. case LG_OVERBRAND_PLUSATK:
  2918. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2919. break;
  2920. case EL_FIRE_BOMB:
  2921. case EL_FIRE_BOMB_ATK:
  2922. case EL_FIRE_WAVE:
  2923. case EL_FIRE_WAVE_ATK:
  2924. case EL_FIRE_MANTLE:
  2925. case EL_CIRCLE_OF_FIRE:
  2926. case EL_FIRE_ARROW:
  2927. case EL_ICE_NEEDLE:
  2928. case EL_WATER_SCREW:
  2929. case EL_WATER_SCREW_ATK:
  2930. case EL_WIND_SLASH:
  2931. case EL_TIDAL_WEAPON:
  2932. case EL_ROCK_CRUSHER:
  2933. case EL_ROCK_CRUSHER_ATK:
  2934. case EL_HURRICANE:
  2935. case EL_HURRICANE_ATK:
  2936. case KO_BAKURETSU:
  2937. case GN_CRAZYWEED_ATK:
  2938. case NC_MAGMA_ERUPTION:
  2939. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2940. break;
  2941. case GN_FIRE_EXPANSION_ACID:
  2942. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, 8);
  2943. break;
  2944. case GN_SLINGITEM_RANGEMELEEATK:
  2945. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2946. break;
  2947. case EL_STONE_RAIN:
  2948. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
  2949. break;
  2950. case WM_SEVERE_RAINSTORM_MELEE:
  2951. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,5);
  2952. break;
  2953. case WM_REVERBERATION_MELEE:
  2954. case WM_REVERBERATION_MAGIC:
  2955. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2956. break;
  2957. case WZ_SIGHTBLASTER:
  2958. case HT_CLAYMORETRAP:
  2959. case HT_BLASTMINE:
  2960. case HT_FLASHER:
  2961. case HT_FREEZINGTRAP:
  2962. case RA_CLUSTERBOMB:
  2963. case RA_FIRINGTRAP:
  2964. case RA_ICEBOUNDTRAP:
  2965. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, 5);
  2966. if( dsrc != src ) // avoid damage display redundancy
  2967. break;
  2968. case HT_LANDMINE:
  2969. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
  2970. break;
  2971. case RL_R_TRIP_PLUSATK:
  2972. case RL_BANISHING_BUSTER:
  2973. case RL_S_STORM:
  2974. case RL_SLUGSHOT:
  2975. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2976. break;
  2977. case AB_DUPLELIGHT_MELEE:
  2978. case AB_DUPLELIGHT_MAGIC:
  2979. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2980. default:
  2981. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2982. type = 5;
  2983. if( bl->type == BL_SKILL ){
  2984. TBL_SKILL *su = (TBL_SKILL*)bl;
  2985. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  2986. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2987. }
  2988. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
  2989. break;
  2990. }
  2991. map_freeblock_lock();
  2992. if (bl->type == BL_PC && skill_id && skill_get_index(skill_id) > 0 && skill_db[skill_get_index(skill_id)]->copyable.option && //Only copy skill that copyable [Cydh]
  2993. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  2994. skill_do_copy(src,bl,skill_id,skill_lv);
  2995. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  2996. { //Skills with can't walk delay also stop normal attacking for that
  2997. //duration when the attack connects. [Skotlex]
  2998. struct unit_data *ud = unit_bl2ud(src);
  2999. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3000. ud->attackabletime = tick + type;
  3001. }
  3002. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3003. // Instant damage
  3004. if( !dmg.amotion ) {
  3005. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD) || skill_id == HW_GRAVITATION) && !shadow_flag )
  3006. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3007. if( !status_isdead(bl) && additional_effects )
  3008. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3009. if( damage > 0 ) //Counter status effects [Skotlex]
  3010. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3011. }
  3012. // Blow!
  3013. if (!(flag&4))
  3014. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3015. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3016. if( dmg.amotion ) {
  3017. if( shadow_flag ) {
  3018. if( !status_isdead(bl) && additional_effects )
  3019. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3020. if( dmg.flag > ATK_BLOCK )
  3021. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3022. } else
  3023. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
  3024. }
  3025. if( tsc && tsc->data[SC_DEVOTION] && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION ) {
  3026. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3027. struct block_list *d_bl = map_id2bl(sce->val1);
  3028. if( d_bl && (
  3029. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3030. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3031. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3032. {
  3033. if(!rmdamage){
  3034. clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  3035. status_fix_damage(NULL,d_bl, damage, 0);
  3036. } else {
  3037. bool isDevotRdamage = false;
  3038. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3039. isDevotRdamage = true;
  3040. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3041. // This check is only for magical skill.
  3042. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3043. clif_damage(bl,(!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  3044. status_fix_damage(bl,(!isDevotRdamage) ? bl : d_bl, damage, 0);
  3045. }
  3046. }
  3047. else {
  3048. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  3049. if( !dmg.amotion )
  3050. status_fix_damage(src,bl,damage,dmg.dmotion);
  3051. }
  3052. }
  3053. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  3054. if( skill_id == RG_INTIMIDATE ) {
  3055. int rate = 50 + skill_lv * 5;
  3056. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3057. if(rnd()%100 < rate)
  3058. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3059. } else if( skill_id == SC_FATALMENACE )
  3060. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  3061. }
  3062. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3063. dmg.flag |= BF_WEAPON;
  3064. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3065. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3066. {
  3067. if (battle_config.left_cardfix_to_right)
  3068. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_, is_infinite_defense(bl,dmg.flag));
  3069. else
  3070. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_, is_infinite_defense(bl,dmg.flag));
  3071. }
  3072. if( damage > 0 ) { // Post-damage effects
  3073. switch( skill_id ) {
  3074. case GC_VENOMPRESSURE: {
  3075. struct status_change *ssc = status_get_sc(src);
  3076. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3077. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  3078. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3079. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3080. }
  3081. }
  3082. break;
  3083. case WM_METALICSOUND:
  3084. status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10)));
  3085. break;
  3086. }
  3087. if( sd )
  3088. skill_onskillusage(sd, bl, skill_id, tick);
  3089. }
  3090. if (!(flag&2) &&
  3091. (
  3092. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  3093. ) &&
  3094. (tsc = status_get_sc(src)) &&
  3095. tsc->data[SC_DOUBLECAST] &&
  3096. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  3097. {
  3098. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3099. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3100. }
  3101. map_freeblock_unlock();
  3102. if ((flag&0x1000000) && rmdamage == 1)
  3103. return 0; //Should return 0 when damage was reflected
  3104. return damage;
  3105. }
  3106. /*==========================================
  3107. * Sub function for recursive skill call.
  3108. * Checking bl battle flag and display damage
  3109. * then call func with source,target,skill_id,skill_lv,tick,flag
  3110. *------------------------------------------*/
  3111. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  3112. int skill_area_sub(struct block_list *bl, va_list ap)
  3113. {
  3114. struct block_list *src;
  3115. uint16 skill_id,skill_lv;
  3116. int flag;
  3117. unsigned int tick;
  3118. SkillFunc func;
  3119. nullpo_ret(bl);
  3120. src = va_arg(ap,struct block_list *);
  3121. skill_id = va_arg(ap,int);
  3122. skill_lv = va_arg(ap,int);
  3123. tick = va_arg(ap,unsigned int);
  3124. flag = va_arg(ap,int);
  3125. func = va_arg(ap,SkillFunc);
  3126. if (flag&BCT_WOS && src == bl)
  3127. return 0;
  3128. if(battle_check_target(src,bl,flag) > 0) {
  3129. // several splash skills need this initial dummy packet to display correctly
  3130. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3131. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  3132. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3133. skill_area_temp[2]++;
  3134. return func(src,bl,skill_id,skill_lv,tick,flag);
  3135. }
  3136. return 0;
  3137. }
  3138. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3139. {
  3140. struct skill_unit *unit;
  3141. uint16 skill_id,g_skill_id;
  3142. unit = (struct skill_unit *)bl;
  3143. if(bl->prev == NULL || bl->type != BL_SKILL)
  3144. return 0;
  3145. if(!unit->alive)
  3146. return 0;
  3147. skill_id = va_arg(ap,int);
  3148. g_skill_id = unit->group->skill_id;
  3149. switch (skill_id) {
  3150. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3151. if(g_skill_id == SA_LANDPROTECTOR)
  3152. break;
  3153. //Fall through
  3154. case MH_STEINWAND:
  3155. case MG_SAFETYWALL:
  3156. case SC_MAELSTROM:
  3157. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3158. return 0;
  3159. break;
  3160. case AL_WARP:
  3161. case HT_SKIDTRAP:
  3162. case MA_SKIDTRAP:
  3163. case HT_LANDMINE:
  3164. case MA_LANDMINE:
  3165. case HT_ANKLESNARE:
  3166. case HT_SHOCKWAVE:
  3167. case HT_SANDMAN:
  3168. case MA_SANDMAN:
  3169. case HT_FLASHER:
  3170. case HT_FREEZINGTRAP:
  3171. case MA_FREEZINGTRAP:
  3172. case HT_BLASTMINE:
  3173. case HT_CLAYMORETRAP:
  3174. case HT_TALKIEBOX:
  3175. case HP_BASILICA:
  3176. case RA_ELECTRICSHOCKER:
  3177. case RA_CLUSTERBOMB:
  3178. case RA_MAGENTATRAP:
  3179. case RA_COBALTTRAP:
  3180. case RA_MAIZETRAP:
  3181. case RA_VERDURETRAP:
  3182. case RA_FIRINGTRAP:
  3183. case RA_ICEBOUNDTRAP:
  3184. case SC_DIMENSIONDOOR:
  3185. case SC_BLOODYLUST:
  3186. case WM_REVERBERATION:
  3187. case GN_THORNS_TRAP:
  3188. case GN_HELLS_PLANT:
  3189. case RL_B_TRAP:
  3190. case SC_ESCAPE:
  3191. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3192. if (skill_id != g_skill_id && !(skill_get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3193. return 0;
  3194. break;
  3195. default: //Avoid stacking with same kind of trap. [Skotlex]
  3196. if (g_skill_id != skill_id)
  3197. return 0;
  3198. break;
  3199. }
  3200. return 1;
  3201. }
  3202. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3203. {
  3204. //Non players do not check for the skill's splash-trigger area.
  3205. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3206. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3207. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3208. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3209. return 0;
  3210. }
  3211. range += layout_type;
  3212. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3213. }
  3214. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3215. {
  3216. uint16 skill_id;
  3217. if(bl->prev == NULL)
  3218. return 0;
  3219. skill_id = va_arg(ap,int);
  3220. if( status_isdead(bl) && skill_id != AL_WARP )
  3221. return 0;
  3222. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3223. return 0;
  3224. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3225. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3226. return 1;
  3227. }
  3228. /**
  3229. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC
  3230. * @param bl Object that casted skill
  3231. * @param x Position x of the target
  3232. * @param y Position y of the target
  3233. * @param skill_id The casted skill
  3234. * @param skill_lv The skill Lv
  3235. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3236. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3237. */
  3238. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3239. {
  3240. int range = 0, type;
  3241. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  3242. if (isNearNPC)
  3243. range = skill_get_splash(skill_id,skill_lv);
  3244. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3245. if (!isNearNPC || !range) {
  3246. switch (skill_id) { // to be expanded later
  3247. case WZ_ICEWALL:
  3248. range = 2;
  3249. break;
  3250. case SC_MANHOLE:
  3251. case GN_HELLS_PLANT:
  3252. range = 0;
  3253. break;
  3254. default: {
  3255. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3256. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3257. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3258. return 0;
  3259. }
  3260. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3261. }
  3262. break;
  3263. }
  3264. }
  3265. //Check the additional range [Cydh]
  3266. if (isNearNPC && skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range)
  3267. range += skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range;
  3268. if (!isNearNPC) { //Doesn't check the NPC range
  3269. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3270. if (bl->type == BL_PC)
  3271. type = BL_CHAR;
  3272. else
  3273. type = BL_PC;
  3274. } else
  3275. type = BL_NPC;
  3276. return (!isNearNPC) ?
  3277. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3278. map_foreachinarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3279. //isNearNPC is used to check range from NPC
  3280. map_foreachinarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3281. }
  3282. /*==========================================
  3283. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3284. * Flag:
  3285. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3286. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3287. *------------------------------------------*/
  3288. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  3289. {
  3290. struct status_data *status;
  3291. struct map_session_data *sd = NULL;
  3292. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3293. uint16 idx;
  3294. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3295. nullpo_ret(bl);
  3296. switch( bl->type )
  3297. {
  3298. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3299. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3300. }
  3301. status = status_get_status_data(bl);
  3302. if( (idx = skill_get_index(skill)) == 0 )
  3303. return 0;
  3304. lv = cap_value(lv, 1, MAX_SKILL_LEVEL);
  3305. // Requirements
  3306. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3307. {
  3308. itemid[i] = skill_db[idx]->require.itemid[i];
  3309. amount[i] = skill_db[idx]->require.amount[i];
  3310. }
  3311. hp = skill_db[idx]->require.hp[lv-1];
  3312. sp = skill_db[idx]->require.sp[lv-1];
  3313. hp_rate = skill_db[idx]->require.hp_rate[lv-1];
  3314. sp_rate = skill_db[idx]->require.sp_rate[lv-1];
  3315. state = skill_db[idx]->require.state;
  3316. if( (mhp = skill_db[idx]->require.mhp[lv-1]) > 0 )
  3317. hp += (status->max_hp * mhp) / 100;
  3318. if( hp_rate > 0 )
  3319. hp += (status->hp * hp_rate) / 100;
  3320. else
  3321. hp += (status->max_hp * (-hp_rate)) / 100;
  3322. if( sp_rate > 0 )
  3323. sp += (status->sp * sp_rate) / 100;
  3324. else
  3325. sp += (status->max_sp * (-sp_rate)) / 100;
  3326. if( bl->type == BL_HOM )
  3327. { // Intimacy Requeriments
  3328. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  3329. switch( skill )
  3330. {
  3331. case HFLI_SBR44:
  3332. if( hd->homunculus.intimacy <= 200 ) // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  3333. return 0;
  3334. break;
  3335. case HVAN_EXPLOSION:
  3336. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  3337. return 0;
  3338. break;
  3339. }
  3340. }
  3341. if( !(type&2) )
  3342. {
  3343. if( hp > 0 && status->hp <= (unsigned int)hp )
  3344. {
  3345. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3346. return 0;
  3347. }
  3348. if( sp > 0 && status->sp <= (unsigned int)sp )
  3349. {
  3350. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3351. return 0;
  3352. }
  3353. }
  3354. if( !type )
  3355. switch( state )
  3356. {
  3357. case ST_MOVE_ENABLE:
  3358. if( !unit_can_move(bl) )
  3359. {
  3360. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3361. return 0;
  3362. }
  3363. break;
  3364. }
  3365. if( !(type&1) )
  3366. return 1;
  3367. // Check item existences
  3368. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3369. {
  3370. index[i] = -1;
  3371. if( itemid[i] < 1 ) continue; // No item
  3372. index[i] = pc_search_inventory(sd, itemid[i]);
  3373. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  3374. {
  3375. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3376. return 0;
  3377. }
  3378. }
  3379. // Consume items
  3380. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3381. {
  3382. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3383. }
  3384. if( type&2 )
  3385. return 1;
  3386. if( sp || hp )
  3387. status_zap(bl, hp, sp);
  3388. return 1;
  3389. }
  3390. /*==========================================
  3391. *
  3392. *------------------------------------------*/
  3393. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3394. {
  3395. switch (skill_id) {
  3396. case RL_QD_SHOT:
  3397. {
  3398. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3399. struct unit_data *ud = unit_bl2ud(src);
  3400. if (ud && ud->target == target->id)
  3401. return 1;
  3402. }
  3403. }
  3404. case RL_D_TAIL:
  3405. case RL_HAMMER_OF_GOD:
  3406. if (src->type != BL_PC)
  3407. return 0;
  3408. {
  3409. struct status_change *tsc = status_get_sc(target);
  3410. // Only counts marked target with SC_C_MARKER by caster
  3411. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  3412. return 0;
  3413. }
  3414. break;
  3415. }
  3416. return 1;
  3417. }
  3418. /*==========================================
  3419. *
  3420. *------------------------------------------*/
  3421. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  3422. {
  3423. struct block_list *src = map_id2bl(id),*target;
  3424. struct unit_data *ud = unit_bl2ud(src);
  3425. struct skill_timerskill *skl;
  3426. int range;
  3427. nullpo_ret(src);
  3428. nullpo_ret(ud);
  3429. skl = ud->skilltimerskill[data];
  3430. nullpo_ret(skl);
  3431. ud->skilltimerskill[data] = NULL;
  3432. do {
  3433. if(src->prev == NULL)
  3434. break; // Source not on Map
  3435. if(skl->target_id) {
  3436. target = map_id2bl(skl->target_id);
  3437. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3438. target = src; //Required since it has to warp.
  3439. if(target == NULL)
  3440. break; // Target offline?
  3441. if(target->prev == NULL)
  3442. break; // Target not on Map
  3443. if(src->m != target->m)
  3444. break; // Different Maps
  3445. if(status_isdead(src)) {
  3446. switch(skl->skill_id) {
  3447. case WL_CHAINLIGHTNING_ATK:
  3448. case WL_TETRAVORTEX_FIRE:
  3449. case WL_TETRAVORTEX_WATER:
  3450. case WL_TETRAVORTEX_WIND:
  3451. case WL_TETRAVORTEX_GROUND:
  3452. // For SR_FLASHCOMBO
  3453. case SR_FLASHCOMBO_ATK_STEP1:
  3454. case SR_FLASHCOMBO_ATK_STEP2:
  3455. case SR_FLASHCOMBO_ATK_STEP3:
  3456. case SR_FLASHCOMBO_ATK_STEP4:
  3457. break; // Exceptions
  3458. default:
  3459. continue; // Caster is Dead
  3460. }
  3461. }
  3462. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3463. break;
  3464. switch(skl->skill_id) {
  3465. case KN_AUTOCOUNTER:
  3466. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3467. break;
  3468. case RG_INTIMIDATE:
  3469. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3470. short x,y;
  3471. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3472. if (target != src && !status_isdead(target))
  3473. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3474. }
  3475. break;
  3476. case BA_FROSTJOKER:
  3477. case DC_SCREAM:
  3478. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3479. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3480. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3481. break;
  3482. case NPC_EARTHQUAKE:
  3483. if( skl->type > 1 )
  3484. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3485. 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);
  3486. skill_area_temp[1] = src->id;
  3487. skill_area_temp[2] = 0;
  3488. 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);
  3489. break;
  3490. case WZ_WATERBALL:
  3491. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3492. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3493. if (!status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKNOREACH)) {
  3494. //Apply canact delay here to prevent hacks (unlimited waterball casting)
  3495. ud->canact_tick = tick + skill_delayfix(src, skl->skill_id, skl->skill_lv);
  3496. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3497. }
  3498. if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) {
  3499. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3500. unit_set_walkdelay(src, tick, WATERBALL_INTERVAL, 1);
  3501. skill_addtimerskill(src,tick+WATERBALL_INTERVAL,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3502. } else {
  3503. struct status_change *sc = status_get_sc(src);
  3504. if(sc) {
  3505. if(sc->data[SC_SPIRIT] &&
  3506. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3507. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3508. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3509. }
  3510. }
  3511. break;
  3512. case WL_CHAINLIGHTNING_ATK: {
  3513. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  3514. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3515. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3516. { // Remaining Chains Hit
  3517. struct block_list *nbl = NULL; // Next Target of Chain
  3518. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  3519. BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one...
  3520. if( nbl == NULL )
  3521. skl->x++;
  3522. else
  3523. skl->x = 0;
  3524. skill_addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
  3525. }
  3526. }
  3527. break;
  3528. case WL_TETRAVORTEX_FIRE:
  3529. case WL_TETRAVORTEX_WATER:
  3530. case WL_TETRAVORTEX_WIND:
  3531. case WL_TETRAVORTEX_GROUND:
  3532. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3533. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3534. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3535. if (skl->type >= 3) { // Final Hit
  3536. if (!status_isdead(target)) { // Final Status Effect
  3537. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3538. applyeffects[4] = { 0, 0, 0, 0 },
  3539. i, j = 0, k = 0;
  3540. for(i = 1; i <= 8; i = i + i) {
  3541. if (skl->x&i) {
  3542. applyeffects[j] = effects[k];
  3543. j++;
  3544. }
  3545. k++;
  3546. }
  3547. if (j) {
  3548. i = applyeffects[rnd()%j];
  3549. status_change_start(src, target, i, 10000, skl->skill_lv,
  3550. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3551. (i == SC_BURNING ? src->id : 0), 0,
  3552. (i == SC_BURNING ? 15000 : (i == SC_FREEZING ? 40000 :
  3553. (i == SC_BLEEDING ? 120000 : 5000))), SCSTART_NONE);
  3554. }
  3555. }
  3556. }
  3557. break;
  3558. case WM_REVERBERATION_MELEE:
  3559. case WM_REVERBERATION_MAGIC:
  3560. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3561. break;
  3562. case SC_FATALMENACE:
  3563. if( src == target ) // Casters Part
  3564. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3565. else { // Target's Part
  3566. short x = skl->x, y = skl->y;
  3567. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  3568. unit_warp(target,-1,x,y,CLR_TELEPORT);
  3569. }
  3570. break;
  3571. case LG_MOONSLASHER:
  3572. case SR_WINDMILL:
  3573. if( target->type == BL_PC ) {
  3574. struct map_session_data *tsd = NULL;
  3575. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3576. pc_setsit(tsd);
  3577. skill_sit(tsd, 1);
  3578. clif_sitting(&tsd->bl);
  3579. }
  3580. }
  3581. break;
  3582. case SR_KNUCKLEARROW:
  3583. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3584. break;
  3585. case GN_SPORE_EXPLOSION:
  3586. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3587. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3588. break;
  3589. case CH_PALMSTRIKE:
  3590. {
  3591. struct status_change* tsc = status_get_sc(target);
  3592. struct status_change* sc = status_get_sc(src);
  3593. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3594. ( sc && sc->option&OPTION_HIDE ) ){
  3595. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0);
  3596. break;
  3597. }
  3598. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3599. break;
  3600. }
  3601. // For SR_FLASHCOMBO
  3602. case SR_FLASHCOMBO_ATK_STEP1:
  3603. case SR_FLASHCOMBO_ATK_STEP2:
  3604. case SR_FLASHCOMBO_ATK_STEP3:
  3605. case SR_FLASHCOMBO_ATK_STEP4:
  3606. if( src->type == BL_PC ) {
  3607. const int use_skill_lv[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW };
  3608. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  3609. break;
  3610. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), use_skill_lv[skl->skill_id-SR_FLASHCOMBO_ATK_STEP1]), tick, 0);
  3611. }
  3612. break;
  3613. case SC_ESCAPE:
  3614. if( skl->type < 4 + skl->skill_lv ) {
  3615. clif_skill_damage(src, src, tick, 0, 0, -30000, 1, skl->skill_id, skl->skill_lv, 5);
  3616. skill_blown(src, src, 1, unit_getdir(src), 0);
  3617. skill_addtimerskill(src, tick + 80, src->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type + 1, 0);
  3618. }
  3619. break;
  3620. case RL_SLUGSHOT:
  3621. if (target->type == BL_PC)
  3622. sc_start(src, target, SC_SITDOWN_FORCE, 100, skl->skill_lv, skill_get_time(skl->skill_id, skl->skill_lv));
  3623. break;
  3624. default:
  3625. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3626. break;
  3627. }
  3628. }
  3629. else {
  3630. if(src->m != skl->map)
  3631. break;
  3632. switch( skl->skill_id )
  3633. {
  3634. case WZ_METEOR:
  3635. if( skl->type >= 0 )
  3636. {
  3637. int x = skl->type>>16, y = skl->type&0xFFFF;
  3638. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  3639. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  3640. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL)
  3641. && !map_getcell(src->m, skl->x, skl->y, CELL_CHKLANDPROTECTOR) )
  3642. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  3643. }
  3644. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3645. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  3646. break;
  3647. case GN_CRAZYWEED_ATK:
  3648. {
  3649. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3650. map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
  3651. }
  3652. case WL_EARTHSTRAIN:
  3653. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3654. break;
  3655. case LG_OVERBRAND_BRANDISH: {
  3656. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3657. int x = src->x, y = src->y;
  3658. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3659. for( i = 0; i < layout->count; i++ )
  3660. map_foreachincell(skill_area_sub,src->m,x+layout->dx[i],y+layout->dy[i],BL_CHAR,src,skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  3661. }
  3662. break;
  3663. case RL_FIRE_RAIN: {
  3664. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3665. map_foreachinarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  3666. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3667. }
  3668. break;
  3669. case RL_FALLEN_ANGEL:
  3670. {
  3671. struct map_session_data *sd = (src->type == BL_PC) ? map_id2sd(src->id): NULL;
  3672. if (sd) {
  3673. if (!skill_check_condition_castend(sd,GS_DESPERADO,skl->skill_lv))
  3674. break;
  3675. sd->state.autocast = 1;
  3676. }
  3677. skill_castend_pos2(src,skl->x,skl->y,GS_DESPERADO,skl->skill_lv,tick,skl->flag);
  3678. if (sd) {
  3679. battle_consume_ammo(sd,GS_DESPERADO,skl->skill_lv);
  3680. sd->state.autocast = 0;
  3681. }
  3682. }
  3683. break;
  3684. case NC_MAGMA_ERUPTION:
  3685. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3686. break;
  3687. }
  3688. }
  3689. } while (0);
  3690. //Free skl now that it is no longer needed.
  3691. ers_free(skill_timer_ers, skl);
  3692. return 0;
  3693. }
  3694. /*==========================================
  3695. *
  3696. *------------------------------------------*/
  3697. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  3698. {
  3699. int i;
  3700. struct unit_data *ud;
  3701. nullpo_retr(1, src);
  3702. if (src->prev == NULL)
  3703. return 0;
  3704. ud = unit_bl2ud(src);
  3705. nullpo_retr(1, ud);
  3706. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3707. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3708. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3709. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3710. ud->skilltimerskill[i]->src_id = src->id;
  3711. ud->skilltimerskill[i]->target_id = target;
  3712. ud->skilltimerskill[i]->skill_id = skill_id;
  3713. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3714. ud->skilltimerskill[i]->map = src->m;
  3715. ud->skilltimerskill[i]->x = x;
  3716. ud->skilltimerskill[i]->y = y;
  3717. ud->skilltimerskill[i]->type = type;
  3718. ud->skilltimerskill[i]->flag = flag;
  3719. return 0;
  3720. }
  3721. /*==========================================
  3722. *
  3723. *------------------------------------------*/
  3724. int skill_cleartimerskill (struct block_list *src)
  3725. {
  3726. int i;
  3727. struct unit_data *ud;
  3728. nullpo_ret(src);
  3729. ud = unit_bl2ud(src);
  3730. nullpo_ret(ud);
  3731. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3732. if(ud->skilltimerskill[i]) {
  3733. switch(ud->skilltimerskill[i]->skill_id) {
  3734. case WL_TETRAVORTEX_FIRE:
  3735. case WL_TETRAVORTEX_WATER:
  3736. case WL_TETRAVORTEX_WIND:
  3737. case WL_TETRAVORTEX_GROUND:
  3738. // For SR_FLASHCOMBO
  3739. case SR_FLASHCOMBO_ATK_STEP1:
  3740. case SR_FLASHCOMBO_ATK_STEP2:
  3741. case SR_FLASHCOMBO_ATK_STEP3:
  3742. case SR_FLASHCOMBO_ATK_STEP4:
  3743. continue;
  3744. }
  3745. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3746. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3747. ud->skilltimerskill[i]=NULL;
  3748. }
  3749. }
  3750. return 1;
  3751. }
  3752. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  3753. struct skill_unit *su = (TBL_SKILL*)bl;
  3754. struct skill_unit_group *sg = NULL;
  3755. nullpo_ret(su);
  3756. if (bl->type != BL_SKILL)
  3757. return 0;
  3758. if (su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION) {
  3759. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3760. su->limit = DIFF_TICK(gettick(), sg->tick);
  3761. sg->unit_id = UNT_USED_TRAPS;
  3762. }
  3763. return 1;
  3764. }
  3765. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  3766. {
  3767. TBL_SKILL *su = (TBL_SKILL*)bl;
  3768. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3769. { //Reveal trap.
  3770. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3771. //clif_changetraplook(bl, su->group->unit_id);
  3772. clif_getareachar_skillunit(&su->bl, su, AREA, 0);
  3773. return 1;
  3774. }
  3775. return 0;
  3776. }
  3777. /*==========================================
  3778. *
  3779. *
  3780. *------------------------------------------*/
  3781. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3782. {
  3783. struct map_session_data *sd = NULL;
  3784. struct status_data *tstatus;
  3785. struct status_change *sc, *tsc;
  3786. if (skill_id > 0 && !skill_lv) return 0;
  3787. nullpo_retr(1, src);
  3788. nullpo_retr(1, bl);
  3789. if (src->m != bl->m)
  3790. return 1;
  3791. if (bl->prev == NULL)
  3792. return 1;
  3793. sd = BL_CAST(BL_PC, src);
  3794. if (status_isdead(bl))
  3795. return 1;
  3796. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  3797. { //GTB makes all targetted magic display miss with a single bolt.
  3798. sc_type sct = status_skill2sc(skill_id);
  3799. if(sct != SC_NONE)
  3800. status_change_end(bl, sct, INVALID_TIMER);
  3801. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
  3802. return 1;
  3803. }
  3804. sc = status_get_sc(src);
  3805. tsc = status_get_sc(bl);
  3806. if (sc && !sc->count)
  3807. sc = NULL; //Unneeded
  3808. if (tsc && !tsc->count)
  3809. tsc = NULL;
  3810. tstatus = status_get_status_data(bl);
  3811. map_freeblock_lock();
  3812. switch(skill_id) {
  3813. case MER_CRASH:
  3814. case SM_BASH:
  3815. case MS_BASH:
  3816. case MC_MAMMONITE:
  3817. case TF_DOUBLE:
  3818. case AC_DOUBLE:
  3819. case MA_DOUBLE:
  3820. case AS_SONICBLOW:
  3821. case KN_PIERCE:
  3822. case ML_PIERCE:
  3823. case KN_SPEARBOOMERANG:
  3824. case TF_POISON:
  3825. case TF_SPRINKLESAND:
  3826. case AC_CHARGEARROW:
  3827. case MA_CHARGEARROW:
  3828. case RG_INTIMIDATE:
  3829. case AM_ACIDTERROR:
  3830. case BA_MUSICALSTRIKE:
  3831. case DC_THROWARROW:
  3832. case BA_DISSONANCE:
  3833. case CR_HOLYCROSS:
  3834. case NPC_DARKCROSS:
  3835. case CR_SHIELDCHARGE:
  3836. case CR_SHIELDBOOMERANG:
  3837. case NPC_PIERCINGATT:
  3838. case NPC_MENTALBREAKER:
  3839. case NPC_RANGEATTACK:
  3840. case NPC_CRITICALSLASH:
  3841. case NPC_COMBOATTACK:
  3842. case NPC_GUIDEDATTACK:
  3843. case NPC_POISON:
  3844. case NPC_RANDOMATTACK:
  3845. case NPC_WATERATTACK:
  3846. case NPC_GROUNDATTACK:
  3847. case NPC_FIREATTACK:
  3848. case NPC_WINDATTACK:
  3849. case NPC_POISONATTACK:
  3850. case NPC_HOLYATTACK:
  3851. case NPC_DARKNESSATTACK:
  3852. case NPC_TELEKINESISATTACK:
  3853. case NPC_UNDEADATTACK:
  3854. case NPC_ARMORBRAKE:
  3855. case NPC_WEAPONBRAKER:
  3856. case NPC_HELMBRAKE:
  3857. case NPC_SHIELDBRAKE:
  3858. case NPC_BLINDATTACK:
  3859. case NPC_SILENCEATTACK:
  3860. case NPC_STUNATTACK:
  3861. case NPC_PETRIFYATTACK:
  3862. case NPC_CURSEATTACK:
  3863. case NPC_SLEEPATTACK:
  3864. case LK_AURABLADE:
  3865. case LK_SPIRALPIERCE:
  3866. case ML_SPIRALPIERCE:
  3867. case LK_HEADCRUSH:
  3868. case CG_ARROWVULCAN:
  3869. case HW_MAGICCRASHER:
  3870. case ITM_TOMAHAWK:
  3871. case CH_CHAINCRUSH:
  3872. case CH_TIGERFIST:
  3873. case PA_SHIELDCHAIN: // Shield Chain
  3874. case PA_SACRIFICE:
  3875. case WS_CARTTERMINATION: // Cart Termination
  3876. case AS_VENOMKNIFE:
  3877. case HT_PHANTASMIC:
  3878. case TK_DOWNKICK:
  3879. case TK_COUNTER:
  3880. case GS_CHAINACTION:
  3881. case GS_TRIPLEACTION:
  3882. #ifndef RENEWAL
  3883. case GS_MAGICALBULLET:
  3884. #endif
  3885. case GS_TRACKING:
  3886. case GS_PIERCINGSHOT:
  3887. case GS_RAPIDSHOWER:
  3888. case GS_DUST:
  3889. case GS_DISARM: // Added disarm. [Reddozen]
  3890. case GS_FULLBUSTER:
  3891. case NJ_SYURIKEN:
  3892. case NJ_KUNAI:
  3893. #ifndef RENEWAL
  3894. case ASC_BREAKER:
  3895. #endif
  3896. case HFLI_MOON: //[orn]
  3897. case HFLI_SBR44: //[orn]
  3898. case NPC_BLEEDING:
  3899. case NPC_CRITICALWOUND:
  3900. case NPC_HELLPOWER:
  3901. case RK_SONICWAVE:
  3902. case AB_DUPLELIGHT_MELEE:
  3903. case RA_AIMEDBOLT:
  3904. case NC_AXEBOOMERANG:
  3905. case NC_POWERSWING:
  3906. case NC_MAGMA_ERUPTION:
  3907. case GC_CROSSIMPACT:
  3908. case GC_VENOMPRESSURE:
  3909. case SC_TRIANGLESHOT:
  3910. case SC_FEINTBOMB:
  3911. case LG_BANISHINGPOINT:
  3912. case LG_SHIELDPRESS:
  3913. case LG_RAGEBURST:
  3914. case LG_RAYOFGENESIS:
  3915. case LG_HESPERUSLIT:
  3916. case LG_OVERBRAND:
  3917. case LG_OVERBRAND_BRANDISH:
  3918. case SR_FALLENEMPIRE:
  3919. case SR_FLASHCOMBO_ATK_STEP2:
  3920. case SR_CRESCENTELBOW_AUTOSPELL:
  3921. case SR_GATEOFHELL:
  3922. case SR_GENTLETOUCH_QUIET:
  3923. case WM_SEVERE_RAINSTORM_MELEE:
  3924. case WM_GREAT_ECHO:
  3925. case GN_SLINGITEM_RANGEMELEEATK:
  3926. case KO_SETSUDAN:
  3927. case GC_DARKCROW:
  3928. case RL_MASS_SPIRAL:
  3929. case RL_SLUGSHOT:
  3930. case RL_AM_BLAST:
  3931. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3932. break;
  3933. case NC_BOOSTKNUCKLE:
  3934. case NC_PILEBUNKER:
  3935. case NC_COLDSLOWER:
  3936. if (sd)
  3937. pc_overheat(sd, 1);
  3938. case MO_TRIPLEATTACK:
  3939. case RK_WINDCUTTER:
  3940. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  3941. break;
  3942. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3943. switch( rnd()%6 ){
  3944. case 0: flag |= BREAK_ANKLE; break;
  3945. case 1: flag |= BREAK_WRIST; break;
  3946. case 2: flag |= BREAK_KNEE; break;
  3947. case 3: flag |= BREAK_SHOULDER; break;
  3948. case 4: flag |= BREAK_WAIST; break;
  3949. case 5: flag |= BREAK_NECK; break;
  3950. }
  3951. //TODO: is there really no cleaner way to do this?
  3952. sc = status_get_sc(bl);
  3953. if (sc) sc->jb_flag = flag;
  3954. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3955. break;
  3956. case MO_COMBOFINISH:
  3957. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3958. { //Becomes a splash attack when Soul Linked.
  3959. map_foreachinrange(skill_area_sub, bl,
  3960. skill_get_splash(skill_id, skill_lv),splash_target(src),
  3961. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  3962. skill_castend_damage_id);
  3963. } else
  3964. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3965. break;
  3966. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3967. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3968. skill_area_temp[1] = 0;
  3969. map_foreachinrange(skill_attack_area, src,
  3970. skill_get_splash(skill_id, skill_lv), splash_target(src),
  3971. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  3972. break;
  3973. case KN_CHARGEATK:
  3974. {
  3975. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3976. unsigned int dist = distance_bl(src, bl);
  3977. uint8 dir = map_calc_dir(bl, src->x, src->y);
  3978. // teleport to target (if not on WoE grounds)
  3979. if (!map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1))
  3980. clif_blown(src);
  3981. // cause damage and knockback if the path to target was a straight one
  3982. if (path) {
  3983. dist = cap_value(dist, 0, 9);
  3984. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
  3985. skill_blown(src, bl, dist, dir, 0);
  3986. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3987. // make the caster look in the direction of the target
  3988. unit_setdir(src, (dir+4)%8);
  3989. }
  3990. }
  3991. break;
  3992. case NC_FLAMELAUNCHER:
  3993. if (sd) pc_overheat(sd,1);
  3994. case SN_SHARPSHOOTING:
  3995. case MA_SHARPSHOOTING:
  3996. case NJ_KAMAITACHI:
  3997. case LG_CANNONSPEAR:
  3998. //It won't shoot through walls since on castend there has to be a direct
  3999. //line of sight between caster and target.
  4000. skill_area_temp[1] = bl->id;
  4001. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  4002. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  4003. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  4004. break;
  4005. case NPC_ACIDBREATH:
  4006. case NPC_DARKNESSBREATH:
  4007. case NPC_FIREBREATH:
  4008. case NPC_ICEBREATH:
  4009. case NPC_THUNDERBREATH:
  4010. skill_area_temp[1] = bl->id;
  4011. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  4012. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  4013. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  4014. break;
  4015. case MO_INVESTIGATE:
  4016. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4017. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4018. break;
  4019. case RG_BACKSTAP:
  4020. {
  4021. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4022. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  4023. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4024. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4025. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4026. unit_setdir(bl,dir);
  4027. }
  4028. else if (sd)
  4029. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4030. }
  4031. break;
  4032. case MO_FINGEROFFENSIVE:
  4033. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4034. if (battle_config.finger_offensive_type && sd) {
  4035. int i;
  4036. for (i = 1; i < sd->spiritball_old; i++)
  4037. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4038. }
  4039. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4040. break;
  4041. case MO_CHAINCOMBO:
  4042. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4043. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4044. break;
  4045. #ifndef RENEWAL
  4046. case NJ_ISSEN:
  4047. #endif
  4048. case MO_EXTREMITYFIST:
  4049. {
  4050. struct block_list *mbl = bl; // For NJ_ISSEN
  4051. short x, y, i = 2; // Move 2 cells (From target)
  4052. short dir = map_calc_dir(src,bl->x,bl->y);
  4053. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4054. if (skill_id == MO_EXTREMITYFIST) {
  4055. status_set_sp(src, 0, 0);
  4056. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  4057. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4058. #ifdef RENEWAL
  4059. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4060. #endif
  4061. } else {
  4062. status_set_hp(src, 1, 0);
  4063. status_change_end(src, SC_NEN, INVALID_TIMER);
  4064. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4065. }
  4066. if (skill_id == MO_EXTREMITYFIST) {
  4067. mbl = src; // For MO_EXTREMITYFIST
  4068. i = 3; // Move 3 cells (From caster)
  4069. }
  4070. if (dir > 0 && dir < 4)
  4071. x = -i;
  4072. else if (dir > 4)
  4073. x = i;
  4074. else
  4075. x = 0;
  4076. if (dir > 2 && dir < 6)
  4077. y = -i;
  4078. else if (dir == 7 || dir < 2)
  4079. y = i;
  4080. else
  4081. y = 0;
  4082. // Ashura Strike still has slide effect in GVG
  4083. if ((mbl == src || (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground)) &&
  4084. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4085. clif_blown(src);
  4086. clif_spiritball(src);
  4087. }
  4088. }
  4089. break;
  4090. case HT_POWER:
  4091. if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT )
  4092. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4093. break;
  4094. //Splash attack skills.
  4095. case AS_GRIMTOOTH:
  4096. case MC_CARTREVOLUTION:
  4097. case NPC_SPLASHATTACK:
  4098. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4099. case AS_SPLASHER:
  4100. case HT_BLITZBEAT:
  4101. case AC_SHOWER:
  4102. case MA_SHOWER:
  4103. case MG_NAPALMBEAT:
  4104. case MG_FIREBALL:
  4105. case RG_RAID:
  4106. case HW_NAPALMVULCAN:
  4107. case NJ_HUUMA:
  4108. case NJ_BAKUENRYU:
  4109. case ASC_METEORASSAULT:
  4110. case GS_DESPERADO:
  4111. case GS_SPREADATTACK:
  4112. case NPC_EARTHQUAKE:
  4113. case NPC_PULSESTRIKE:
  4114. case NPC_HELLJUDGEMENT:
  4115. case NPC_VAMPIRE_GIFT:
  4116. case RK_IGNITIONBREAK:
  4117. case AB_JUDEX:
  4118. case WL_SOULEXPANSION:
  4119. case WL_CRIMSONROCK:
  4120. case WL_JACKFROST:
  4121. case RA_ARROWSTORM:
  4122. case RA_WUGDASH:
  4123. case NC_VULCANARM:
  4124. case NC_SELFDESTRUCTION:
  4125. case NC_AXETORNADO:
  4126. case GC_ROLLINGCUTTER:
  4127. case GC_COUNTERSLASH:
  4128. case LG_MOONSLASHER:
  4129. case LG_EARTHDRIVE:
  4130. case SR_RAMPAGEBLASTER:
  4131. case SR_SKYNETBLOW:
  4132. case SR_FLASHCOMBO_ATK_STEP4:
  4133. case SR_WINDMILL:
  4134. case SR_RIDEINLIGHTNING:
  4135. case WM_REVERBERATION_MELEE:
  4136. case WM_REVERBERATION_MAGIC:
  4137. case SO_VARETYR_SPEAR:
  4138. case GN_CART_TORNADO:
  4139. case GN_CARTCANNON:
  4140. case KO_HAPPOKUNAI:
  4141. case KO_HUUMARANKA:
  4142. case KO_MUCHANAGE:
  4143. case KO_BAKURETSU:
  4144. case GN_ILLUSIONDOPING:
  4145. case RL_FIREDANCE:
  4146. case RL_BANISHING_BUSTER:
  4147. case RL_S_STORM:
  4148. case RL_R_TRIP:
  4149. case MH_XENO_SLASHER:
  4150. case NC_ARMSCANNON:
  4151. if( flag&1 ) {//Recursive invocation
  4152. int sflag = skill_area_temp[0] & 0xFFF;
  4153. int heal = 0;
  4154. if( flag&SD_LEVEL )
  4155. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4156. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  4157. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4158. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4159. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  4160. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4161. status_heal(src,heal,0,0);
  4162. }
  4163. } else {
  4164. int starget = splash_target(src);
  4165. skill_area_temp[0] = 0;
  4166. skill_area_temp[1] = bl->id;
  4167. skill_area_temp[2] = 0;
  4168. switch ( skill_id ) {
  4169. case NJ_BAKUENRYU:
  4170. case LG_EARTHDRIVE:
  4171. case GN_CARTCANNON:
  4172. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4173. break;
  4174. case LG_MOONSLASHER:
  4175. case MH_XENO_SLASHER:
  4176. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4177. break;
  4178. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  4179. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  4180. break;
  4181. case WM_REVERBERATION_MELEE:
  4182. case WM_REVERBERATION_MAGIC:
  4183. skill_area_temp[1] = 0;
  4184. starget = BL_CHAR;
  4185. break;
  4186. case WL_CRIMSONROCK:
  4187. skill_area_temp[4] = bl->x;
  4188. skill_area_temp[5] = bl->y;
  4189. break;
  4190. case NC_VULCANARM:
  4191. case NC_ARMSCANNON:
  4192. if (sd)
  4193. pc_overheat(sd, 1);
  4194. break;
  4195. }
  4196. // if skill damage should be split among targets, count them
  4197. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4198. //special case: Venom Splasher uses a different range for searching than for splashing
  4199. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  4200. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  4201. // recursive invocation of skill_castend_damage_id() with flag|1
  4202. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4203. if( skill_id == AS_SPLASHER ) {
  4204. map_freeblock_unlock(); // Don't consume a second gemstone.
  4205. return 0;
  4206. }
  4207. }
  4208. break;
  4209. case WL_COMET:
  4210. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  4211. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4212. break;
  4213. case SM_MAGNUM:
  4214. case MS_MAGNUM:
  4215. if( flag&1 ) {
  4216. //Damage depends on distance, so add it to flag if it is > 1
  4217. // Cannot hit hidden targets
  4218. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|distance_bl(src, bl));
  4219. }
  4220. break;
  4221. case KN_BRANDISHSPEAR:
  4222. case ML_BRANDISH:
  4223. //Coded apart for it needs the flag passed to the damage calculation.
  4224. if (skill_area_temp[1] != bl->id)
  4225. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4226. else
  4227. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4228. break;
  4229. case KN_BOWLINGBASH:
  4230. case MS_BOWLINGBASH:
  4231. {
  4232. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4233. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4234. c = (skill_lv-(flag&0xFFF)+1)/2;
  4235. // Determine the Bowling Bash area depending on configuration
  4236. if (battle_config.bowling_bash_area == 0) {
  4237. // Gutter line system
  4238. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4239. if(min_x < 0) min_x = 0;
  4240. max_x = min_x + 39;
  4241. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4242. if(min_y < 0) min_y = 0;
  4243. max_y = min_y + 39;
  4244. } else if (battle_config.bowling_bash_area == 1) {
  4245. // Gutter line system without demi gutter bug
  4246. min_x = src->x - (src->x)%40;
  4247. max_x = min_x + 39;
  4248. min_y = src->y - (src->y)%40;
  4249. max_y = min_y + 39;
  4250. } else {
  4251. // Area around caster
  4252. min_x = src->x - battle_config.bowling_bash_area;
  4253. max_x = src->x + battle_config.bowling_bash_area;
  4254. min_y = src->y - battle_config.bowling_bash_area;
  4255. max_y = src->y + battle_config.bowling_bash_area;
  4256. }
  4257. // Initialization, break checks, direction
  4258. if((flag&0xFFF) > 0) {
  4259. // Ignore monsters outside area
  4260. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4261. break;
  4262. // Ignore monsters already in list
  4263. if(idb_exists(bowling_db, bl->id))
  4264. break;
  4265. // Random direction
  4266. dir = rnd()%8;
  4267. } else {
  4268. // Create an empty list of already hit targets
  4269. db_clear(bowling_db);
  4270. // Direction is walkpath
  4271. dir = (unit_getdir(src)+4)%8;
  4272. }
  4273. // Add current target to the list of already hit targets
  4274. idb_put(bowling_db, bl->id, bl);
  4275. // Keep moving target in direction square by square
  4276. tx = bl->x;
  4277. ty = bl->y;
  4278. for(i=0;i<c;i++) {
  4279. // Target coordinates (get changed even if knockback fails)
  4280. tx -= dirx[dir];
  4281. ty -= diry[dir];
  4282. // If target cell is a wall then break
  4283. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4284. break;
  4285. skill_blown(src,bl,1,dir,0);
  4286. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4287. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4288. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4289. (map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  4290. // Recursive call
  4291. map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  4292. // Self-collision
  4293. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4294. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4295. break;
  4296. }
  4297. }
  4298. // Original hit or chain hit depending on flag
  4299. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4300. }
  4301. break;
  4302. case KN_SPEARSTAB:
  4303. if(flag&1) {
  4304. if (bl->id==skill_area_temp[1])
  4305. break;
  4306. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4307. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4308. } else {
  4309. int x=bl->x,y=bl->y,i,dir;
  4310. dir = map_calc_dir(bl,src->x,src->y);
  4311. skill_area_temp[1] = bl->id;
  4312. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4313. // all the enemies between the caster and the target are hit, as well as the target
  4314. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4315. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4316. for (i=0;i<4;i++) {
  4317. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4318. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4319. x += dirx[dir];
  4320. y += diry[dir];
  4321. }
  4322. }
  4323. break;
  4324. case TK_TURNKICK:
  4325. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4326. {
  4327. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4328. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4329. map_foreachinrange(skill_area_sub,bl,
  4330. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4331. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4332. skill_castend_nodamage_id);
  4333. }
  4334. break;
  4335. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4336. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4337. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0); //Display an absorbed damage attack.
  4338. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4339. break;
  4340. case PR_TURNUNDEAD:
  4341. case ALL_RESURRECTION:
  4342. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4343. break;
  4344. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4345. break;
  4346. case MG_SOULSTRIKE:
  4347. case NPC_DARKSTRIKE:
  4348. case MG_COLDBOLT:
  4349. case MG_FIREBOLT:
  4350. case MG_LIGHTNINGBOLT:
  4351. case WZ_EARTHSPIKE:
  4352. case AL_HEAL:
  4353. case AL_HOLYLIGHT:
  4354. case WZ_JUPITEL:
  4355. case NPC_DARKTHUNDER:
  4356. case PR_ASPERSIO:
  4357. case MG_FROSTDIVER:
  4358. case WZ_SIGHTBLASTER:
  4359. case WZ_SIGHTRASHER:
  4360. case NJ_KOUENKA:
  4361. case NJ_HYOUSENSOU:
  4362. case NJ_HUUJIN:
  4363. case AB_ADORAMUS:
  4364. case AB_RENOVATIO:
  4365. case AB_HIGHNESSHEAL:
  4366. case AB_DUPLELIGHT_MAGIC:
  4367. case WM_METALICSOUND:
  4368. case KO_KAIHOU:
  4369. case MH_ERASER_CUTTER:
  4370. case RL_B_TRAP:
  4371. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4372. break;
  4373. case NPC_MAGICALATTACK:
  4374. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4375. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4376. break;
  4377. case HVAN_CAPRICE: //[blackhole89]
  4378. {
  4379. int ran=rnd()%4;
  4380. int sid = 0;
  4381. switch(ran)
  4382. {
  4383. case 0: sid=MG_COLDBOLT; break;
  4384. case 1: sid=MG_FIREBOLT; break;
  4385. case 2: sid=MG_LIGHTNINGBOLT; break;
  4386. case 3: sid=WZ_EARTHSPIKE; break;
  4387. }
  4388. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4389. }
  4390. break;
  4391. case WZ_WATERBALL:
  4392. {
  4393. int range = skill_lv / 2;
  4394. int maxlv = skill_get_max(skill_id); // learnable level
  4395. int count = 0;
  4396. int x, y;
  4397. struct skill_unit* unit;
  4398. if( skill_lv > maxlv )
  4399. {
  4400. if( src->type == BL_MOB && skill_lv == 10 )
  4401. range = 4;
  4402. else
  4403. range = maxlv / 2;
  4404. }
  4405. for( y = src->y - range; y <= src->y + range; ++y )
  4406. for( x = src->x - range; x <= src->x + range; ++x )
  4407. {
  4408. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  4409. {
  4410. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  4411. count++; // natural water cell
  4412. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
  4413. {
  4414. count++; // skill-induced water cell
  4415. skill_delunit(unit); // consume cell
  4416. }
  4417. }
  4418. }
  4419. if( count > (10000/WATERBALL_INTERVAL)+1 ) //Waterball has a max duration of 10 seconds [Playtester]
  4420. count = (10000/WATERBALL_INTERVAL)+1;
  4421. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  4422. skill_addtimerskill(src,tick+WATERBALL_INTERVAL,bl->id,0,0,skill_id,skill_lv,count-1,flag);
  4423. }
  4424. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4425. break;
  4426. case PR_BENEDICTIO:
  4427. //Should attack undead and demons. [Skotlex]
  4428. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4429. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4430. break;
  4431. case SL_SMA:
  4432. status_change_end(src, SC_SMA, INVALID_TIMER);
  4433. case SL_STIN:
  4434. case SL_STUN:
  4435. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4436. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4437. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4438. break;
  4439. }
  4440. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4441. break;
  4442. case NPC_DARKBREATH:
  4443. clif_emotion(src,E_AG);
  4444. case SN_FALCONASSAULT:
  4445. case PA_PRESSURE:
  4446. case CR_ACIDDEMONSTRATION:
  4447. case TF_THROWSTONE:
  4448. #ifdef RENEWAL
  4449. case ASC_BREAKER:
  4450. case GS_MAGICALBULLET:
  4451. #endif
  4452. case NPC_SMOKING:
  4453. case GS_FLING:
  4454. case NJ_ZENYNAGE:
  4455. case GN_THORNS_TRAP:
  4456. case GN_HELLS_PLANT_ATK:
  4457. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4458. break;
  4459. #ifdef RENEWAL
  4460. case NJ_ISSEN: {
  4461. short x, y;
  4462. short dir = map_calc_dir(src, bl->x, bl->y);
  4463. // Move 2 cells (From target)
  4464. if (dir > 0 && dir < 4)
  4465. x = -2;
  4466. else if (dir > 4)
  4467. x = 2;
  4468. else
  4469. x = 0;
  4470. if (dir > 2 && dir < 6)
  4471. y = -2;
  4472. else if (dir == 7 || dir < 2)
  4473. y = 2;
  4474. else
  4475. y = 0;
  4476. // Doesn't have slide effect in GVG
  4477. if (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x + x, bl->y + y, 1, 1)) {
  4478. clif_blown(src);
  4479. clif_spiritball(src);
  4480. }
  4481. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4482. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  4483. status_change_end(src, SC_NEN, INVALID_TIMER);
  4484. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4485. }
  4486. break;
  4487. #endif
  4488. case RK_DRAGONBREATH_WATER:
  4489. case RK_DRAGONBREATH: {
  4490. struct status_change *tsc2 = NULL;
  4491. if( (tsc2 = status_get_sc(bl)) && (tsc2->data[SC_HIDING] )) {
  4492. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4493. } else
  4494. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4495. }
  4496. break;
  4497. case NPC_SELFDESTRUCTION: {
  4498. struct status_change *tsc2 = NULL;
  4499. if( (tsc2 = status_get_sc(bl)) && tsc2->data[SC_HIDING] )
  4500. break;
  4501. }
  4502. case HVAN_EXPLOSION:
  4503. if (src != bl)
  4504. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4505. break;
  4506. // Celest
  4507. case PF_SOULBURN:
  4508. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4509. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4510. if (skill_lv == 5)
  4511. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4512. status_percent_damage(src, bl, 0, 100, false);
  4513. } else {
  4514. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4515. if (skill_lv == 5)
  4516. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4517. status_percent_damage(src, src, 0, 100, false);
  4518. }
  4519. break;
  4520. case NPC_BLOODDRAIN:
  4521. case NPC_ENERGYDRAIN:
  4522. {
  4523. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4524. src, src, bl, skill_id, skill_lv, tick, flag);
  4525. if (heal > 0){
  4526. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4527. status_heal(src, heal, 0, 0);
  4528. }
  4529. }
  4530. break;
  4531. case GS_BULLSEYE:
  4532. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4533. break;
  4534. case NJ_KASUMIKIRI:
  4535. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4536. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4537. break;
  4538. case NJ_KIRIKAGE:
  4539. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  4540. { //You don't move on GVG grounds.
  4541. short x, y;
  4542. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4543. if (unit_movepos(src, x, y, 0, 0)) {
  4544. clif_blown(src);
  4545. }
  4546. }
  4547. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4548. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4549. break;
  4550. case RK_HUNDREDSPEAR:
  4551. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4552. if(rnd()%100 < (10 + 3*skill_lv)) {
  4553. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  4554. if( !skill_req )
  4555. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4556. skill_blown(src,bl,6,-1,0);
  4557. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4558. }
  4559. break;
  4560. case RK_PHANTOMTHRUST:
  4561. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  4562. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4563. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  4564. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  4565. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4566. break;
  4567. case RK_STORMBLAST:
  4568. if( flag&1 )
  4569. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4570. else {
  4571. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4572. map_foreachinrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  4573. }
  4574. break;
  4575. case GC_DARKILLUSION:
  4576. {
  4577. short x, y;
  4578. short dir = map_calc_dir(src,bl->x,bl->y);
  4579. if( dir > 0 && dir < 4) x = 2;
  4580. else if( dir > 4 ) x = -2;
  4581. else x = 0;
  4582. if( dir > 2 && dir < 6 ) y = 2;
  4583. else if( dir == 7 || dir < 2 ) y = -2;
  4584. else y = 0;
  4585. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  4586. clif_blown(src);
  4587. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4588. if( rnd()%100 < 4 * skill_lv )
  4589. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  4590. }
  4591. }
  4592. break;
  4593. case GC_WEAPONCRUSH:
  4594. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  4595. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4596. else if( sd )
  4597. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  4598. break;
  4599. case GC_CROSSRIPPERSLASHER:
  4600. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  4601. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  4602. else
  4603. {
  4604. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4605. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  4606. }
  4607. break;
  4608. case GC_PHANTOMMENACE:
  4609. if( flag&1 )
  4610. { // Only Hits Invisible Targets
  4611. struct status_change *tsc2 = status_get_sc(bl);
  4612. if(tsc2 && (tsc2->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc2->data[SC__INVISIBILITY]) )
  4613. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4614. }
  4615. break;
  4616. case WL_CHAINLIGHTNING:
  4617. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4618. skill_addtimerskill(src,tick + status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
  4619. break;
  4620. case WL_DRAINLIFE:
  4621. {
  4622. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4623. int rate = 70 + 5 * skill_lv;
  4624. heal = heal * (5 + 5 * skill_lv) / 100;
  4625. if( bl->type == BL_SKILL )
  4626. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4627. if( heal && rnd()%100 < rate )
  4628. {
  4629. status_heal(src, heal, 0, 0);
  4630. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4631. }
  4632. }
  4633. break;
  4634. case WL_TETRAVORTEX:
  4635. if( sd && sc ) { // No SC? No spheres
  4636. int spheres[5] = { 0, 0, 0, 0, 0 },
  4637. positions[5] = {-1,-1,-1,-1,-1 },
  4638. i, j = 0, k, subskill = 0;
  4639. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4640. if( sc->data[i] ) {
  4641. spheres[j] = i;
  4642. positions[j] = sc->data[i]->val2;
  4643. j++;
  4644. }
  4645. // Sphere Sort, this time from new to old
  4646. for( i = 0; i <= j - 2; i++ )
  4647. for( k = i + 1; k <= j - 1; k++ )
  4648. if( positions[i] < positions[k] ) {
  4649. swap(positions[i],positions[k]);
  4650. swap(spheres[i],spheres[k]);
  4651. }
  4652. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  4653. status_change_end(src, spheres[4], INVALID_TIMER);
  4654. j = 4;
  4655. }
  4656. k = 0;
  4657. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  4658. switch( sc->data[spheres[i]]->val1 ) {
  4659. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  4660. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  4661. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  4662. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  4663. }
  4664. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  4665. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  4666. status_change_end(src, spheres[i], INVALID_TIMER);
  4667. }
  4668. }
  4669. break;
  4670. case WL_RELEASE:
  4671. if( sd )
  4672. {
  4673. int i;
  4674. // Priority is to release SpellBook
  4675. if( sc && sc->data[SC_FREEZE_SP] )
  4676. { // SpellBook
  4677. uint16 pres_skill_id, pres_skill_lv, point, s = 0;
  4678. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  4679. int cooldown;
  4680. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  4681. if( sc->data[i] ) spell[s++] = i;
  4682. if ( s == 0 )
  4683. break;
  4684. i = spell[s==1?0:rnd()%s];// Random select of spell to be released.
  4685. if(sc->data[i] ){// Now extract the data from the preserved spell
  4686. pres_skill_id = sc->data[i]->val1;
  4687. pres_skill_lv = sc->data[i]->val2;
  4688. point = sc->data[i]->val3;
  4689. status_change_end(src, (sc_type)i, INVALID_TIMER);
  4690. }else //something went wrong :(
  4691. break;
  4692. if( sc->data[SC_FREEZE_SP]->val2 > point )
  4693. sc->data[SC_FREEZE_SP]->val2 -= point;
  4694. else // Last spell to be released
  4695. status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
  4696. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  4697. clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
  4698. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  4699. break;
  4700. // Get the requirement for the preserved skill
  4701. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  4702. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  4703. skill_toggle_magicpower(src, pres_skill_id);
  4704. switch( skill_get_casttype(pres_skill_id) )
  4705. {
  4706. case CAST_GROUND:
  4707. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  4708. break;
  4709. case CAST_NODAMAGE:
  4710. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4711. break;
  4712. case CAST_DAMAGE:
  4713. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4714. break;
  4715. }
  4716. sd->ud.canact_tick = tick + skill_delayfix(src, pres_skill_id, pres_skill_lv);
  4717. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  4718. cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  4719. if( cooldown )
  4720. skill_blockpc_start(sd, pres_skill_id, cooldown);
  4721. }
  4722. else
  4723. { // Summon Balls
  4724. int j = 0, k;
  4725. int spheres[5] = { 0, 0, 0, 0, 0 },
  4726. positions[5] = {-1,-1,-1,-1,-1 };
  4727. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4728. if( sc && sc->data[i] )
  4729. {
  4730. spheres[j] = i;
  4731. positions[j] = sc->data[i]->val2;
  4732. sc->data[i]->val2--; // Prepares for next position
  4733. j++;
  4734. }
  4735. if( j == 0 )
  4736. { // No Spheres
  4737. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  4738. break;
  4739. }
  4740. // Sphere Sort
  4741. for( i = 0; i <= j - 2; i++ )
  4742. for( k = i + 1; k <= j - 1; k++ )
  4743. if( positions[i] > positions[k] )
  4744. {
  4745. swap(positions[i],positions[k]);
  4746. swap(spheres[i],spheres[k]);
  4747. }
  4748. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  4749. for( i = 0; i < j; i++ )
  4750. {
  4751. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  4752. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  4753. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  4754. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  4755. }
  4756. clif_skill_nodamage(src,bl,skill_id,0,1);
  4757. }
  4758. }
  4759. break;
  4760. case WL_FROSTMISTY:
  4761. // Causes Freezing status through walls.
  4762. sc_start(src,bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
  4763. // Doesn't deal damage through non-shootable walls.
  4764. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  4765. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4766. break;
  4767. case WL_HELLINFERNO:
  4768. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4769. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  4770. break;
  4771. case RA_WUGSTRIKE:
  4772. if( sd && pc_isridingwug(sd) ){
  4773. short x[8]={0,-1,-1,-1,0,1,1,1};
  4774. short y[8]={1,1,0,-1,-1,-1,0,1};
  4775. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4776. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  4777. clif_blown(src);
  4778. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4779. }
  4780. break;
  4781. }
  4782. case RA_WUGBITE:
  4783. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  4784. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4785. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  4786. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4787. break;
  4788. case RA_SENSITIVEKEEN:
  4789. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  4790. struct status_change * tsc2 = status_get_sc(bl);
  4791. if( tsc2 && tsc2->option&(OPTION_HIDE|OPTION_CLOAK) ){
  4792. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4793. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4794. }
  4795. }
  4796. else
  4797. {
  4798. struct skill_unit *su = NULL;
  4799. struct skill_unit_group* sg;
  4800. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  4801. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4802. {
  4803. struct item item_tmp;
  4804. memset(&item_tmp,0,sizeof(item_tmp));
  4805. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  4806. item_tmp.identify = 1;
  4807. if( item_tmp.nameid )
  4808. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  4809. }
  4810. skill_delunit(su);
  4811. }
  4812. }
  4813. break;
  4814. case NC_INFRAREDSCAN:
  4815. if( flag&1 )
  4816. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  4817. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  4818. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4819. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  4820. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  4821. }
  4822. else
  4823. {
  4824. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4825. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4826. if( sd ) pc_overheat(sd,1);
  4827. }
  4828. break;
  4829. case NC_MAGNETICFIELD:
  4830. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  4831. break;
  4832. case SC_FATALMENACE:
  4833. if( flag&1 )
  4834. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4835. else
  4836. {
  4837. short x, y;
  4838. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4839. // Destination area
  4840. skill_area_temp[4] = x;
  4841. skill_area_temp[5] = y;
  4842. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4843. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  4844. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  4845. }
  4846. break;
  4847. case LG_PINPOINTATTACK:
  4848. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  4849. clif_blown(src);
  4850. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4851. break;
  4852. case LG_SHIELDSPELL:
  4853. if (skill_lv == 1)
  4854. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4855. else if (skill_lv == 2)
  4856. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4857. break;
  4858. case SR_DRAGONCOMBO:
  4859. case SR_FLASHCOMBO_ATK_STEP1:
  4860. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4861. break;
  4862. case SR_KNUCKLEARROW:
  4863. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  4864. dir_ka = map_calc_dir(bl, src->x, src->y);
  4865. // Has slide effect even in GVG
  4866. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  4867. clif_blown(src);
  4868. if( flag&1 )
  4869. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4870. else
  4871. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  4872. break;
  4873. case SR_HOWLINGOFLION:
  4874. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4875. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4876. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4877. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4878. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4879. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4880. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  4881. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  4882. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  4883. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4884. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  4885. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  4886. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  4887. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4888. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4889. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4890. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4891. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4892. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4893. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4894. break;
  4895. case SR_EARTHSHAKER:
  4896. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4897. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4898. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4899. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4900. } else {
  4901. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4902. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4903. }
  4904. break;
  4905. case SR_TIGERCANNON:
  4906. case SR_FLASHCOMBO_ATK_STEP3:
  4907. if (flag&1) {
  4908. if (skill_area_temp[3] == skill_id && skill_area_temp_i64[0]) { // Safe check
  4909. if (skill_area_temp[1] != bl->id) {
  4910. int64 dmg = skill_area_temp_i64[0];
  4911. bool infdef = is_infinite_defense(bl, skill_get_type(skill_id));
  4912. if (infdef)
  4913. dmg = 1;
  4914. status_damage(src, bl, dmg, 0, 0, 0);
  4915. status_zap(bl, 0, status_get_max_sp(bl) * 10 / 100);
  4916. clif_skill_damage(src, bl, tick, status_get_amotion(bl), 0, dmg, 1, skill_id, skill_lv, 6);
  4917. }
  4918. }
  4919. else { // Somehow, we failed
  4920. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4921. status_zap(bl, 0, status_get_max_sp(bl) * 10 / 100);
  4922. }
  4923. }
  4924. else if (sd) {
  4925. skill_area_temp[1] = bl->id;
  4926. skill_area_temp[3] = skill_id;
  4927. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|8); // Only do attack calculation once
  4928. status_zap(bl, 0, status_get_max_sp(bl) * 10 / 100);
  4929. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4930. }
  4931. break;
  4932. case SO_POISON_BUSTER: {
  4933. struct status_change *tsc2 = status_get_sc(bl);
  4934. if( tsc2 && tsc2->data[SC_POISON] ) {
  4935. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4936. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4937. }
  4938. else if( sd )
  4939. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4940. }
  4941. break;
  4942. case GN_SPORE_EXPLOSION:
  4943. if( flag&1 )
  4944. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4945. else {
  4946. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  4947. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  4948. }
  4949. break;
  4950. case GN_DEMONIC_FIRE:
  4951. case GN_FIRE_EXPANSION_ACID:
  4952. if (flag&1)
  4953. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4954. break;
  4955. case KO_JYUMONJIKIRI: {
  4956. short x, y;
  4957. short dir = map_calc_dir(src,bl->x,bl->y);
  4958. if (dir > 0 && dir < 4)
  4959. x = 2;
  4960. else if (dir > 4)
  4961. x = -2;
  4962. else
  4963. x = 0;
  4964. if (dir > 2 && dir < 6)
  4965. y = 2;
  4966. else if (dir == 7 || dir < 2)
  4967. y = -2;
  4968. else
  4969. y = 0;
  4970. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  4971. clif_blown(src);
  4972. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4973. }
  4974. }
  4975. break;
  4976. case EL_FIRE_BOMB:
  4977. case EL_FIRE_WAVE:
  4978. case EL_WATER_SCREW:
  4979. case EL_HURRICANE:
  4980. case EL_TYPOON_MIS:
  4981. if( flag&1 )
  4982. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  4983. else {
  4984. int i = skill_get_splash(skill_id,skill_lv);
  4985. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4986. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4987. if( rnd()%100 < 30 )
  4988. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4989. else
  4990. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4991. }
  4992. break;
  4993. case EL_ROCK_CRUSHER:
  4994. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4995. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4996. if( rnd()%100 < 50 )
  4997. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4998. else
  4999. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  5000. break;
  5001. case EL_STONE_RAIN:
  5002. if( flag&1 )
  5003. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5004. else {
  5005. int i = skill_get_splash(skill_id,skill_lv);
  5006. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5007. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5008. if( rnd()%100 < 30 )
  5009. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5010. else
  5011. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5012. }
  5013. break;
  5014. case EL_FIRE_ARROW:
  5015. case EL_ICE_NEEDLE:
  5016. case EL_WIND_SLASH:
  5017. case EL_STONE_HAMMER:
  5018. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5019. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5020. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5021. break;
  5022. case EL_TIDAL_WEAPON:
  5023. if( src->type == BL_ELEM ) {
  5024. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  5025. struct status_change *sc2 = status_get_sc(&ele->bl);
  5026. struct status_change *tsc2 = status_get_sc(bl);
  5027. sc_type type = status_skill2sc(skill_id), type2;
  5028. type2 = type-1;
  5029. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5030. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5031. if( (sc2 && sc2->data[type2]) || (tsc2 && tsc2->data[type]) ) {
  5032. elemental_clean_single_effect(ele, skill_id);
  5033. }
  5034. if( rnd()%100 < 50 )
  5035. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5036. else {
  5037. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5038. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  5039. }
  5040. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5041. }
  5042. break;
  5043. //recursive homon skill
  5044. case MH_MAGMA_FLOW:
  5045. case MH_HEILIGE_STANGE:
  5046. if(flag&1){
  5047. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  5048. break;//chance to not trigger atk for magma
  5049. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5050. }
  5051. else
  5052. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5053. break;
  5054. case MH_STAHL_HORN:
  5055. case MH_NEEDLE_OF_PARALYZE:
  5056. case MH_SONIC_CRAW:
  5057. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5058. break;
  5059. case MH_MIDNIGHT_FRENZY:
  5060. case MH_SILVERVEIN_RUSH:
  5061. {
  5062. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5063. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5064. hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0);
  5065. }
  5066. break;
  5067. case MH_TINDER_BREAKER:
  5068. case MH_CBC:
  5069. case MH_EQC:
  5070. {
  5071. int duration = 0;
  5072. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5073. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  5074. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  5075. clif_blown(src);
  5076. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  5077. }
  5078. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5079. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  5080. hom_delspiritball(hd,skill_id==MH_EQC?3:2,0); //only EQC consume 3 in grp 2
  5081. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5082. }
  5083. break;
  5084. case RL_H_MINE:
  5085. if (!(flag&1)) {
  5086. // Direct attack
  5087. if (!sd || !sd->flicker) {
  5088. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  5089. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5090. break;
  5091. }
  5092. // Triggered by RL_FLICKER
  5093. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  5094. // Splash damage around it!
  5095. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5096. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5097. flag |= 1; // Don't consume requirement
  5098. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  5099. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  5100. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  5101. }
  5102. }
  5103. else
  5104. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5105. if (sd && sd->flicker)
  5106. flag |= 1; // Don't consume requirement
  5107. break;
  5108. case RL_HAMMER_OF_GOD:
  5109. if (!(flag&1)) {
  5110. if (!sd) {
  5111. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5112. break;
  5113. }
  5114. // First attack. If target is marked by SC_C_MARKER, do another splash damage!
  5115. if (tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id) {
  5116. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5117. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5118. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5119. }
  5120. }
  5121. else
  5122. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5123. if ((flag&8))
  5124. flag |= 1;
  5125. break;
  5126. case RL_QD_SHOT:
  5127. case RL_D_TAIL:
  5128. if (!sd || (sd && tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id)) {
  5129. int sflag = flag;
  5130. if (skill_id == RL_QD_SHOT && skill_area_temp[1] == bl->id )
  5131. break;
  5132. if (flag&1)
  5133. sflag = (skill_area_temp[0]&0xFFF)|(flag&SD_LEVEL ? SD_LEVEL : 0)|(flag&SD_ANIMATION ? SD_ANIMATION : 0);
  5134. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5135. if (sd) {
  5136. if (skill_id != RL_D_TAIL)
  5137. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5138. }
  5139. }
  5140. break;
  5141. case 0:/* no skill - basic/normal attack */
  5142. if(sd) {
  5143. if (flag & 3){
  5144. if (bl->id != skill_area_temp[1])
  5145. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5146. } else {
  5147. skill_area_temp[1] = bl->id;
  5148. map_foreachinrange(skill_area_sub, bl,
  5149. sd->bonus.splash_range, BL_CHAR,
  5150. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5151. skill_castend_damage_id);
  5152. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5153. }
  5154. }
  5155. break;
  5156. default:
  5157. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5158. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5159. 0, abs(skill_get_num(skill_id, skill_lv)),
  5160. skill_id, skill_lv, skill_get_hit(skill_id));
  5161. map_freeblock_unlock();
  5162. return 1;
  5163. }
  5164. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5165. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5166. map_freeblock_unlock();
  5167. if( sd && !(flag&1) )
  5168. {// ensure that the skill last-cast tick is recorded
  5169. sd->canskill_tick = gettick();
  5170. if( sd->state.arrow_atk )
  5171. {// consume arrow on last invocation to this skill.
  5172. battle_consume_ammo(sd, skill_id, skill_lv);
  5173. }
  5174. // perform skill requirement consumption
  5175. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5176. }
  5177. return 0;
  5178. }
  5179. /**
  5180. * Use no-damage skill from 'src' to 'bl
  5181. * @param src Caster
  5182. * @param bl Target of the skill, bl maybe same with src for self skill
  5183. * @param skill_id
  5184. * @param skill_lv
  5185. * @param tick
  5186. * @param flag Various value, &1: Recursive effect
  5187. **/
  5188. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  5189. {
  5190. struct map_session_data *sd, *dstsd;
  5191. struct mob_data *md, *dstmd;
  5192. struct homun_data *hd;
  5193. struct mercenary_data *mer;
  5194. struct status_data *sstatus, *tstatus;
  5195. struct status_change *tsc;
  5196. struct status_change_entry *tsce;
  5197. int chorusbonus = 0;
  5198. int i = 0;
  5199. enum sc_type type;
  5200. if(skill_id > 0 && !skill_lv) return 0; // celest
  5201. nullpo_retr(1, src);
  5202. nullpo_retr(1, bl);
  5203. if (src->m != bl->m)
  5204. return 1;
  5205. sd = BL_CAST(BL_PC, src);
  5206. hd = BL_CAST(BL_HOM, src);
  5207. md = BL_CAST(BL_MOB, src);
  5208. mer = BL_CAST(BL_MER, src);
  5209. dstsd = BL_CAST(BL_PC, bl);
  5210. dstmd = BL_CAST(BL_MOB, bl);
  5211. if(bl->prev == NULL)
  5212. return 1;
  5213. if(status_isdead(src))
  5214. return 1;
  5215. if( src != bl && status_isdead(bl) ) {
  5216. switch( skill_id ) { // Skills that may be cast on dead targets
  5217. case NPC_WIDESOULDRAIN:
  5218. case PR_REDEMPTIO:
  5219. case ALL_RESURRECTION:
  5220. case WM_DEADHILLHERE:
  5221. break;
  5222. default:
  5223. return 1;
  5224. }
  5225. }
  5226. tstatus = status_get_status_data(bl);
  5227. sstatus = status_get_status_data(src);
  5228. // Minstrel/Wanderer number check for chorus skills.
  5229. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  5230. if( sd && sd->status.party_id ) {
  5231. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  5232. if( chorusbonus > 7 )
  5233. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  5234. else if( chorusbonus > 2 )
  5235. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  5236. }
  5237. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5238. switch (skill_id) {
  5239. case HLIF_HEAL: //[orn]
  5240. if (bl->type != BL_HOM) {
  5241. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5242. break ;
  5243. }
  5244. case AL_HEAL:
  5245. case ALL_RESURRECTION:
  5246. case PR_ASPERSIO:
  5247. case AB_RENOVATIO:
  5248. case AB_HIGHNESSHEAL:
  5249. //Apparently only player casted skills can be offensive like this.
  5250. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5251. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5252. //Offensive heal does not works on non-enemies. [Skotlex]
  5253. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5254. return 0;
  5255. }
  5256. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5257. }
  5258. break;
  5259. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5260. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5261. case MH_STEINWAND: {
  5262. struct block_list *s_src = battle_get_master(src);
  5263. short ret = 0;
  5264. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5265. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5266. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5267. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5268. if (hd)
  5269. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5270. return ret;
  5271. }
  5272. break;
  5273. default:
  5274. //Skill is actually ground placed.
  5275. if (src == bl && skill_get_unit_id(skill_id,0))
  5276. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5277. }
  5278. type = status_skill2sc(skill_id);
  5279. tsc = status_get_sc(bl);
  5280. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5281. if (src!=bl && type > -1 &&
  5282. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  5283. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5284. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5285. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5286. map_freeblock_lock();
  5287. switch(skill_id)
  5288. {
  5289. case HLIF_HEAL: //[orn]
  5290. case AL_HEAL:
  5291. case AB_HIGHNESSHEAL:
  5292. {
  5293. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5294. int heal_get_jobexp;
  5295. if( status_isimmune(bl) ||
  5296. (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  5297. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  5298. heal=0;
  5299. if( tsc && tsc->count ) {
  5300. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) { //Bounce back heal
  5301. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5302. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5303. if (src == bl)
  5304. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5305. else {
  5306. bl = src;
  5307. dstsd = sd;
  5308. }
  5309. }
  5310. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5311. heal = 0; //Needed so that it actually displays 0 when healing.
  5312. }
  5313. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5314. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5315. heal = ~heal + 1;
  5316. heal_get_jobexp = status_heal(bl,heal,0,0);
  5317. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5318. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5319. if (heal_get_jobexp <= 0)
  5320. heal_get_jobexp = 1;
  5321. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  5322. }
  5323. }
  5324. break;
  5325. case PR_REDEMPTIO:
  5326. if (sd && !(flag&1)) {
  5327. if (sd->status.party_id == 0) {
  5328. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5329. break;
  5330. }
  5331. skill_area_temp[0] = 0;
  5332. party_foreachsamemap(skill_area_sub,
  5333. sd,skill_get_splash(skill_id, skill_lv),
  5334. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5335. skill_castend_nodamage_id);
  5336. if (skill_area_temp[0] == 0) {
  5337. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5338. break;
  5339. }
  5340. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  5341. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  5342. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  5343. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  5344. clif_updatestatus(sd,SP_BASEEXP);
  5345. clif_updatestatus(sd,SP_JOBEXP);
  5346. }
  5347. status_set_hp(src, 1, 0);
  5348. status_set_sp(src, 0, 0);
  5349. break;
  5350. } else if (status_isdead(bl) && flag&1) { //Revive
  5351. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5352. skill_lv = 3; //Resurrection level 3 is used
  5353. } else //Invalid target, skip resurrection.
  5354. break;
  5355. case ALL_RESURRECTION:
  5356. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  5357. { //No reviving in WoE grounds!
  5358. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5359. break;
  5360. }
  5361. if (!status_isdead(bl))
  5362. break;
  5363. {
  5364. int per = 0, sper = 0;
  5365. if (tsc && tsc->data[SC_HELLPOWER])
  5366. break;
  5367. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  5368. break;
  5369. switch(skill_lv){
  5370. case 1: per=10; break;
  5371. case 2: per=30; break;
  5372. case 3: per=50; break;
  5373. case 4: per=80; break;
  5374. }
  5375. if(dstsd && dstsd->special_state.restart_full_recover)
  5376. per = sper = 100;
  5377. if (status_revive(bl, per, sper))
  5378. {
  5379. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5380. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5381. {
  5382. int exp = 0,jexp = 0;
  5383. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5384. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5385. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5386. if (exp < 1) exp = 1;
  5387. }
  5388. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5389. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5390. if (jexp < 1) jexp = 1;
  5391. }
  5392. if(exp > 0 || jexp > 0)
  5393. pc_gainexp (sd, bl, exp, jexp, false);
  5394. }
  5395. }
  5396. }
  5397. break;
  5398. case AL_DECAGI:
  5399. case MER_DECAGI:
  5400. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5401. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  5402. break;
  5403. case AL_CRUCIS:
  5404. if (flag&1)
  5405. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  5406. else {
  5407. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5408. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5409. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5410. }
  5411. break;
  5412. case PR_LEXDIVINA:
  5413. case MER_LEXDIVINA:
  5414. if( tsce )
  5415. status_change_end(bl,type, INVALID_TIMER);
  5416. else
  5417. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5418. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5419. break;
  5420. case SA_ABRACADABRA:
  5421. if (!skill_abra_count) {
  5422. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5423. break;
  5424. }
  5425. else {
  5426. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = MAX_SKILL_ABRA_DB * 3;
  5427. do {
  5428. i = rnd() % MAX_SKILL_ABRA_DB;
  5429. abra_skill_id = skill_abra_db[i].skill_id;
  5430. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  5431. } while ( checked++ < checked_max &&
  5432. (abra_skill_id == 0 ||
  5433. rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]) );
  5434. if (!skill_get_index(abra_skill_id))
  5435. break;
  5436. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5437. if( sd )
  5438. {// player-casted
  5439. sd->state.abra_flag = 1;
  5440. sd->skillitem = abra_skill_id;
  5441. sd->skillitemlv = abra_skill_lv;
  5442. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  5443. }
  5444. else
  5445. {// mob-casted
  5446. struct unit_data *ud = unit_bl2ud(src);
  5447. int inf = skill_get_inf(abra_skill_id);
  5448. if (!ud) break;
  5449. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  5450. if (src->type == BL_PET)
  5451. bl = (struct block_list*)((TBL_PET*)src)->master;
  5452. if (!bl) bl = src;
  5453. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  5454. } else { //Assume offensive skills
  5455. int target_id = 0;
  5456. if (ud->target)
  5457. target_id = ud->target;
  5458. else switch (src->type) {
  5459. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  5460. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  5461. }
  5462. if (!target_id)
  5463. break;
  5464. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  5465. bl = map_id2bl(target_id);
  5466. if (!bl) bl = src;
  5467. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  5468. } else
  5469. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  5470. }
  5471. }
  5472. }
  5473. break;
  5474. case SA_COMA:
  5475. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5476. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  5477. break;
  5478. case SA_FULLRECOVERY:
  5479. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5480. if (status_isimmune(bl))
  5481. break;
  5482. status_percent_heal(bl, 100, 100);
  5483. break;
  5484. case NPC_ALLHEAL:
  5485. {
  5486. int heal;
  5487. if( status_isimmune(bl) )
  5488. break;
  5489. heal = status_percent_heal(bl, 100, 0);
  5490. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  5491. if( dstmd )
  5492. { // Reset Damage Logs
  5493. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  5494. dstmd->tdmg = 0;
  5495. }
  5496. }
  5497. break;
  5498. case SA_SUMMONMONSTER:
  5499. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5500. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  5501. break;
  5502. case SA_LEVELUP:
  5503. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5504. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  5505. break;
  5506. case SA_INSTANTDEATH:
  5507. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5508. status_kill(src);
  5509. break;
  5510. case SA_QUESTION:
  5511. clif_emotion(src,E_WHAT);
  5512. case SA_GRAVITY:
  5513. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5514. break;
  5515. case SA_CLASSCHANGE:
  5516. case SA_MONOCELL:
  5517. if (dstmd)
  5518. {
  5519. int class_;
  5520. if ( sd && dstmd->status.mode&MD_BOSS )
  5521. {
  5522. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5523. break;
  5524. }
  5525. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_ClassChange, 1, 0));
  5526. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5527. mob_class_change(dstmd,class_);
  5528. if( tsc && dstmd->status.mode&MD_BOSS )
  5529. {
  5530. 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 };
  5531. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  5532. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5533. for (i = 0; i < ARRAYLENGTH(scs); i++)
  5534. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  5535. }
  5536. }
  5537. break;
  5538. case SA_DEATH:
  5539. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  5540. {
  5541. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5542. break;
  5543. }
  5544. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5545. status_kill(bl);
  5546. break;
  5547. case SA_REVERSEORCISH:
  5548. case ALL_REVERSEORCISH:
  5549. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5550. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5551. break;
  5552. case SA_FORTUNE:
  5553. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5554. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5555. break;
  5556. case SA_TAMINGMONSTER:
  5557. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5558. if (sd && dstmd) {
  5559. ARR_FIND( 0, MAX_PET_DB, i, dstmd->mob_id == pet_db[i].class_ );
  5560. if( i < MAX_PET_DB )
  5561. pet_catch_process1(sd, dstmd->mob_id);
  5562. }
  5563. break;
  5564. case CR_PROVIDENCE:
  5565. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5566. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5567. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5568. map_freeblock_unlock();
  5569. return 1;
  5570. }
  5571. }
  5572. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5573. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5574. break;
  5575. case CG_MARIONETTE:
  5576. {
  5577. struct status_change* sc = status_get_sc(src);
  5578. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5579. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5580. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5581. map_freeblock_unlock();
  5582. return 1;
  5583. }
  5584. if( sc && tsc )
  5585. {
  5586. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5587. {
  5588. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5589. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5590. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5591. }
  5592. else
  5593. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5594. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5595. {
  5596. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5597. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5598. }
  5599. else
  5600. {
  5601. if( sd )
  5602. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5603. map_freeblock_unlock();
  5604. return 1;
  5605. }
  5606. }
  5607. }
  5608. break;
  5609. case RG_CLOSECONFINE:
  5610. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5611. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5612. break;
  5613. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5614. case SA_FROSTWEAPON:
  5615. case SA_LIGHTNINGLOADER:
  5616. case SA_SEISMICWEAPON:
  5617. if (dstsd) {
  5618. if(dstsd->status.weapon == W_FIST ||
  5619. (dstsd->sc.count && !dstsd->sc.data[type] &&
  5620. ( //Allow re-enchanting to lenghten time. [Skotlex]
  5621. dstsd->sc.data[SC_FIREWEAPON] ||
  5622. dstsd->sc.data[SC_WATERWEAPON] ||
  5623. dstsd->sc.data[SC_WINDWEAPON] ||
  5624. dstsd->sc.data[SC_EARTHWEAPON] ||
  5625. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5626. dstsd->sc.data[SC_GHOSTWEAPON] ||
  5627. dstsd->sc.data[SC_ENCPOISON]
  5628. ))
  5629. ) {
  5630. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5631. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5632. break;
  5633. }
  5634. }
  5635. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5636. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  5637. if (sd)
  5638. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5639. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  5640. clif_displaymessage(sd->fd, msg_txt(sd,669));
  5641. }
  5642. break;
  5643. case PR_ASPERSIO:
  5644. if (sd && dstmd) {
  5645. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5646. break;
  5647. }
  5648. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5649. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5650. break;
  5651. case ITEM_ENCHANTARMS:
  5652. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5653. sc_start2(src,bl,type,100,skill_lv,
  5654. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  5655. break;
  5656. case TK_SEVENWIND:
  5657. switch(skill_get_ele(skill_id,skill_lv)) {
  5658. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  5659. case ELE_WIND : type = SC_WINDWEAPON; break;
  5660. case ELE_WATER : type = SC_WATERWEAPON; break;
  5661. case ELE_FIRE : type = SC_FIREWEAPON; break;
  5662. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  5663. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  5664. case ELE_HOLY : type = SC_ASPERSIO; break;
  5665. }
  5666. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5667. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5668. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5669. break;
  5670. case PR_KYRIE:
  5671. case MER_KYRIE:
  5672. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5673. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5674. break;
  5675. //Passive Magnum, should had been casted on yourself.
  5676. case SM_MAGNUM:
  5677. case MS_MAGNUM:
  5678. skill_area_temp[1] = 0;
  5679. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  5680. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5681. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  5682. // Initiate 20% of your damage becomes fire element.
  5683. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  5684. if( sd )
  5685. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  5686. else if( bl->type == BL_MER )
  5687. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  5688. break;
  5689. case TK_JUMPKICK:
  5690. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  5691. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  5692. if( unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  5693. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5694. clif_blown(src);
  5695. }
  5696. } else
  5697. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5698. break;
  5699. case AL_INCAGI:
  5700. case AL_BLESSING:
  5701. case MER_INCAGI:
  5702. case MER_BLESSING:
  5703. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  5704. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5705. break;
  5706. }
  5707. case PR_SLOWPOISON:
  5708. case PR_IMPOSITIO:
  5709. case PR_LEXAETERNA:
  5710. case PR_SUFFRAGIUM:
  5711. case PR_BENEDICTIO:
  5712. case LK_BERSERK:
  5713. case MS_BERSERK:
  5714. case KN_TWOHANDQUICKEN:
  5715. case KN_ONEHAND:
  5716. case MER_QUICKEN:
  5717. case CR_SPEARQUICKEN:
  5718. case CR_REFLECTSHIELD:
  5719. case MS_REFLECTSHIELD:
  5720. case AS_POISONREACT:
  5721. case MC_LOUD:
  5722. case MG_ENERGYCOAT:
  5723. case MO_EXPLOSIONSPIRITS:
  5724. case MO_STEELBODY:
  5725. case MO_BLADESTOP:
  5726. case LK_AURABLADE:
  5727. case LK_PARRYING:
  5728. case MS_PARRYING:
  5729. case LK_CONCENTRATION:
  5730. case WS_CARTBOOST:
  5731. case SN_SIGHT:
  5732. case WS_MELTDOWN:
  5733. case WS_OVERTHRUSTMAX:
  5734. case ST_REJECTSWORD:
  5735. case HW_MAGICPOWER:
  5736. case PF_MEMORIZE:
  5737. case PA_SACRIFICE:
  5738. case ASC_EDP:
  5739. case PF_DOUBLECASTING:
  5740. case SG_SUN_COMFORT:
  5741. case SG_MOON_COMFORT:
  5742. case SG_STAR_COMFORT:
  5743. case NPC_HALLUCINATION:
  5744. case GS_MADNESSCANCEL:
  5745. case GS_ADJUSTMENT:
  5746. case GS_INCREASING:
  5747. case NJ_KASUMIKIRI:
  5748. case NJ_UTSUSEMI:
  5749. case NJ_NEN:
  5750. case NPC_DEFENDER:
  5751. case NPC_MAGICMIRROR:
  5752. case ST_PRESERVE:
  5753. case NPC_INVINCIBLE:
  5754. case NPC_INVINCIBLEOFF:
  5755. case RK_DEATHBOUND:
  5756. case AB_RENOVATIO:
  5757. case AB_EXPIATIO:
  5758. case AB_DUPLELIGHT:
  5759. case AB_SECRAMENT:
  5760. case NC_ACCELERATION:
  5761. case NC_HOVERING:
  5762. case NC_SHAPESHIFT:
  5763. case WL_RECOGNIZEDSPELL:
  5764. case GC_VENOMIMPRESS:
  5765. case SC_DEADLYINFECT:
  5766. case LG_EXEEDBREAK:
  5767. case LG_PRESTIGE:
  5768. case SR_CRESCENTELBOW:
  5769. case SR_LIGHTNINGWALK:
  5770. case GN_CARTBOOST:
  5771. case KO_MEIKYOUSISUI:
  5772. case ALL_ODINS_POWER:
  5773. case ALL_FULL_THROTTLE:
  5774. case RA_UNLIMIT:
  5775. case WL_TELEKINESIS_INTENSE:
  5776. case RL_HEAT_BARREL:
  5777. case RL_P_ALTER:
  5778. case RL_E_CHAIN:
  5779. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5780. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5781. break;
  5782. case KN_AUTOCOUNTER:
  5783. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5784. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  5785. break;
  5786. case SO_STRIKING:
  5787. if (sd) {
  5788. int bonus = 8 + 2 * skill_lv;
  5789. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  5790. clif_skill_nodamage( src, bl, skill_id, skill_lv,
  5791. battle_check_target(src,bl,BCT_PARTY|BCT_SELF)>0 ? //only on self or party member
  5792. sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id,skill_lv)) :
  5793. 0
  5794. );
  5795. }
  5796. break;
  5797. case NPC_STOP:
  5798. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5799. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  5800. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  5801. break;
  5802. case HP_ASSUMPTIO:
  5803. if( sd && dstmd )
  5804. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5805. else
  5806. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5807. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5808. break;
  5809. case MG_SIGHT:
  5810. case MER_SIGHT:
  5811. case AL_RUWACH:
  5812. case WZ_SIGHTBLASTER:
  5813. case NPC_WIDESIGHT:
  5814. case NPC_STONESKIN:
  5815. case NPC_ANTIMAGIC:
  5816. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5817. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  5818. break;
  5819. case HLIF_AVOID:
  5820. case HAMI_DEFENCE:
  5821. i = skill_get_time(skill_id,skill_lv);
  5822. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  5823. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  5824. break;
  5825. case NJ_BUNSINJYUTSU:
  5826. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  5827. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5828. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5829. status_change_end(bl, SC_NEN, INVALID_TIMER);
  5830. break;
  5831. /* Was modified to only affect targetted char. [Skotlex]
  5832. case HP_ASSUMPTIO:
  5833. if (flag&1)
  5834. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5835. else
  5836. {
  5837. map_foreachinrange(skill_area_sub, bl,
  5838. skill_get_splash(skill_id, skill_lv), BL_PC,
  5839. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  5840. skill_castend_nodamage_id);
  5841. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5842. }
  5843. break;
  5844. */
  5845. case SM_ENDURE:
  5846. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5847. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5848. break;
  5849. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  5850. if (sd && dstsd && dstsd->sc.count) {
  5851. if (dstsd->sc.data[SC_FIREWEAPON] ||
  5852. dstsd->sc.data[SC_WATERWEAPON] ||
  5853. dstsd->sc.data[SC_WINDWEAPON] ||
  5854. dstsd->sc.data[SC_EARTHWEAPON] ||
  5855. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5856. dstsd->sc.data[SC_GHOSTWEAPON]
  5857. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  5858. ) {
  5859. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5860. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5861. break;
  5862. }
  5863. }
  5864. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5865. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5866. break;
  5867. case LK_TENSIONRELAX:
  5868. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5869. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  5870. skill_get_time(skill_id,skill_lv)));
  5871. break;
  5872. case MC_CHANGECART:
  5873. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5874. break;
  5875. case TK_MISSION:
  5876. if (sd) {
  5877. int id;
  5878. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  5879. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  5880. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5881. break;
  5882. }
  5883. id = mob_get_random_id(MOBG_Branch_Of_Dead_Tree,0xF, sd->status.base_level);
  5884. if (!id) {
  5885. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5886. break;
  5887. }
  5888. sd->mission_mobid = id;
  5889. sd->mission_count = 0;
  5890. pc_setglobalreg(sd, add_str("TK_MISSION_ID"), id);
  5891. clif_mission_info(sd, id, 0);
  5892. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5893. }
  5894. break;
  5895. case AC_CONCENTRATION:
  5896. {
  5897. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5898. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5899. map_foreachinrange( status_change_timer_sub, src,
  5900. skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5901. src,NULL,type,tick);
  5902. }
  5903. break;
  5904. case SM_PROVOKE:
  5905. case SM_SELFPROVOKE:
  5906. case MER_PROVOKE:
  5907. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  5908. {
  5909. map_freeblock_unlock();
  5910. return 1;
  5911. }
  5912. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  5913. clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
  5914. (i = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id,skill_lv))));
  5915. if( !i )
  5916. {
  5917. if( sd )
  5918. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5919. map_freeblock_unlock();
  5920. return 0;
  5921. }
  5922. unit_skillcastcancel(bl, 2);
  5923. if( tsc && tsc->count )
  5924. {
  5925. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5926. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  5927. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5928. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5929. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  5930. }
  5931. if( dstmd )
  5932. {
  5933. dstmd->state.provoke_flag = src->id;
  5934. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5935. }
  5936. break;
  5937. case ML_DEVOTION:
  5938. case CR_DEVOTION:
  5939. {
  5940. int count, lv;
  5941. if( !dstsd || (!sd && !mer) )
  5942. { // Only players can be devoted
  5943. if( sd )
  5944. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5945. break;
  5946. }
  5947. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  5948. lv = -lv;
  5949. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  5950. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  5951. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  5952. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  5953. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  5954. {
  5955. if( sd )
  5956. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5957. map_freeblock_unlock();
  5958. return 1;
  5959. }
  5960. i = 0;
  5961. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  5962. if( sd )
  5963. { // Player Devoting Player
  5964. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  5965. if( i == count )
  5966. {
  5967. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  5968. if( i == count )
  5969. { // No free slots, skill Fail
  5970. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5971. map_freeblock_unlock();
  5972. return 1;
  5973. }
  5974. }
  5975. sd->devotion[i] = bl->id;
  5976. }
  5977. else
  5978. mer->devotion_flag = 1; // Mercenary Devoting Owner
  5979. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  5980. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src,skill_id,skill_lv), 0, skill_get_time2(skill_id, skill_lv)));
  5981. clif_devotion(src, NULL);
  5982. }
  5983. break;
  5984. case MO_CALLSPIRITS:
  5985. if(sd) {
  5986. int limit = skill_lv;
  5987. if( sd->sc.data[SC_RAISINGDRAGON] )
  5988. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5989. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5990. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5991. }
  5992. break;
  5993. case CH_SOULCOLLECT:
  5994. if(sd) {
  5995. int limit = 5;
  5996. if( sd->sc.data[SC_RAISINGDRAGON] )
  5997. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5998. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5999. for (i = 0; i < limit; i++)
  6000. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6001. }
  6002. break;
  6003. case MO_KITRANSLATION:
  6004. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  6005. //Require will define how many spiritballs will be transferred
  6006. struct skill_condition require;
  6007. require = skill_get_requirement(sd,skill_id,skill_lv);
  6008. pc_delspiritball(sd,require.spiritball,0);
  6009. for (i = 0; i < require.spiritball; i++)
  6010. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  6011. } else {
  6012. if(sd)
  6013. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6014. map_freeblock_unlock();
  6015. return 0;
  6016. }
  6017. break;
  6018. case TK_TURNKICK:
  6019. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  6020. if (skill_area_temp[1] != bl->id) {
  6021. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  6022. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  6023. }
  6024. break;
  6025. case MO_ABSORBSPIRITS:
  6026. i = 0;
  6027. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)) &&
  6028. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  6029. if (dstsd->spiritball > 0) {
  6030. i = dstsd->spiritball * 7;
  6031. pc_delspiritball(dstsd,dstsd->spiritball,0);
  6032. }
  6033. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  6034. i += dstsd->spiritcharm * 7;
  6035. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  6036. }
  6037. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20) { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  6038. i = 2 * dstmd->level;
  6039. mob_target(dstmd,src,0);
  6040. }
  6041. if (i) status_heal(src, 0, i, 3);
  6042. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  6043. break;
  6044. case AC_MAKINGARROW:
  6045. if(sd) {
  6046. clif_arrow_create_list(sd);
  6047. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6048. }
  6049. break;
  6050. case AM_PHARMACY:
  6051. if(sd) {
  6052. clif_skill_produce_mix_list(sd,skill_id,22);
  6053. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6054. }
  6055. break;
  6056. case SA_CREATECON:
  6057. if(sd) {
  6058. clif_elementalconverter_list(sd);
  6059. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6060. }
  6061. break;
  6062. case BS_HAMMERFALL:
  6063. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6064. sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)));
  6065. break;
  6066. case RG_RAID:
  6067. skill_area_temp[1] = 0;
  6068. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6069. map_foreachinrange(skill_area_sub, bl,
  6070. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6071. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6072. skill_castend_damage_id);
  6073. status_change_end(src, SC_HIDING, INVALID_TIMER);
  6074. break;
  6075. //List of self skills that give damage around caster
  6076. case ASC_METEORASSAULT:
  6077. case GS_SPREADATTACK:
  6078. case RK_STORMBLAST:
  6079. case NC_AXETORNADO:
  6080. case GC_COUNTERSLASH:
  6081. case SR_SKYNETBLOW:
  6082. case SR_FLASHCOMBO_ATK_STEP4:
  6083. case SR_RAMPAGEBLASTER:
  6084. case SR_HOWLINGOFLION:
  6085. case KO_HAPPOKUNAI:
  6086. case RL_FIREDANCE:
  6087. case RL_R_TRIP:
  6088. skill_area_temp[1] = 0;
  6089. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6090. if (battle_config.skill_wall_check)
  6091. i = map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  6092. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6093. else
  6094. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  6095. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6096. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6097. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  6098. break;
  6099. case NC_EMERGENCYCOOL:
  6100. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6101. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  6102. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  6103. break;
  6104. case SR_WINDMILL:
  6105. case GN_CART_TORNADO:
  6106. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6107. case SR_EARTHSHAKER:
  6108. case NC_INFRAREDSCAN:
  6109. case NPC_EARTHQUAKE:
  6110. case NPC_VAMPIRE_GIFT:
  6111. case NPC_HELLJUDGEMENT:
  6112. case NPC_PULSESTRIKE:
  6113. case LG_MOONSLASHER:
  6114. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6115. break;
  6116. case KN_BRANDISHSPEAR:
  6117. case ML_BRANDISH:
  6118. skill_brandishspear(src, bl, skill_id, skill_lv, tick, flag);
  6119. break;
  6120. case WZ_SIGHTRASHER:
  6121. //Passive side of the attack.
  6122. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6123. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6124. map_foreachinrange(skill_area_sub,src,
  6125. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6126. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  6127. skill_castend_damage_id);
  6128. break;
  6129. case NJ_HYOUSYOURAKU:
  6130. case NJ_RAIGEKISAI:
  6131. case WZ_FROSTNOVA:
  6132. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6133. skill_area_temp[1] = 0;
  6134. map_foreachinrange(skill_attack_area, src,
  6135. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6136. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6137. break;
  6138. case HVAN_EXPLOSION: //[orn]
  6139. case NPC_SELFDESTRUCTION:
  6140. //Self Destruction hits everyone in range (allies+enemies)
  6141. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6142. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6143. BCT_ENEMY:BCT_ALL;
  6144. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6145. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6146. map_foreachinrange(skill_area_sub, bl,
  6147. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6148. src, skill_id, skill_lv, tick, flag|i,
  6149. skill_castend_damage_id);
  6150. if(map_addblock(src))
  6151. return 1;
  6152. status_damage(src, src, sstatus->max_hp,0,0,1);
  6153. break;
  6154. case AL_ANGELUS:
  6155. case PR_MAGNIFICAT:
  6156. case PR_GLORIA:
  6157. case SN_WINDWALK:
  6158. case CASH_BLESSING:
  6159. case CASH_INCAGI:
  6160. case CASH_ASSUMPTIO:
  6161. case WM_FRIGG_SONG:
  6162. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6163. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6164. else if( sd )
  6165. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6166. break;
  6167. case MER_MAGNIFICAT:
  6168. if( mer != NULL )
  6169. {
  6170. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6171. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6172. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6173. else if( mer->master && !(flag&1) )
  6174. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6175. }
  6176. break;
  6177. case BS_ADRENALINE:
  6178. case BS_ADRENALINE2:
  6179. case BS_WEAPONPERFECT:
  6180. case BS_OVERTHRUST:
  6181. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6182. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6183. sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill_get_time(skill_id,skill_lv)));
  6184. } else if (sd) {
  6185. party_foreachsamemap(skill_area_sub,
  6186. sd,skill_get_splash(skill_id, skill_lv),
  6187. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6188. skill_castend_nodamage_id);
  6189. }
  6190. break;
  6191. case BS_MAXIMIZE:
  6192. case NV_TRICKDEAD:
  6193. case CR_DEFENDER:
  6194. case ML_DEFENDER:
  6195. case CR_AUTOGUARD:
  6196. case ML_AUTOGUARD:
  6197. case TK_READYSTORM:
  6198. case TK_READYDOWN:
  6199. case TK_READYTURN:
  6200. case TK_READYCOUNTER:
  6201. case TK_DODGE:
  6202. case CR_SHRINK:
  6203. case SG_FUSION:
  6204. case GS_GATLINGFEVER:
  6205. if( tsce )
  6206. {
  6207. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6208. map_freeblock_unlock();
  6209. return 0;
  6210. }
  6211. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6212. break;
  6213. case SL_KAITE:
  6214. case SL_KAAHI:
  6215. case SL_KAIZEL:
  6216. case SL_KAUPE:
  6217. if (sd) {
  6218. if (!dstsd || !(
  6219. (&sd->sc && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  6220. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  6221. dstsd->status.char_id == sd->status.char_id ||
  6222. dstsd->status.char_id == sd->status.partner_id ||
  6223. dstsd->status.char_id == sd->status.child
  6224. )) {
  6225. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  6226. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6227. break;
  6228. }
  6229. }
  6230. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6231. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6232. break;
  6233. case SM_AUTOBERSERK:
  6234. case MER_AUTOBERSERK:
  6235. if( tsce )
  6236. i = status_change_end(bl, type, INVALID_TIMER);
  6237. else
  6238. i = sc_start(src,bl,type,100,skill_lv,60000);
  6239. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6240. break;
  6241. case TF_HIDING:
  6242. case ST_CHASEWALK:
  6243. case KO_YAMIKUMO:
  6244. if (tsce)
  6245. {
  6246. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  6247. map_freeblock_unlock();
  6248. return 0;
  6249. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  6250. //Mado Gear cannot hide
  6251. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6252. map_freeblock_unlock();
  6253. return 0;
  6254. }
  6255. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6256. break;
  6257. case TK_RUN:
  6258. if (tsce)
  6259. {
  6260. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6261. map_freeblock_unlock();
  6262. return 0;
  6263. }
  6264. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  6265. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  6266. clif_walkok(sd); // So aegis has to resend the walk ok.
  6267. break;
  6268. case AS_CLOAKING:
  6269. case GC_CLOAKINGEXCEED:
  6270. case LG_FORCEOFVANGUARD:
  6271. case SC_REPRODUCE:
  6272. case SC_INVISIBILITY:
  6273. case RA_CAMOUFLAGE:
  6274. if (tsce) {
  6275. i = status_change_end(bl, type, INVALID_TIMER);
  6276. if( i )
  6277. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6278. else if( sd )
  6279. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6280. map_freeblock_unlock();
  6281. return 0;
  6282. }
  6283. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6284. if( i )
  6285. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6286. else if( sd )
  6287. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6288. break;
  6289. case BD_ADAPTATION:
  6290. if(tsc && tsc->data[SC_DANCING]){
  6291. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6292. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  6293. }
  6294. break;
  6295. case BA_FROSTJOKER:
  6296. case DC_SCREAM:
  6297. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6298. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  6299. if (md) {
  6300. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  6301. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  6302. char temp[70];
  6303. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)]->desc);
  6304. clif_disp_overhead(&md->bl,temp);
  6305. }
  6306. break;
  6307. case BA_PANGVOICE:
  6308. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  6309. break;
  6310. case DC_WINKCHARM:
  6311. if( dstsd )
  6312. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  6313. else
  6314. if( dstmd )
  6315. {
  6316. if( status_get_lv(src) > status_get_lv(bl)
  6317. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  6318. && !(tstatus->mode&MD_BOSS) )
  6319. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  6320. else
  6321. {
  6322. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6323. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6324. }
  6325. }
  6326. break;
  6327. case TF_STEAL:
  6328. if(sd) {
  6329. if(pc_steal_item(sd,bl,skill_lv))
  6330. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6331. else
  6332. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6333. }
  6334. break;
  6335. case RG_STEALCOIN:
  6336. if(sd) {
  6337. if(pc_steal_coin(sd,bl))
  6338. {
  6339. dstmd->state.provoke_flag = src->id;
  6340. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  6341. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6342. }
  6343. else
  6344. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6345. }
  6346. break;
  6347. case MG_STONECURSE:
  6348. {
  6349. int brate = 0;
  6350. if (tstatus->mode&MD_BOSS) {
  6351. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6352. break;
  6353. }
  6354. if(status_isimmune(bl) || !tsc)
  6355. break;
  6356. if (sd && &sd->sc && sd->sc.data[SC_PETROLOGY_OPTION])
  6357. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  6358. if (tsc && tsc->data[SC_STONE]) {
  6359. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6360. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6361. break;
  6362. }
  6363. if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
  6364. skill_lv, src->id, 0, skill_get_time(skill_id, skill_lv),
  6365. skill_get_time2(skill_id,skill_lv)))
  6366. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6367. else if(sd) {
  6368. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6369. // Level 6-10 doesn't consume a red gem if it fails [celest]
  6370. if (skill_lv > 5)
  6371. { // not to consume items
  6372. map_freeblock_unlock();
  6373. return 0;
  6374. }
  6375. }
  6376. }
  6377. break;
  6378. case NV_FIRSTAID:
  6379. clif_skill_nodamage(src,bl,skill_id,5,1);
  6380. status_heal(bl,5,0,0);
  6381. break;
  6382. case AL_CURE:
  6383. if(status_isimmune(bl)) {
  6384. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6385. break;
  6386. }
  6387. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6388. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6389. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6390. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6391. break;
  6392. case TF_DETOXIFY:
  6393. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6394. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6395. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6396. break;
  6397. case PR_STRECOVERY:
  6398. if(status_isimmune(bl)) {
  6399. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6400. break;
  6401. }
  6402. if (tsc && tsc->opt1) {
  6403. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6404. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6405. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6406. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6407. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6408. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  6409. }
  6410. //Is this equation really right? It looks so... special.
  6411. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  6412. {
  6413. status_change_start(src,bl, SC_BLIND,
  6414. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  6415. 1,0,0,0,
  6416. skill_get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,SCSTART_NONE);
  6417. }
  6418. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6419. if(dstmd)
  6420. mob_unlocktarget(dstmd,tick);
  6421. break;
  6422. // Mercenary Supportive Skills
  6423. case MER_BENEDICTION:
  6424. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6425. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6426. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6427. break;
  6428. case MER_COMPRESS:
  6429. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  6430. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6431. break;
  6432. case MER_MENTALCURE:
  6433. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6434. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6435. break;
  6436. case MER_RECUPERATE:
  6437. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6438. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6439. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6440. break;
  6441. case MER_REGAIN:
  6442. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6443. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6444. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6445. break;
  6446. case MER_TENDER:
  6447. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6448. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6449. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6450. break;
  6451. case MER_SCAPEGOAT:
  6452. if( mer && mer->master )
  6453. {
  6454. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  6455. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  6456. }
  6457. break;
  6458. case MER_ESTIMATION:
  6459. if( !mer )
  6460. break;
  6461. sd = mer->master;
  6462. case WZ_ESTIMATION:
  6463. if( sd == NULL )
  6464. break;
  6465. if( dstsd )
  6466. { // Fail on Players
  6467. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6468. break;
  6469. }
  6470. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM )
  6471. break; // Cannot be Used on Emperium
  6472. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6473. clif_skill_estimation(sd, bl);
  6474. if( skill_id == MER_ESTIMATION )
  6475. sd = NULL;
  6476. break;
  6477. case BS_REPAIRWEAPON:
  6478. if(sd && dstsd)
  6479. clif_item_repair_list(sd,dstsd,skill_lv);
  6480. break;
  6481. case MC_IDENTIFY:
  6482. if(sd) {
  6483. clif_item_identify_list(sd);
  6484. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  6485. map_freeblock_unlock();
  6486. return 1;
  6487. }
  6488. else { // consume sp only if succeeded
  6489. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  6490. status_zap(src,0,req.sp);
  6491. }
  6492. }
  6493. break;
  6494. // Weapon Refining [Celest]
  6495. case WS_WEAPONREFINE:
  6496. if(sd)
  6497. clif_item_refine_list(sd);
  6498. break;
  6499. case MC_VENDING:
  6500. if(sd)
  6501. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  6502. if ( !pc_can_give_items(sd) )
  6503. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6504. else {
  6505. sd->state.prevend = 1;
  6506. clif_openvendingreq(sd,2+skill_lv);
  6507. }
  6508. }
  6509. break;
  6510. case AL_TELEPORT:
  6511. case ALL_ODINS_RECALL:
  6512. if(sd)
  6513. {
  6514. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  6515. clif_skill_teleportmessage(sd,0);
  6516. break;
  6517. }
  6518. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  6519. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  6520. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  6521. break;
  6522. }
  6523. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED)
  6524. memset(sd->hd->blockskill, 0, sizeof(hd->blockskill));
  6525. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  6526. {
  6527. if( skill_lv == 1 )
  6528. pc_randomwarp(sd,CLR_TELEPORT);
  6529. else
  6530. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6531. break;
  6532. }
  6533. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6534. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  6535. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  6536. else
  6537. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  6538. } else
  6539. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6540. break;
  6541. case NPC_EXPULSION:
  6542. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6543. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6544. break;
  6545. case AL_HOLYWATER:
  6546. if(sd) {
  6547. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1))
  6548. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6549. else
  6550. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6551. }
  6552. break;
  6553. case TF_PICKSTONE:
  6554. if(sd) {
  6555. unsigned char eflag;
  6556. struct item item_tmp;
  6557. struct block_list tbl;
  6558. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6559. memset(&item_tmp,0,sizeof(item_tmp));
  6560. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  6561. item_tmp.nameid = ITEMID_STONE;
  6562. item_tmp.identify = 1;
  6563. tbl.id = 0;
  6564. // Commented because of duplicate animation [Lemongrass]
  6565. // At the moment this displays the pickup animation a second time
  6566. // If this is required in older clients, we need to add a version check here
  6567. //clif_takeitem(&sd->bl,&tbl);
  6568. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6569. if(eflag) {
  6570. clif_additem(sd,0,0,eflag);
  6571. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  6572. }
  6573. }
  6574. break;
  6575. case ASC_CDP:
  6576. if(sd) {
  6577. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6578. skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1); //Produce a Poison Bottle.
  6579. }
  6580. break;
  6581. case RG_STRIPWEAPON:
  6582. case RG_STRIPSHIELD:
  6583. case RG_STRIPARMOR:
  6584. case RG_STRIPHELM:
  6585. case ST_FULLSTRIP:
  6586. case GC_WEAPONCRUSH:
  6587. case SC_STRIPACCESSARY: {
  6588. unsigned short location = 0;
  6589. int d = 0;
  6590. //Rate in percent
  6591. if ( skill_id == ST_FULLSTRIP ) {
  6592. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6593. } else if( skill_id == SC_STRIPACCESSARY ) {
  6594. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  6595. } else {
  6596. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6597. }
  6598. if (i < 5) i = 5; //Minimum rate 5%
  6599. //Duration in ms
  6600. if( skill_id == GC_WEAPONCRUSH){
  6601. d = skill_get_time(skill_id,skill_lv);
  6602. if(bl->type == BL_PC)
  6603. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  6604. else
  6605. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  6606. }else
  6607. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  6608. if (d < 0) d = 0; //Minimum duration 0ms
  6609. switch (skill_id) {
  6610. case RG_STRIPWEAPON:
  6611. case GC_WEAPONCRUSH:
  6612. location = EQP_WEAPON;
  6613. break;
  6614. case RG_STRIPSHIELD:
  6615. location = EQP_SHIELD;
  6616. break;
  6617. case RG_STRIPARMOR:
  6618. location = EQP_ARMOR;
  6619. break;
  6620. case RG_STRIPHELM:
  6621. location = EQP_HELM;
  6622. break;
  6623. case ST_FULLSTRIP:
  6624. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  6625. break;
  6626. case SC_STRIPACCESSARY:
  6627. location = EQP_ACC;
  6628. break;
  6629. }
  6630. //Special message when trying to use strip on FCP [Jobbie]
  6631. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  6632. {
  6633. clif_gospel_info(sd, 0x28);
  6634. break;
  6635. }
  6636. //Attempts to strip at rate i and duration d
  6637. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  6638. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6639. //Nothing stripped.
  6640. if( sd && !i )
  6641. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6642. break;
  6643. }
  6644. case AM_BERSERKPITCHER:
  6645. case AM_POTIONPITCHER:
  6646. {
  6647. int j,hp = 0,sp = 0;
  6648. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  6649. map_freeblock_unlock();
  6650. return 1;
  6651. }
  6652. if( sd ) {
  6653. int x,bonus=100;
  6654. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  6655. x = skill_lv%11 - 1;
  6656. j = pc_search_inventory(sd, require.itemid[x]);
  6657. if (j < 0 || require.itemid[x] <= 0) {
  6658. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6659. map_freeblock_unlock();
  6660. return 1;
  6661. }
  6662. if (sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[x]) {
  6663. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6664. map_freeblock_unlock();
  6665. return 1;
  6666. }
  6667. if( skill_id == AM_BERSERKPITCHER ) {
  6668. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  6669. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6670. map_freeblock_unlock();
  6671. return 1;
  6672. }
  6673. }
  6674. potion_flag = 1;
  6675. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  6676. potion_target = bl->id;
  6677. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  6678. potion_flag = potion_target = 0;
  6679. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  6680. bonus += sd->status.base_level;
  6681. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  6682. hp = tstatus->max_hp * potion_per_hp / 100;
  6683. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6684. if( dstsd ) {
  6685. sp = dstsd->status.max_sp * potion_per_sp / 100;
  6686. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6687. }
  6688. } else {
  6689. if( potion_hp > 0 ) {
  6690. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6691. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6692. if( dstsd )
  6693. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6694. }
  6695. if( potion_sp > 0 ) {
  6696. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6697. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  6698. if( dstsd )
  6699. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  6700. }
  6701. }
  6702. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  6703. hp += hp * bonus / 100;
  6704. sp += sp * bonus / 100;
  6705. }
  6706. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  6707. hp += hp * j / 100;
  6708. sp += sp * j / 100;
  6709. }
  6710. } else {
  6711. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  6712. switch (skill_lv) {
  6713. case 1: hp = 45; break;
  6714. case 2: hp = 105; break;
  6715. case 3: hp = 175; break;
  6716. default: hp = 325; break;
  6717. }
  6718. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  6719. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6720. if( dstsd )
  6721. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6722. }
  6723. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  6724. hp += hp * j / 100;
  6725. sp += sp * j / 100;
  6726. }
  6727. if( tsc && tsc->count ) {
  6728. if( tsc->data[SC_CRITICALWOUND] ) {
  6729. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6730. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6731. }
  6732. if( tsc->data[SC_DEATHHURT] ) {
  6733. hp -= hp * 20 / 100;
  6734. sp -= sp * 20 / 100;
  6735. }
  6736. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  6737. hp += hp / 10;
  6738. sp += sp / 10;
  6739. }
  6740. }
  6741. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6742. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  6743. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6744. if( sp > 0 )
  6745. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6746. #ifdef RENEWAL
  6747. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6748. sp = 0;
  6749. #endif
  6750. status_heal(bl,hp,sp,0);
  6751. }
  6752. break;
  6753. case AM_CP_WEAPON:
  6754. case AM_CP_SHIELD:
  6755. case AM_CP_ARMOR:
  6756. case AM_CP_HELM:
  6757. {
  6758. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6759. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  6760. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6761. map_freeblock_unlock(); // Don't consume item requirements
  6762. return 0;
  6763. }
  6764. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6765. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6766. }
  6767. break;
  6768. case AM_TWILIGHT1:
  6769. if (sd) {
  6770. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6771. //Prepare 200 White Potions.
  6772. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  6773. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6774. }
  6775. break;
  6776. case AM_TWILIGHT2:
  6777. if (sd) {
  6778. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6779. //Prepare 200 Slim White Potions.
  6780. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  6781. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6782. }
  6783. break;
  6784. case AM_TWILIGHT3:
  6785. if (sd) {
  6786. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  6787. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  6788. if( ebottle >= 0 )
  6789. ebottle = sd->status.inventory[ebottle].amount;
  6790. //check if you can produce all three, if not, then fail:
  6791. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  6792. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  6793. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  6794. || ebottle < 200 //200 empty bottle are required at total.
  6795. ) {
  6796. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6797. break;
  6798. }
  6799. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6800. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  6801. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  6802. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  6803. }
  6804. break;
  6805. case SA_DISPELL:
  6806. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1)
  6807. {
  6808. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6809. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  6810. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  6811. || rnd()%100 >= 50+10*skill_lv
  6812. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  6813. {
  6814. if (sd)
  6815. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6816. break;
  6817. }
  6818. if(status_isimmune(bl))
  6819. break;
  6820. //Remove bonus_script by Dispell
  6821. if (dstsd)
  6822. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  6823. if(!tsc || !tsc->count)
  6824. break;
  6825. if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) {
  6826. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6827. break;
  6828. }
  6829. for(i=0;i<SC_MAX;i++) {
  6830. if (!tsc->data[i])
  6831. continue;
  6832. switch (i) {
  6833. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6834. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6835. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6836. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6837. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6838. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6839. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6840. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  6841. case SC_DANCING: case SC_EDP: case SC_AUTOBERSERK:
  6842. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6843. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6844. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6845. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6846. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6847. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6848. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6849. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  6850. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6851. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6852. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6853. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6854. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6855. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6856. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  6857. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  6858. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  6859. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  6860. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  6861. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  6862. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6863. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  6864. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  6865. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  6866. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  6867. case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS:
  6868. case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION:
  6869. case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN:
  6870. case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE:
  6871. case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD:
  6872. case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO:
  6873. case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER:
  6874. case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  6875. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  6876. case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR:
  6877. case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD:
  6878. case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED:
  6879. case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER:
  6880. case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER:
  6881. case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS:
  6882. case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2:
  6883. #ifdef RENEWAL
  6884. case SC_EXTREMITYFIST2:
  6885. #endif
  6886. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  6887. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  6888. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  6889. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  6890. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  6891. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  6892. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  6893. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  6894. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  6895. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  6896. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  6897. continue;
  6898. //bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  6899. case SC_WHISTLE:
  6900. case SC_ASSNCROS:
  6901. case SC_POEMBRAGI:
  6902. case SC_APPLEIDUN:
  6903. case SC_HUMMING:
  6904. case SC_DONTFORGETME:
  6905. case SC_FORTUNE:
  6906. case SC_SERVICE4U:
  6907. if(tsc->data[i]->val4==0)
  6908. continue; //if in song-area don't end it
  6909. break;
  6910. case SC_ASSUMPTIO:
  6911. if( bl->type == BL_MOB )
  6912. continue;
  6913. break;
  6914. }
  6915. 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.
  6916. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6917. }
  6918. break;
  6919. }
  6920. //Affect all targets on splash area.
  6921. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  6922. src, skill_id, skill_lv, tick, flag|1,
  6923. skill_castend_damage_id);
  6924. break;
  6925. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  6926. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6927. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),2);
  6928. break;
  6929. case TK_HIGHJUMP:
  6930. {
  6931. int x,y, dir = unit_getdir(src);
  6932. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  6933. if( map[src->m].flag.noteleport &&
  6934. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  6935. ) {
  6936. x = src->x;
  6937. y = src->y;
  6938. } else {
  6939. x = src->x + dirx[dir]*skill_lv*2;
  6940. y = src->y + diry[dir]*skill_lv*2;
  6941. }
  6942. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  6943. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  6944. clif_blown(src);
  6945. }
  6946. break;
  6947. case SA_CASTCANCEL:
  6948. case SO_SPELLFIST:
  6949. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6950. unit_skillcastcancel(src,1);
  6951. if(sd) {
  6952. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  6953. if( skill_id == SO_SPELLFIST ){
  6954. sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
  6955. sd->skill_id_old = sd->skill_lv_old = 0;
  6956. break;
  6957. }
  6958. sp = sp * (90 - (skill_lv-1)*20) / 100;
  6959. if(sp < 0) sp = 0;
  6960. status_zap(src, 0, sp);
  6961. }
  6962. break;
  6963. case SA_SPELLBREAKER:
  6964. {
  6965. int sp;
  6966. if(tsc && tsc->data[SC_MAGICROD]) {
  6967. sp = skill_get_sp(skill_id,skill_lv);
  6968. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  6969. if(sp < 1) sp = 1;
  6970. status_heal(bl,0,sp,2);
  6971. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  6972. } else {
  6973. struct unit_data *ud = unit_bl2ud(bl);
  6974. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  6975. if (!ud || ud->skilltimer == INVALID_TIMER)
  6976. break; //Nothing to cancel.
  6977. bl_skill_id = ud->skill_id;
  6978. bl_skill_lv = ud->skill_lv;
  6979. if (tstatus->mode & MD_BOSS)
  6980. { //Only 10% success chance against bosses. [Skotlex]
  6981. if (rnd()%100 < 90)
  6982. {
  6983. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6984. break;
  6985. }
  6986. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  6987. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  6988. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6989. unit_skillcastcancel(bl,0);
  6990. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  6991. status_zap(bl, hp, sp);
  6992. if (hp && skill_lv >= 5)
  6993. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  6994. else
  6995. hp = 0;
  6996. if (sp) //Recover some of the SP used
  6997. sp = sp*(25*(skill_lv-1))/100;
  6998. if(hp || sp)
  6999. status_heal(src, hp, sp, 2);
  7000. }
  7001. }
  7002. break;
  7003. case SA_MAGICROD:
  7004. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  7005. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7006. break;
  7007. case SA_AUTOSPELL:
  7008. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7009. if(sd)
  7010. clif_autospell(sd,skill_lv);
  7011. else {
  7012. int maxlv=1,spellid=0;
  7013. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  7014. if(skill_lv >= 10) {
  7015. spellid = MG_FROSTDIVER;
  7016. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  7017. // maxlv = 10;
  7018. // else
  7019. maxlv = skill_lv - 9;
  7020. }
  7021. else if(skill_lv >=8) {
  7022. spellid = MG_FIREBALL;
  7023. maxlv = skill_lv - 7;
  7024. }
  7025. else if(skill_lv >=5) {
  7026. spellid = MG_SOULSTRIKE;
  7027. maxlv = skill_lv - 4;
  7028. }
  7029. else if(skill_lv >=2) {
  7030. int i_rnd = rnd()%3;
  7031. spellid = spellarray[i_rnd];
  7032. maxlv = skill_lv - 1;
  7033. }
  7034. else if(skill_lv > 0) {
  7035. spellid = MG_NAPALMBEAT;
  7036. maxlv = 3;
  7037. }
  7038. if(spellid > 0)
  7039. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  7040. skill_get_time(SA_AUTOSPELL,skill_lv));
  7041. }
  7042. break;
  7043. case BS_GREED:
  7044. if(sd){
  7045. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7046. map_foreachinrange(skill_greed,bl,
  7047. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  7048. }
  7049. break;
  7050. case SA_ELEMENTWATER:
  7051. case SA_ELEMENTFIRE:
  7052. case SA_ELEMENTGROUND:
  7053. case SA_ELEMENTWIND:
  7054. if(sd && !dstmd) //Only works on monsters.
  7055. break;
  7056. if(tstatus->mode&MD_BOSS)
  7057. break;
  7058. case NPC_ATTRICHANGE:
  7059. case NPC_CHANGEWATER:
  7060. case NPC_CHANGEGROUND:
  7061. case NPC_CHANGEFIRE:
  7062. case NPC_CHANGEWIND:
  7063. case NPC_CHANGEPOISON:
  7064. case NPC_CHANGEHOLY:
  7065. case NPC_CHANGEDARKNESS:
  7066. case NPC_CHANGETELEKINESIS:
  7067. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7068. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7069. skill_get_time(skill_id, skill_lv)));
  7070. break;
  7071. case NPC_CHANGEUNDEAD:
  7072. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  7073. //TO-DO This is ugly, fix it
  7074. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  7075. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7076. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7077. skill_get_time(skill_id, skill_lv)));
  7078. break;
  7079. case NPC_PROVOCATION:
  7080. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7081. if (md) mob_unlocktarget(md, tick);
  7082. break;
  7083. case NPC_KEEPING:
  7084. case NPC_BARRIER:
  7085. {
  7086. int skill_time = skill_get_time(skill_id,skill_lv);
  7087. struct unit_data *ud = unit_bl2ud(bl);
  7088. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7089. sc_start(src,bl,type,100,skill_lv,skill_time))
  7090. && ud) { //Disable attacking/acting/moving for skill's duration.
  7091. ud->attackabletime =
  7092. ud->canact_tick =
  7093. ud->canmove_tick = tick + skill_time;
  7094. }
  7095. }
  7096. break;
  7097. case NPC_REBIRTH:
  7098. if( md && md->state.rebirth )
  7099. break; // only works once
  7100. sc_start(src,bl,type,100,skill_lv,-1);
  7101. break;
  7102. case NPC_DARKBLESSING:
  7103. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7104. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7105. break;
  7106. case NPC_LICK:
  7107. status_zap(bl, 0, 100);
  7108. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7109. sc_start(src,bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)));
  7110. break;
  7111. case NPC_SUICIDE:
  7112. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7113. status_kill(src); //When suiciding, neither exp nor drops is given.
  7114. break;
  7115. case NPC_SUMMONSLAVE:
  7116. case NPC_SUMMONMONSTER:
  7117. if(md && md->skill_idx >= 0)
  7118. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  7119. break;
  7120. case NPC_CALLSLAVE:
  7121. mob_warpslave(src,MOB_SLAVEDISTANCE);
  7122. break;
  7123. case NPC_RANDOMMOVE:
  7124. if (md) {
  7125. md->next_walktime = tick - 1;
  7126. mob_randomwalk(md,tick);
  7127. }
  7128. break;
  7129. case NPC_SPEEDUP:
  7130. {
  7131. // or does it increase casting rate? just a guess xD
  7132. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  7133. if (i_type > SC_ASPDPOTION3)
  7134. i_type = SC_ASPDPOTION3;
  7135. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7136. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  7137. }
  7138. break;
  7139. case NPC_REVENGE:
  7140. // not really needed... but adding here anyway ^^
  7141. if (md && md->master_id > 0) {
  7142. struct block_list *mbl, *tbl;
  7143. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  7144. (tbl = battle_gettargeted(mbl)) == NULL)
  7145. break;
  7146. md->state.provoke_flag = tbl->id;
  7147. mob_target(md, tbl, sstatus->rhw.range);
  7148. }
  7149. break;
  7150. case NPC_RUN:
  7151. if (md && unit_escape(src, bl, rnd()%10 + 1))
  7152. mob_unlocktarget(md, tick);
  7153. break;
  7154. case NPC_TRANSFORMATION:
  7155. case NPC_METAMORPHOSIS:
  7156. if(md && md->skill_idx >= 0) {
  7157. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  7158. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  7159. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  7160. if (class_) mob_class_change(md, class_);
  7161. }
  7162. break;
  7163. case NPC_EMOTION_ON:
  7164. case NPC_EMOTION:
  7165. //val[0] is the emotion to use.
  7166. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  7167. //val[1] 'sets' the mode
  7168. //val[2] adds to the current mode
  7169. //val[3] removes from the current mode
  7170. //val[4] if set, asks to delete the previous mode change.
  7171. if(md && md->skill_idx >= 0 && tsc)
  7172. {
  7173. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  7174. if(md->db->skill[md->skill_idx].val[4] && tsce)
  7175. status_change_end(bl, type, INVALID_TIMER);
  7176. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  7177. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  7178. mob_unlocktarget(md,tick);
  7179. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  7180. sc_start4(src,src, type, 100, skill_lv,
  7181. md->db->skill[md->skill_idx].val[1],
  7182. md->db->skill[md->skill_idx].val[2],
  7183. md->db->skill[md->skill_idx].val[3],
  7184. skill_get_time(skill_id, skill_lv));
  7185. }
  7186. break;
  7187. case NPC_POWERUP:
  7188. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  7189. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7190. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7191. break;
  7192. case NPC_AGIUP:
  7193. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  7194. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7195. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7196. break;
  7197. case NPC_INVISIBLE:
  7198. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  7199. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7200. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  7201. break;
  7202. case NPC_SIEGEMODE:
  7203. // not sure what it does
  7204. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7205. break;
  7206. case WE_MALE:
  7207. if( status_get_hp(src) > status_get_max_hp(src) / 10 ) {
  7208. int hp_rate=(!skill_lv)? 0:skill_get_hp_rate(skill_id, skill_lv);
  7209. 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]
  7210. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  7211. }
  7212. break;
  7213. case WE_FEMALE:
  7214. if( status_get_sp(src) > status_get_max_sp(src) / 10 ) {
  7215. int sp_rate=(!skill_lv)? 0:skill_get_sp_rate(skill_id, skill_lv);
  7216. 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]
  7217. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  7218. }
  7219. break;
  7220. // parent-baby skills
  7221. case WE_BABY:
  7222. if(sd){
  7223. struct map_session_data *f_sd = pc_get_father(sd);
  7224. struct map_session_data *m_sd = pc_get_mother(sd);
  7225. if( (!f_sd && !m_sd) // if neither was found
  7226. || (sd->status.party_id != 0 && //not in same party
  7227. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  7228. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  7229. ))
  7230. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  7231. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  7232. ) {
  7233. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7234. map_freeblock_unlock();
  7235. return 0;
  7236. }
  7237. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  7238. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7239. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7240. }
  7241. break;
  7242. case PF_HPCONVERSION:
  7243. {
  7244. int hp, sp;
  7245. hp = sstatus->max_hp/10;
  7246. sp = hp * 10 * skill_lv / 100;
  7247. if (!status_charge(src,hp,0)) {
  7248. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7249. break;
  7250. }
  7251. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7252. status_heal(bl,0,sp,2);
  7253. }
  7254. break;
  7255. case MA_REMOVETRAP:
  7256. case HT_REMOVETRAP:
  7257. {
  7258. struct skill_unit* su;
  7259. struct skill_unit_group* sg = NULL;
  7260. su = BL_CAST(BL_SKILL, bl);
  7261. // Mercenaries can remove any trap
  7262. // Players can only remove their own traps or traps on Vs maps.
  7263. 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) )
  7264. {
  7265. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7266. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  7267. { // prevent picking up expired traps
  7268. if( battle_config.skill_removetrap_type )
  7269. { // get back all items used to deploy the trap
  7270. for( i = 0; i < 10; i++ )
  7271. {
  7272. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  7273. {
  7274. int flag2;
  7275. struct item item_tmp;
  7276. memset(&item_tmp,0,sizeof(item_tmp));
  7277. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  7278. item_tmp.identify = 1;
  7279. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  7280. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  7281. clif_additem(sd,0,0,flag2);
  7282. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7283. }
  7284. }
  7285. }
  7286. }
  7287. else
  7288. { // get back 1 trap
  7289. struct item item_tmp;
  7290. memset(&item_tmp,0,sizeof(item_tmp));
  7291. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  7292. item_tmp.identify = 1;
  7293. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  7294. {
  7295. clif_additem(sd,0,0,flag);
  7296. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7297. }
  7298. }
  7299. }
  7300. skill_delunit(su);
  7301. }else if(sd)
  7302. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7303. }
  7304. break;
  7305. case HT_SPRINGTRAP:
  7306. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7307. {
  7308. struct skill_unit *su=NULL;
  7309. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  7310. switch(su->group->unit_id){
  7311. case UNT_ANKLESNARE: // ankle snare
  7312. if (su->group->val2 != 0)
  7313. // if it is already trapping something don't spring it,
  7314. // remove trap should be used instead
  7315. break;
  7316. // otherwise fallthrough to below
  7317. case UNT_BLASTMINE:
  7318. case UNT_SKIDTRAP:
  7319. case UNT_LANDMINE:
  7320. case UNT_SHOCKWAVE:
  7321. case UNT_SANDMAN:
  7322. case UNT_FLASHER:
  7323. case UNT_FREEZINGTRAP:
  7324. case UNT_CLAYMORETRAP:
  7325. case UNT_TALKIEBOX:
  7326. su->group->unit_id = UNT_USED_TRAPS;
  7327. clif_changetraplook(bl, UNT_USED_TRAPS);
  7328. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  7329. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  7330. }
  7331. }
  7332. }
  7333. break;
  7334. case BD_ENCORE:
  7335. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7336. if(sd)
  7337. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  7338. break;
  7339. case AS_SPLASHER:
  7340. if(tstatus->mode&MD_BOSS
  7341. // Renewal dropped the 3/4 hp requirement
  7342. #ifndef RENEWAL
  7343. || tstatus-> hp > tstatus->max_hp*3/4
  7344. #endif
  7345. ) {
  7346. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7347. map_freeblock_unlock();
  7348. return 1;
  7349. }
  7350. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7351. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  7352. #ifndef RENEWAL
  7353. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  7354. #endif
  7355. break;
  7356. case PF_MINDBREAKER:
  7357. {
  7358. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  7359. {
  7360. map_freeblock_unlock();
  7361. return 1;
  7362. }
  7363. if (tsce)
  7364. { //HelloKitty2 (?) explained that this silently fails when target is
  7365. //already inflicted. [Skotlex]
  7366. map_freeblock_unlock();
  7367. return 1;
  7368. }
  7369. //Has a 55% + skill_lv*5% success chance.
  7370. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7371. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  7372. {
  7373. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7374. map_freeblock_unlock();
  7375. return 0;
  7376. }
  7377. unit_skillcastcancel(bl,0);
  7378. if(tsc && tsc->count){
  7379. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7380. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  7381. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7382. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7383. }
  7384. if(dstmd)
  7385. mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
  7386. }
  7387. break;
  7388. case PF_SOULCHANGE:
  7389. {
  7390. unsigned int sp1 = 0, sp2 = 0;
  7391. if (dstmd) {
  7392. if (dstmd->state.soul_change_flag) {
  7393. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7394. break;
  7395. }
  7396. dstmd->state.soul_change_flag = 1;
  7397. sp2 = sstatus->max_sp * 3 /100;
  7398. status_heal(src, 0, sp2, 2);
  7399. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7400. break;
  7401. }
  7402. sp1 = sstatus->sp;
  7403. sp2 = tstatus->sp;
  7404. #ifdef RENEWAL
  7405. sp1 = sp1 / 2;
  7406. sp2 = sp2 / 2;
  7407. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  7408. sp1 = tstatus->sp;
  7409. #endif
  7410. status_set_sp(src, sp2, 3);
  7411. status_set_sp(bl, sp1, 3);
  7412. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7413. }
  7414. break;
  7415. // Slim Pitcher
  7416. case CR_SLIMPITCHER:
  7417. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  7418. if( dstmd && (dstmd->mob_id == MOBID_EMPERIUM || (dstmd->mob_id >= MOBID_BARRICADE1 && dstmd->mob_id <= MOBID_GUARDIAN_STONE2)) )
  7419. break;
  7420. if (potion_hp || potion_sp) {
  7421. int hp = potion_hp, sp = potion_sp;
  7422. hp = hp * (100 + (tstatus->vit<<1))/100;
  7423. sp = sp * (100 + (tstatus->int_<<1))/100;
  7424. if (dstsd) {
  7425. if (hp)
  7426. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7427. if (sp)
  7428. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7429. }
  7430. if( tsc && tsc->count ) {
  7431. if (tsc->data[SC_CRITICALWOUND]) {
  7432. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  7433. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  7434. }
  7435. if (tsc->data[SC_DEATHHURT]) {
  7436. hp -= hp * 20 / 100;
  7437. sp -= sp * 20 / 100;
  7438. }
  7439. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7440. hp += hp / 10;
  7441. sp += sp / 10;
  7442. }
  7443. }
  7444. if(hp > 0)
  7445. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7446. if(sp > 0)
  7447. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7448. status_heal(bl,hp,sp,0);
  7449. }
  7450. break;
  7451. // Full Chemical Protection
  7452. case CR_FULLPROTECTION:
  7453. {
  7454. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7455. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  7456. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  7457. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  7458. continue;
  7459. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  7460. s++;
  7461. }
  7462. if( sd && !s ){
  7463. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7464. map_freeblock_unlock(); // Don't consume item requirements
  7465. return 0;
  7466. }
  7467. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7468. }
  7469. break;
  7470. case RG_CLEANER: //AppleGirl
  7471. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7472. break;
  7473. case CG_LONGINGFREEDOM:
  7474. {
  7475. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  7476. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  7477. {
  7478. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7479. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7480. }
  7481. }
  7482. break;
  7483. case CG_TAROTCARD:
  7484. {
  7485. int count = -1;
  7486. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  7487. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) {
  7488. if( sd )
  7489. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7490. map_freeblock_unlock();
  7491. return 0;
  7492. }
  7493. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  7494. do {
  7495. int eff = rnd() % 14;
  7496. clif_specialeffect(bl, 523 + eff, AREA);
  7497. switch (eff)
  7498. {
  7499. case 0: // heals SP to 0
  7500. status_percent_damage(src, bl, 0, 100, false);
  7501. break;
  7502. case 1: // matk halved
  7503. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7504. break;
  7505. case 2: // all buffs removed
  7506. status_change_clear_buffs(bl,1);
  7507. break;
  7508. case 3: // 1000 damage, random armor destroyed
  7509. {
  7510. status_fix_damage(src, bl, 1000, 0);
  7511. clif_damage(src,bl,tick,0,0,1000,0,DMG_NORMAL,0);
  7512. if( !status_isdead(bl) ) {
  7513. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  7514. skill_break_equip(src,bl, where[rnd()%5], 10000, BCT_ENEMY);
  7515. }
  7516. }
  7517. break;
  7518. case 4: // atk halved
  7519. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7520. break;
  7521. case 5: // 2000HP heal, random teleported
  7522. status_heal(src, 2000, 0, 0);
  7523. if( !map_flag_vs(bl->m) )
  7524. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  7525. break;
  7526. case 6: // random 2 other effects
  7527. if (count == -1)
  7528. count = 3;
  7529. else
  7530. count++; //Should not retrigger this one.
  7531. break;
  7532. case 7: // stop freeze or stoned
  7533. {
  7534. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  7535. uint8 rand_eff = rnd()%3;
  7536. sc_start2(src,bl,sc[rand_eff],100,skill_lv,(rand_eff == 2 ? src->id : 0),skill_get_time2(skill_id,skill_lv));
  7537. }
  7538. break;
  7539. case 8: // curse coma and poison
  7540. status_change_start(src, bl, SC_COMA, 100, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  7541. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7542. sc_start2(src,bl,SC_POISON,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7543. break;
  7544. case 9: // confusion
  7545. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7546. break;
  7547. case 10: // 6666 damage, atk matk halved, cursed
  7548. status_fix_damage(src, bl, 6666, 0);
  7549. clif_damage(src,bl,tick,0,0,6666,0,DMG_NORMAL,0);
  7550. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7551. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7552. sc_start(src,bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
  7553. break;
  7554. case 11: // 4444 damage
  7555. status_fix_damage(src, bl, 4444, 0);
  7556. clif_damage(src,bl,tick,0,0,4444,0,DMG_NORMAL,0);
  7557. break;
  7558. case 12: // stun
  7559. sc_start(src,bl,SC_STUN,100,skill_lv,5000);
  7560. break;
  7561. case 13: // atk,matk,hit,flee,def reduced
  7562. sc_start(src,bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7563. sc_start(src,bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7564. sc_start(src,bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7565. sc_start(src,bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7566. sc_start(src,bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7567. break;
  7568. default:
  7569. break;
  7570. }
  7571. } while ((--count) > 0);
  7572. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7573. }
  7574. break;
  7575. case SL_ALCHEMIST:
  7576. case SL_ASSASIN:
  7577. case SL_BARDDANCER:
  7578. case SL_BLACKSMITH:
  7579. case SL_CRUSADER:
  7580. case SL_HUNTER:
  7581. case SL_KNIGHT:
  7582. case SL_MONK:
  7583. case SL_PRIEST:
  7584. case SL_ROGUE:
  7585. case SL_SAGE:
  7586. case SL_SOULLINKER:
  7587. case SL_STAR:
  7588. case SL_SUPERNOVICE:
  7589. case SL_WIZARD:
  7590. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7591. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
  7592. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7593. break;
  7594. }
  7595. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7596. { //Erase death count 1% of the casts
  7597. dstsd->die_counter = 0;
  7598. pc_setglobalreg(dstsd, add_str("PC_DIE_COUNTER"), 0);
  7599. clif_specialeffect(bl, 0x152, AREA);
  7600. //SC_SPIRIT invokes status_calc_pc for us.
  7601. }
  7602. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7603. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7604. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7605. break;
  7606. case SL_HIGH:
  7607. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  7608. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7609. break;
  7610. }
  7611. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7612. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7613. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7614. break;
  7615. case SL_SWOO:
  7616. if (tsce) {
  7617. if(sd)
  7618. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7619. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  7620. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  7621. break;
  7622. }
  7623. case SL_SKA: // [marquis007]
  7624. case SL_SKE:
  7625. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  7626. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7627. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7628. break;
  7629. }
  7630. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7631. if (skill_id == SL_SKE)
  7632. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7633. break;
  7634. // New guild skills [Celest]
  7635. case GD_BATTLEORDER:
  7636. if(flag&1) {
  7637. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7638. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7639. } else if (status_get_guild_id(src)) {
  7640. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7641. map_foreachinrange(skill_area_sub, src,
  7642. skill_get_splash(skill_id, skill_lv), BL_PC,
  7643. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7644. skill_castend_nodamage_id);
  7645. if (sd)
  7646. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7647. }
  7648. break;
  7649. case GD_REGENERATION:
  7650. if(flag&1) {
  7651. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7652. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7653. } else if (status_get_guild_id(src)) {
  7654. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7655. map_foreachinrange(skill_area_sub, src,
  7656. skill_get_splash(skill_id, skill_lv), BL_PC,
  7657. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7658. skill_castend_nodamage_id);
  7659. if (sd)
  7660. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7661. }
  7662. break;
  7663. case GD_RESTORE:
  7664. if(flag&1) {
  7665. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7666. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  7667. } else if (status_get_guild_id(src)) {
  7668. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7669. map_foreachinrange(skill_area_sub, src,
  7670. skill_get_splash(skill_id, skill_lv), BL_PC,
  7671. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7672. skill_castend_nodamage_id);
  7673. if (sd)
  7674. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7675. }
  7676. break;
  7677. case GD_EMERGENCYCALL:
  7678. case GD_ITEMEMERGENCYCALL:
  7679. {
  7680. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  7681. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  7682. uint8 j = 0, calls = 0, called = 0;
  7683. struct guild *g;
  7684. // i don't know if it actually summons in a circle, but oh well. ;P
  7685. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  7686. if (!g)
  7687. break;
  7688. if (skill_id == GD_ITEMEMERGENCYCALL)
  7689. switch (skill_lv) {
  7690. case 1: calls = 7; break;
  7691. case 2: calls = 12; break;
  7692. case 3: calls = 20; break;
  7693. default: calls = 0; break;
  7694. }
  7695. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7696. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  7697. if (j > 8)
  7698. j = 0;
  7699. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  7700. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  7701. continue;
  7702. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  7703. dx[j] = dy[j] = 0;
  7704. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  7705. called++;
  7706. }
  7707. }
  7708. if (sd)
  7709. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7710. }
  7711. break;
  7712. case SG_FEEL:
  7713. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  7714. if (sd) {
  7715. if(!sd->feel_map[skill_lv-1].index)
  7716. clif_feel_req(sd->fd,sd, skill_lv);
  7717. else
  7718. clif_feel_info(sd, skill_lv-1, 1);
  7719. }
  7720. break;
  7721. case SG_HATE:
  7722. if (sd) {
  7723. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7724. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  7725. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7726. }
  7727. break;
  7728. case GS_GLITTERING:
  7729. if(sd) {
  7730. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7731. if(rnd()%100 < (20+10*skill_lv))
  7732. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  7733. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  7734. pc_delspiritball(sd,1,0);
  7735. }
  7736. break;
  7737. case GS_CRACKER:
  7738. /* per official standards, this skill works on players and mobs. */
  7739. if (sd && (dstsd || dstmd))
  7740. {
  7741. i =65 -5*distance_bl(src,bl); //Base rate
  7742. if (i < 30) i = 30;
  7743. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7744. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  7745. }
  7746. break;
  7747. case AM_CALLHOMUN: //[orn]
  7748. if (sd && !hom_call(sd))
  7749. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7750. break;
  7751. case AM_REST:
  7752. if (sd) {
  7753. if (hom_vaporize(sd,HOM_ST_REST))
  7754. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7755. else
  7756. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7757. }
  7758. break;
  7759. case HAMI_CASTLE: //[orn]
  7760. if (src != bl && rnd()%100 < 20 * skill_lv) {
  7761. int x = src->x, y = src->y;
  7762. if (hd)
  7763. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  7764. // Move source
  7765. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  7766. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  7767. clif_blown(src);
  7768. // Move target
  7769. if (unit_movepos(bl,x,y,0,0)) {
  7770. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  7771. clif_blown(bl);
  7772. }
  7773. map_foreachinrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  7774. }
  7775. }
  7776. else if (hd && hd->master) // Failed
  7777. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  7778. else if (sd)
  7779. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7780. break;
  7781. case HVAN_CHAOTIC: //[orn]
  7782. {
  7783. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  7784. int r = rnd()%100;
  7785. i = (skill_lv-1)%5;
  7786. if(r<per[i][0]) //Self
  7787. bl = src;
  7788. else if(r<per[i][1]) //Master
  7789. bl = battle_get_master(src);
  7790. else //Enemy
  7791. bl = map_id2bl(battle_gettarget(src));
  7792. if (!bl) bl = src;
  7793. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  7794. //Eh? why double skill packet?
  7795. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  7796. clif_skill_nodamage(src,bl,skill_id,i,1);
  7797. status_heal(bl, i, 0, 0);
  7798. }
  7799. break;
  7800. //Homun single-target support skills [orn]
  7801. case HAMI_BLOODLUST:
  7802. case HFLI_FLEET:
  7803. case HFLI_SPEED:
  7804. case HLIF_CHANGE:
  7805. case MH_ANGRIFFS_MODUS:
  7806. case MH_GOLDENE_FERSE:
  7807. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7808. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7809. if (hd)
  7810. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7811. break;
  7812. case NPC_DRAGONFEAR:
  7813. if (flag&1) {
  7814. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  7815. int j;
  7816. j = i = rnd()%ARRAYLENGTH(sc);
  7817. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  7818. i++;
  7819. if ( i == ARRAYLENGTH(sc) )
  7820. i = 0;
  7821. if (i == j)
  7822. break;
  7823. }
  7824. break;
  7825. }
  7826. case NPC_WIDEBLEEDING:
  7827. case NPC_WIDECONFUSE:
  7828. case NPC_WIDECURSE:
  7829. case NPC_WIDEFREEZE:
  7830. case NPC_WIDESLEEP:
  7831. case NPC_WIDESILENCE:
  7832. case NPC_WIDESTONE:
  7833. case NPC_WIDESTUN:
  7834. case NPC_SLOWCAST:
  7835. case NPC_WIDEHELLDIGNITY:
  7836. case NPC_WIDEHEALTHFEAR:
  7837. case NPC_WIDEBODYBURNNING:
  7838. case NPC_WIDEFROSTMISTY:
  7839. case NPC_WIDECOLD:
  7840. case NPC_WIDE_DEEP_SLEEP:
  7841. case NPC_WIDESIREN:
  7842. if (flag&1){
  7843. switch ( type ) {
  7844. case SC_BURNING:
  7845. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  7846. break;
  7847. case SC_VOICEOFSIREN:
  7848. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7849. break;
  7850. default:
  7851. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7852. }
  7853. }
  7854. else {
  7855. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7856. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7857. map_foreachinrange(skill_area_sub, bl,
  7858. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7859. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7860. skill_castend_nodamage_id);
  7861. }
  7862. break;
  7863. case NPC_WIDESOULDRAIN:
  7864. if (flag&1)
  7865. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  7866. else {
  7867. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7868. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7869. map_foreachinrange(skill_area_sub, bl,
  7870. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7871. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7872. skill_castend_nodamage_id);
  7873. }
  7874. break;
  7875. case ALL_PARTYFLEE:
  7876. if( sd && !(flag&1) ) {
  7877. if( !sd->status.party_id ) {
  7878. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7879. break;
  7880. }
  7881. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7882. } else
  7883. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7884. break;
  7885. case NPC_TALK:
  7886. case ALL_WEWISH:
  7887. case ALL_CATCRY:
  7888. case ALL_DREAM_SUMMERNIGHT:
  7889. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7890. break;
  7891. case ALL_BUYING_STORE:
  7892. if( sd )
  7893. {// players only, skill allows 5 buying slots
  7894. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  7895. }
  7896. break;
  7897. case RK_ENCHANTBLADE:
  7898. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7899. sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*(status_get_lv(src)/150)+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  7900. break;
  7901. case RK_DRAGONHOWLING:
  7902. if( flag&1)
  7903. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  7904. else
  7905. {
  7906. skill_area_temp[2] = 0;
  7907. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7908. map_foreachinrange(skill_area_sub, src,
  7909. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7910. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  7911. skill_castend_nodamage_id);
  7912. }
  7913. break;
  7914. case RK_IGNITIONBREAK:
  7915. case LG_EARTHDRIVE:
  7916. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7917. i = skill_get_splash(skill_id,skill_lv);
  7918. if( skill_id == LG_EARTHDRIVE ) {
  7919. int dummy = 1;
  7920. map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  7921. }
  7922. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  7923. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7924. break;
  7925. case RK_STONEHARDSKIN:
  7926. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  7927. {
  7928. int heal = sstatus->hp / 5; // 20% HP
  7929. if( status_charge(bl,heal,0) )
  7930. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv)));
  7931. else
  7932. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7933. }
  7934. break;
  7935. case RK_REFRESH:
  7936. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  7937. {
  7938. int heal = status_get_max_hp(bl) * 25 / 100;
  7939. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7940. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7941. status_heal(bl,heal,0,1);
  7942. status_change_clear_buffs(bl,4);
  7943. }
  7944. break;
  7945. case RK_MILLENNIUMSHIELD:
  7946. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  7947. {
  7948. int8 rate = rnd()%100;
  7949. int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
  7950. sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
  7951. clif_millenniumshield(bl,shields);
  7952. clif_skill_nodamage(src,bl,skill_id,1,1);
  7953. }
  7954. break;
  7955. case RK_GIANTGROWTH:
  7956. case RK_VITALITYACTIVATION:
  7957. case RK_ABUNDANCE:
  7958. case RK_CRUSHSTRIKE:
  7959. if( sd )
  7960. {
  7961. int lv = 1; // RK_GIANTGROWTH
  7962. if( skill_id == RK_VITALITYACTIVATION )
  7963. lv = 2;
  7964. else if( skill_id == RK_ABUNDANCE )
  7965. lv = 6;
  7966. else if( skill_id == RK_CRUSHSTRIKE )
  7967. lv = 7;
  7968. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  7969. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7970. }
  7971. break;
  7972. case RK_FIGHTINGSPIRIT: {
  7973. // val1: ATKBonus: Caster: 7*PartyMember. Member: 7*PartyMember/4
  7974. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  7975. if( flag&1 ) {
  7976. if( skill_area_temp[1] == bl->id )
  7977. sc_start2(src,bl,type,100,7 * skill_area_temp[0],4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_area_temp[4]);
  7978. else
  7979. sc_start(src,bl,type,100,skill_area_temp[3],skill_area_temp[4]);
  7980. } else {
  7981. if( sd && sd->status.party_id ) {
  7982. skill_area_temp[0] = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
  7983. skill_area_temp[1] = src->id;
  7984. skill_area_temp[3] = 7 * skill_area_temp[0] / 4;
  7985. skill_area_temp[4] = skill_get_time(skill_id,skill_lv);
  7986. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  7987. }
  7988. else
  7989. sc_start2(src,bl,type,100,7,4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  7990. clif_skill_nodamage(src,bl,skill_id,1,1);
  7991. }
  7992. }
  7993. break;
  7994. case RK_LUXANIMA:
  7995. if( !sd || !sd->status.party_id || flag&1 ) {
  7996. if( src == bl ) break;
  7997. while( skill_area_temp[5] >= 0x10 ) {
  7998. type = SC_NONE;
  7999. i = 0;
  8000. if( skill_area_temp[5]&0x10 ) {
  8001. if( dstsd ) {
  8002. i = (rnd()%100 < 50) ? 4 : ((rnd()%100 < 80) ? 3 : 2);
  8003. clif_millenniumshield(bl,i);
  8004. skill_area_temp[5] &= ~0x10;
  8005. type = SC_MILLENNIUMSHIELD;
  8006. }
  8007. } else if( skill_area_temp[5]&0x20 ) {
  8008. i = status_get_max_hp(bl) * 25 / 100;
  8009. status_change_clear_buffs(bl,4);
  8010. skill_area_temp[5] &= ~0x20;
  8011. status_heal(bl,i,0,1);
  8012. type = SC_REFRESH;
  8013. } else if( skill_area_temp[5]&0x40 ) {
  8014. skill_area_temp[5] &= ~0x40;
  8015. type = SC_GIANTGROWTH;
  8016. } else if( skill_area_temp[5]&0x80 ) {
  8017. if( dstsd ) {
  8018. i = sstatus->hp / 5;
  8019. if( status_charge(bl,i,0) )
  8020. type = SC_STONEHARDSKIN;
  8021. skill_area_temp[5] &= ~0x80;
  8022. }
  8023. } else if( skill_area_temp[5]&0x100 ) {
  8024. skill_area_temp[5] &= ~0x100;
  8025. type = SC_VITALITYACTIVATION;
  8026. } else if( skill_area_temp[5]&0x200 ) {
  8027. skill_area_temp[5] &= ~0x200;
  8028. type = SC_ABUNDANCE;
  8029. }
  8030. if( type > SC_NONE )
  8031. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  8032. sc_start4(src,bl,type,100,skill_lv,i,0,1,skill_get_time(skill_id,skill_lv)));
  8033. } //end while
  8034. } else if( sd ) {
  8035. if( tsc && tsc->count ) {
  8036. if( tsc->data[SC_MILLENNIUMSHIELD] ) skill_area_temp[5] |= 0x10;
  8037. if( tsc->data[SC_REFRESH] ) skill_area_temp[5] |= 0x20;
  8038. if( tsc->data[SC_GIANTGROWTH] ) skill_area_temp[5] |= 0x40;
  8039. if( tsc->data[SC_STONEHARDSKIN] ) skill_area_temp[5] |= 0x80;
  8040. if( tsc->data[SC_VITALITYACTIVATION] ) skill_area_temp[5] |= 0x100;
  8041. if( tsc->data[SC_ABUNDANCE] ) skill_area_temp[5] |= 0x200;
  8042. }
  8043. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8044. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  8045. }
  8046. break;
  8047. case GC_ROLLINGCUTTER:
  8048. {
  8049. short count = 1;
  8050. skill_area_temp[2] = 0;
  8051. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  8052. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  8053. { // Every time the skill is casted the status change is reseted adding a counter.
  8054. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  8055. if( count > 10 )
  8056. count = 10; // Max coounter
  8057. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  8058. }
  8059. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  8060. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8061. }
  8062. break;
  8063. case GC_WEAPONBLOCKING:
  8064. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  8065. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  8066. else
  8067. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8068. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8069. break;
  8070. case GC_CREATENEWPOISON:
  8071. if( sd )
  8072. {
  8073. clif_skill_produce_mix_list(sd,skill_id,25);
  8074. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8075. }
  8076. break;
  8077. case GC_POISONINGWEAPON:
  8078. if( sd ) {
  8079. clif_poison_list(sd,skill_lv);
  8080. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8081. }
  8082. break;
  8083. case GC_ANTIDOTE:
  8084. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8085. if( tsc )
  8086. {
  8087. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8088. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8089. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8090. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8091. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8092. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8093. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8094. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  8095. }
  8096. break;
  8097. case GC_PHANTOMMENACE:
  8098. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8099. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8100. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8101. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8102. break;
  8103. case GC_HALLUCINATIONWALK:
  8104. {
  8105. int heal = status_get_max_hp(bl) / 10;
  8106. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  8107. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8108. break;
  8109. }
  8110. if( !status_charge(bl,heal,0) )
  8111. {
  8112. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8113. break;
  8114. }
  8115. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8116. }
  8117. break;
  8118. case AB_ANCILLA:
  8119. if( sd ) {
  8120. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8121. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  8122. }
  8123. break;
  8124. case AB_CLEMENTIA:
  8125. case AB_CANTO:
  8126. {
  8127. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  8128. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  8129. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8130. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  8131. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  8132. else if( sd )
  8133. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8134. }
  8135. break;
  8136. case AB_PRAEFATIO:
  8137. if( !sd || sd->status.party_id == 0 || flag&1 )
  8138. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  8139. else if( sd )
  8140. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8141. break;
  8142. case AB_CHEAL:
  8143. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8144. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  8145. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  8146. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  8147. if( partycount > 1 )
  8148. i += (i / 100) * (partycount * 10) / 4;
  8149. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  8150. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  8151. clif_skill_nodamage(bl, bl, skill_id, i, 1);
  8152. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  8153. i = ~i + 1;
  8154. status_heal(bl, i, 0, 0);
  8155. }
  8156. } else if( sd )
  8157. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8158. break;
  8159. case AB_ORATIO:
  8160. if( flag&1 )
  8161. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8162. else {
  8163. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8164. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8165. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8166. }
  8167. break;
  8168. case AB_LAUDAAGNUS:
  8169. if( flag&1 || !sd || !sd->status.party_id ) {
  8170. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  8171. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  8172. // Success Chance: (40 + 10 * Skill Level) %
  8173. if( rnd()%100 > 40+10*skill_lv ) break;
  8174. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8175. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8176. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8177. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8178. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8179. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8180. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8181. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8182. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8183. } else if( sd )
  8184. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8185. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8186. break;
  8187. case AB_LAUDARAMUS:
  8188. if( flag&1 || !sd || !sd->status.party_id ) {
  8189. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  8190. // Success Chance: (40 + 10 * Skill Level) %
  8191. if( rnd()%100 > 40+10*skill_lv ) break;
  8192. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8193. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8194. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8195. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8196. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8197. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8198. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8199. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8200. } else if( sd )
  8201. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8202. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8203. break;
  8204. case AB_CLEARANCE:
  8205. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  8206. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  8207. break;
  8208. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8209. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  8210. if (sd)
  8211. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8212. break;
  8213. }
  8214. if(status_isimmune(bl))
  8215. break;
  8216. //Remove bonus_script by Clearance
  8217. if (dstsd)
  8218. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  8219. if(!tsc || !tsc->count)
  8220. break;
  8221. for( i = 0; i < SC_MAX; i++ ) {
  8222. if (!tsc->data[i])
  8223. continue;
  8224. switch (i) {
  8225. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  8226. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  8227. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  8228. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  8229. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  8230. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  8231. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  8232. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  8233. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  8234. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  8235. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  8236. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  8237. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  8238. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  8239. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  8240. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  8241. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  8242. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  8243. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  8244. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  8245. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  8246. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  8247. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  8248. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  8249. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  8250. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  8251. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  8252. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  8253. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  8254. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  8255. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  8256. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  8257. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  8258. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  8259. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  8260. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  8261. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  8262. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  8263. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  8264. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  8265. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  8266. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  8267. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  8268. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  8269. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  8270. case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN:
  8271. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  8272. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  8273. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2:
  8274. #ifdef RENEWAL
  8275. case SC_EXTREMITYFIST2:
  8276. #endif
  8277. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  8278. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  8279. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  8280. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  8281. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  8282. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  8283. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  8284. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  8285. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  8286. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  8287. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  8288. continue;
  8289. case SC_ASSUMPTIO:
  8290. if( bl->type == BL_MOB )
  8291. continue;
  8292. break;
  8293. }
  8294. 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.
  8295. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  8296. }
  8297. break;
  8298. }
  8299. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  8300. break;
  8301. case AB_SILENTIUM:
  8302. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  8303. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8304. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8305. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8306. break;
  8307. case WL_STASIS:
  8308. if( flag&1 )
  8309. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8310. else
  8311. {
  8312. if (battle_config.skill_wall_check)
  8313. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  8314. else
  8315. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  8316. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8317. }
  8318. break;
  8319. case AB_OFFERTORIUM:{
  8320. struct status_change *sc = status_get_sc(src);
  8321. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8322. if( sc ) {
  8323. int sc_toend[] = {SC_CURSE, SC_POISON, SC_HALLUCINATION, SC_CONFUSION, SC_BLEEDING, SC_BURNING, SC_FREEZING, SC_MANDRAGORA};
  8324. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  8325. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  8326. }
  8327. }
  8328. }
  8329. break;
  8330. case WL_WHITEIMPRISON:
  8331. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && !is_boss(bl) )// Should not work with bosses.
  8332. {
  8333. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  8334. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  8335. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  8336. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  8337. if( sd )
  8338. skill_blockpc_start(sd,skill_id,4000);
  8339. if( !(tsc && tsc->data[type]) ){
  8340. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  8341. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8342. if( !i )
  8343. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8344. }
  8345. }else
  8346. if( sd )
  8347. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  8348. break;
  8349. case WL_FROSTMISTY:
  8350. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8351. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  8352. break;
  8353. case WL_JACKFROST:
  8354. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8355. if (battle_config.skill_wall_check)
  8356. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8357. else
  8358. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8359. break;
  8360. case WL_MARSHOFABYSS:
  8361. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8362. sc_start4(src,bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  8363. skill_get_time(skill_id, skill_lv)));
  8364. break;
  8365. case WL_SIENNAEXECRATE:
  8366. if( status_isimmune(bl) || !tsc )
  8367. break;
  8368. if( flag&1 ) {
  8369. if( bl->id == skill_area_temp[1] )
  8370. break; // Already work on this target
  8371. if( tsc && tsc->data[SC_STONE] )
  8372. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8373. else
  8374. status_change_start(src,bl,SC_STONE,10000,skill_lv,src->id,0,1000,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8375. } else {
  8376. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  8377. // IroWiki says Rate should be reduced by target stats, but currently unknown
  8378. if( rnd()%100 < rate ) { // Success on First Target
  8379. if( !tsc->data[SC_STONE] )
  8380. rate = status_change_start(src,bl,SC_STONE,10000,skill_lv,src->id,0,1000,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8381. else {
  8382. rate = 1;
  8383. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8384. }
  8385. if( rate ) {
  8386. skill_area_temp[1] = bl->id;
  8387. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8388. }
  8389. // Doesn't send failure packet if it fails on defense.
  8390. }
  8391. else if( sd ) // Failure on Rate
  8392. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8393. }
  8394. break;
  8395. case WL_SUMMONFB:
  8396. case WL_SUMMONBL:
  8397. case WL_SUMMONWB:
  8398. case WL_SUMMONSTONE:
  8399. {
  8400. short element = 0, sctype = 0, pos = -1;
  8401. struct status_change *sc = status_get_sc(src);
  8402. if( !sc )
  8403. break;
  8404. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) {
  8405. if( !sctype && !sc->data[i] )
  8406. sctype = i; // Take the free SC
  8407. if( sc->data[i] )
  8408. pos = max(sc->data[i]->val2,pos);
  8409. }
  8410. if( !sctype ) {
  8411. if( sd ) // No free slots to put SC
  8412. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  8413. break;
  8414. }
  8415. pos++; // Used in val2 for SC. Indicates the order of this ball
  8416. switch( skill_id ) { // Set val1. The SC element for this ball
  8417. case WL_SUMMONFB: element = WLS_FIRE; break;
  8418. case WL_SUMMONBL: element = WLS_WIND; break;
  8419. case WL_SUMMONWB: element = WLS_WATER; break;
  8420. case WL_SUMMONSTONE: element = WLS_STONE; break;
  8421. }
  8422. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  8423. clif_skill_nodamage(src,bl,skill_id,0,0);
  8424. }
  8425. break;
  8426. case WL_READING_SB:
  8427. if( sd ) {
  8428. struct status_change *sc = status_get_sc(bl);
  8429. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  8430. if( sc && !sc->data[i] )
  8431. break;
  8432. if( i == SC_MAXSPELLBOOK ) {
  8433. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  8434. break;
  8435. }
  8436. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  8437. clif_spellbook_list(sd);
  8438. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8439. }
  8440. break;
  8441. case RA_FEARBREEZE:
  8442. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8443. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8444. break;
  8445. case RA_WUGMASTERY:
  8446. if( sd ) {
  8447. if( !pc_iswug(sd) )
  8448. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8449. else
  8450. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8451. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8452. }
  8453. break;
  8454. case RA_WUGRIDER:
  8455. if( sd ) {
  8456. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  8457. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8458. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  8459. } else if( pc_isridingwug(sd) ) {
  8460. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  8461. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8462. }
  8463. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8464. }
  8465. break;
  8466. case RA_WUGDASH:
  8467. if( tsce ) {
  8468. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  8469. map_freeblock_unlock();
  8470. return 0;
  8471. }
  8472. if( sd && pc_isridingwug(sd) ) {
  8473. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8474. clif_walkok(sd);
  8475. }
  8476. break;
  8477. case RA_SENSITIVEKEEN:
  8478. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8479. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8480. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  8481. break;
  8482. case NC_F_SIDESLIDE:
  8483. case NC_B_SIDESLIDE:
  8484. {
  8485. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  8486. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0);
  8487. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8488. }
  8489. break;
  8490. case NC_SELFDESTRUCTION:
  8491. if( sd ) {
  8492. if( pc_ismadogear(sd) )
  8493. pc_setmadogear(sd, 0);
  8494. skill_area_temp[1] = 0;
  8495. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8496. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  8497. status_set_sp(src, 0, 0);
  8498. skill_clear_unitgroup(src);
  8499. }
  8500. break;
  8501. case NC_ANALYZE:
  8502. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8503. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8504. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  8505. if( sd ) pc_overheat(sd,1);
  8506. break;
  8507. case NC_MAGNETICFIELD:
  8508. clif_skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  8509. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  8510. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  8511. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  8512. if (sd)
  8513. pc_overheat(sd,1);
  8514. break;
  8515. case NC_REPAIR:
  8516. if( sd ) {
  8517. int heal, hp = 0;
  8518. if( !dstsd || !pc_ismadogear(dstsd) ) {
  8519. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  8520. break;
  8521. }
  8522. switch(skill_lv) {
  8523. case 1: hp = 4; break;
  8524. case 2: hp = 7; break;
  8525. case 3: hp = 13; break;
  8526. case 4: hp = 17; break;
  8527. case 5: default: hp = 23; break;
  8528. }
  8529. heal = dstsd->status.max_hp * hp / 100;
  8530. status_heal(bl,heal,0,2);
  8531. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  8532. }
  8533. break;
  8534. case NC_DISJOINT:
  8535. {
  8536. if( bl->type != BL_MOB ) break;
  8537. md = map_id2md(bl->id);
  8538. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8539. status_kill(bl);
  8540. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8541. }
  8542. break;
  8543. case SC_AUTOSHADOWSPELL:
  8544. if( sd ) {
  8545. if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  8546. (sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) )
  8547. {
  8548. sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  8549. clif_autoshadowspell_list(sd);
  8550. clif_skill_nodamage(src,bl,skill_id,1,1);
  8551. }
  8552. else
  8553. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8554. }
  8555. break;
  8556. case SC_SHADOWFORM:
  8557. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8558. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  8559. dstsd->shadowform_id = src->id;
  8560. }
  8561. else if( sd )
  8562. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8563. break;
  8564. case SC_BODYPAINT:
  8565. if( flag&1 ) {
  8566. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || tsc->data[SC_CLOAKINGEXCEED]) ) {
  8567. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8568. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8569. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8570. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8571. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  8572. }
  8573. } else {
  8574. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8575. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8576. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8577. }
  8578. break;
  8579. case SC_ENERVATION:
  8580. case SC_GROOMY:
  8581. case SC_LAZINESS:
  8582. case SC_UNLUCKY:
  8583. case SC_WEAKNESS:
  8584. if( !(tsc && tsc->data[type]) ) {
  8585. int rate;
  8586. if (is_boss(bl))
  8587. break;
  8588. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8589. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  8590. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8591. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8592. } else if( sd )
  8593. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8594. break;
  8595. case SC_IGNORANCE:
  8596. if( !(tsc && tsc->data[type]) ) {
  8597. int rate;
  8598. if (is_boss(bl))
  8599. break;
  8600. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8601. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  8602. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8603. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8604. int sp = 100 * skill_lv;
  8605. if( dstmd )
  8606. sp = dstmd->level;
  8607. if( !dstmd )
  8608. status_zap(bl, 0, sp);
  8609. status_heal(src, 0, sp / 2, 3);
  8610. } else if( sd )
  8611. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8612. } else if( sd )
  8613. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8614. break;
  8615. case LG_TRAMPLE:
  8616. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8617. if (rnd()%100 < (25 + 25 * skill_lv))
  8618. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8619. break;
  8620. case LG_REFLECTDAMAGE:
  8621. if( tsc && tsc->data[type] )
  8622. status_change_end(bl,type,INVALID_TIMER);
  8623. else
  8624. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8625. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8626. break;
  8627. case LG_SHIELDSPELL:
  8628. if (sd) {
  8629. int opt = 0;
  8630. short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
  8631. struct item_data *shield_data = NULL;
  8632. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  8633. shield_data = sd->inventory_data[index];
  8634. if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
  8635. shield_def = shield_mdef = shield_refine = 10;
  8636. else {
  8637. shield_def = shield_data->def;
  8638. shield_mdef = sd->bonus.shieldmdef;
  8639. shield_refine = sd->status.inventory[sd->equip_index[EQI_HAND_L]].refine;
  8640. }
  8641. if (flag&1) {
  8642. sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
  8643. break;
  8644. }
  8645. opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
  8646. switch(skill_lv) {
  8647. case 1: { // DEF Based
  8648. int splashrange = 0;
  8649. #ifdef RENEWAL
  8650. if (shield_def >= 0 && shield_def <= 40)
  8651. #else
  8652. if (shield_def >= 0 && shield_def <= 4)
  8653. #endif
  8654. splashrange = 1;
  8655. #ifdef RENEWAL
  8656. else if (shield_def >= 41 && shield_def <= 80)
  8657. #else
  8658. else if (shield_def >= 5 && shield_def <= 9)
  8659. #endif
  8660. splashrange = 2;
  8661. else
  8662. splashrange = 3;
  8663. switch(opt) {
  8664. case 1: // Splash AoE ATK
  8665. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER);
  8666. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8667. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8668. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  8669. break;
  8670. case 2: // % Damage Reflecting Increase
  8671. #ifdef RENEWAL
  8672. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
  8673. #else
  8674. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
  8675. #endif
  8676. break;
  8677. case 3: // Equipment Attack Increase
  8678. #ifdef RENEWAL
  8679. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
  8680. #else
  8681. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
  8682. #endif
  8683. break;
  8684. }
  8685. }
  8686. break;
  8687. case 2: { // MDEF Based
  8688. int splashrange = 0;
  8689. if (shield_mdef >= 1 && shield_mdef <= 3)
  8690. splashrange = 1;
  8691. else if (shield_mdef >= 4 && shield_mdef <= 5)
  8692. splashrange = 2;
  8693. else
  8694. splashrange = 3;
  8695. switch(opt) {
  8696. case 1: // Splash AoE MATK
  8697. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER);
  8698. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8699. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8700. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8701. break;
  8702. case 2: // Splash AoE Lex Divina
  8703. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
  8704. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8705. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8706. break;
  8707. case 3: // Casts Magnificat.
  8708. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
  8709. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  8710. sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
  8711. break;
  8712. }
  8713. }
  8714. break;
  8715. case 3: // Refine Based
  8716. switch(opt) {
  8717. case 1: // Allows you to break armor at a 100% rate when you do damage.
  8718. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
  8719. break;
  8720. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  8721. #ifdef RENEWAL
  8722. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 10 * status_get_lv(src) / 100,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  8723. #else
  8724. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  8725. #endif
  8726. break;
  8727. case 3: // Recovers HP depending on Shield refine rate.
  8728. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery.
  8729. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
  8730. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  8731. break;
  8732. }
  8733. break;
  8734. }
  8735. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8736. }
  8737. break;
  8738. case LG_PIETY:
  8739. if( flag&1 )
  8740. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8741. else {
  8742. skill_area_temp[2] = 0;
  8743. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  8744. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8745. }
  8746. break;
  8747. case LG_INSPIRATION:
  8748. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  8749. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  8750. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  8751. clif_updatestatus(sd,SP_BASEEXP);
  8752. clif_updatestatus(sd,SP_JOBEXP);
  8753. }
  8754. clif_skill_nodamage(bl,src,skill_id,skill_lv,
  8755. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8756. break;
  8757. case SR_CURSEDCIRCLE:
  8758. if( flag&1 ) {
  8759. if( is_boss(bl) ) break;
  8760. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  8761. if( bl->type == BL_MOB )
  8762. mob_unlocktarget((TBL_MOB*)bl,gettick());
  8763. clif_bladestop(src, bl->id, 1);
  8764. map_freeblock_unlock();
  8765. return 1;
  8766. }
  8767. } else {
  8768. int count = 0;
  8769. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8770. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  8771. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8772. if( sd ) pc_delspiritball(sd, count, 0);
  8773. clif_skill_nodamage(src, src, skill_id, skill_lv,
  8774. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  8775. }
  8776. break;
  8777. case SR_RAISINGDRAGON:
  8778. if( sd ) {
  8779. short max = 5 + skill_lv;
  8780. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8781. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  8782. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  8783. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  8784. }
  8785. break;
  8786. case SR_ASSIMILATEPOWER:
  8787. if (flag&1) {
  8788. i = 0;
  8789. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  8790. if (dstsd->spiritball > 0) {
  8791. i = dstsd->spiritball;
  8792. pc_delspiritball(dstsd,dstsd->spiritball,0);
  8793. }
  8794. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  8795. i += dstsd->spiritcharm;
  8796. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  8797. }
  8798. }
  8799. if (i)
  8800. status_percent_heal(src, 0, i);
  8801. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  8802. } else {
  8803. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8804. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  8805. }
  8806. break;
  8807. case SR_POWERVELOCITY:
  8808. if( !dstsd )
  8809. break;
  8810. if( sd && dstsd->spiritball <= 5 ) {
  8811. for(i = 0; i <= 5; i++) {
  8812. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  8813. pc_delspiritball(sd, sd->spiritball, 0);
  8814. }
  8815. }
  8816. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8817. break;
  8818. case SR_GENTLETOUCH_CURE:
  8819. {
  8820. int heal;
  8821. if (!dstmd || dstmd->mob_id != MOBID_EMPERIUM || !mob_is_battleground(dstmd)) {
  8822. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  8823. status_heal(bl, heal, 0, 0);
  8824. }
  8825. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  8826. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8827. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8828. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8829. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8830. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8831. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8832. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8833. }
  8834. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8835. }
  8836. break;
  8837. case SR_GENTLETOUCH_ENERGYGAIN:
  8838. case SR_GENTLETOUCH_CHANGE:
  8839. case SR_GENTLETOUCH_REVITALIZE:
  8840. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8841. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8842. break;
  8843. case SR_FLASHCOMBO: {
  8844. const int combo[] = { SR_FLASHCOMBO_ATK_STEP1, SR_FLASHCOMBO_ATK_STEP2, SR_FLASHCOMBO_ATK_STEP3, SR_FLASHCOMBO_ATK_STEP4 };
  8845. const int delay[] = { 0, 250, 500, 2000 };
  8846. if (sd)
  8847. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  8848. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8849. sc_start2(src,bl,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv)));
  8850. for (i = 0; i < ARRAYLENGTH(combo); i++)
  8851. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  8852. }
  8853. break;
  8854. case WA_SWING_DANCE:
  8855. case WA_MOONLIT_SERENADE:
  8856. case WA_SYMPHONY_OF_LOVER:
  8857. case MI_RUSH_WINDMILL:
  8858. case MI_ECHOSONG:
  8859. if( !sd || !sd->status.party_id || (flag & 1) ) {
  8860. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8861. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  8862. } else if( sd ) {
  8863. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8864. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  8865. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8866. }
  8867. break;
  8868. case MI_HARMONIZE:
  8869. if( src != bl )
  8870. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8871. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8872. break;
  8873. case WM_DEADHILLHERE:
  8874. if( bl->type == BL_PC ) {
  8875. if( !status_isdead(bl) )
  8876. break;
  8877. if( rnd()%100 < 88 + 2 * skill_lv ) {
  8878. int heal = tstatus->sp;
  8879. if( heal <= 0 )
  8880. heal = 1;
  8881. tstatus->hp = heal;
  8882. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  8883. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8884. pc_revive((TBL_PC*)bl,heal,0);
  8885. clif_resurrection(bl,1);
  8886. }
  8887. }
  8888. break;
  8889. case WM_SIRCLEOFNATURE:
  8890. if( flag&1 )
  8891. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8892. else {
  8893. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill_castend_nodamage_id);
  8894. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8895. }
  8896. break;
  8897. case WM_VOICEOFSIREN:
  8898. if (flag&1)
  8899. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  8900. else {
  8901. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster’s Job Level / 2) %
  8902. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  8903. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  8904. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  8905. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8906. }
  8907. break;
  8908. case WM_GLOOMYDAY:
  8909. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8910. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  8911. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  8912. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  8913. {
  8914. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8915. break;
  8916. }
  8917. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8918. break;
  8919. case WM_SATURDAY_NIGHT_FEVER:
  8920. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  8921. if( !(tsc && tsc->data[type]) )
  8922. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  8923. } else if( flag&2 ) {
  8924. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  8925. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0));
  8926. } else if( sd ) {
  8927. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  8928. if( !sd->status.party_id || (rnd()%100 > chance)) {
  8929. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  8930. break;
  8931. }
  8932. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  8933. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  8934. flag |= 2;
  8935. else
  8936. flag |= 1;
  8937. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  8938. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8939. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8940. if( flag&2 ) // Dealed here to prevent conflicts
  8941. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0));
  8942. }
  8943. break;
  8944. case WM_SONG_OF_MANA:
  8945. case WM_DANCE_WITH_WUG:
  8946. case WM_LERADS_DEW:
  8947. case WM_UNLIMITED_HUMMING_VOICE:
  8948. if( flag&1 ) { // These affect to to all party members near the caster.
  8949. struct status_change *sc = status_get_sc(src);
  8950. if( sc && sc->data[type] ) {
  8951. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  8952. }
  8953. } else if( sd ) {
  8954. if( sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv)) )
  8955. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  8956. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8957. }
  8958. break;
  8959. case WM_MELODYOFSINK:
  8960. case WM_BEYOND_OF_WARCRY:
  8961. if( flag&1 ) {
  8962. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  8963. } else { // These affect to all targets arround the caster.
  8964. if( rnd()%100 < 15 + 5 * skill_lv * 5 * chorusbonus ) {
  8965. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8966. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8967. }
  8968. }
  8969. break;
  8970. case WM_RANDOMIZESPELL:
  8971. if (!skill_improvise_count) {
  8972. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8973. break;
  8974. }
  8975. else {
  8976. int improv_skill_id = 0, improv_skill_lv, checked = 0, checked_max = MAX_SKILL_IMPROVISE_DB*3;
  8977. do {
  8978. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  8979. improv_skill_id = skill_improvise_db[i].skill_id;
  8980. } while( checked++ < checked_max && (improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per) );
  8981. if (!skill_get_index(improv_skill_id)) {
  8982. if (sd)
  8983. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8984. break;
  8985. }
  8986. improv_skill_lv = 4 + skill_lv;
  8987. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8988. if( sd ) {
  8989. sd->state.abra_flag = 2;
  8990. sd->skillitem = improv_skill_id;
  8991. sd->skillitemlv = improv_skill_lv;
  8992. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  8993. } else {
  8994. struct unit_data *ud = unit_bl2ud(src);
  8995. int inf = skill_get_inf(improv_skill_id);
  8996. if (!ud) break;
  8997. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  8998. if (src->type == BL_PET)
  8999. bl = (struct block_list*)((TBL_PET*)src)->master;
  9000. if (!bl) bl = src;
  9001. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  9002. } else {
  9003. int target_id = 0;
  9004. if (ud->target)
  9005. target_id = ud->target;
  9006. else switch (src->type) {
  9007. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  9008. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  9009. }
  9010. if (!target_id)
  9011. break;
  9012. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  9013. bl = map_id2bl(target_id);
  9014. if (!bl) bl = src;
  9015. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  9016. } else
  9017. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  9018. }
  9019. }
  9020. }
  9021. break;
  9022. case RETURN_TO_ELDICASTES:
  9023. case ALL_GUARDIAN_RECALL:
  9024. case ECLAGE_RECALL:
  9025. if( sd )
  9026. {
  9027. short x=0, y=0; // Destiny position.
  9028. unsigned short mapindex=0;
  9029. switch(skill_id){
  9030. default:
  9031. case RETURN_TO_ELDICASTES:
  9032. x = 198;
  9033. y = 187;
  9034. mapindex = mapindex_name2id(MAP_DICASTES);
  9035. break;
  9036. case ALL_GUARDIAN_RECALL:
  9037. x = 44;
  9038. y = 151;
  9039. mapindex = mapindex_name2id(MAP_MORA);
  9040. break;
  9041. case ECLAGE_RECALL:
  9042. x = 47;
  9043. y = 31;
  9044. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  9045. break;
  9046. }
  9047. if(!mapindex)
  9048. { //Given map not found?
  9049. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9050. map_freeblock_unlock();
  9051. return 0;
  9052. }
  9053. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  9054. }
  9055. break;
  9056. case ECL_SNOWFLIP:
  9057. case ECL_PEONYMAMY:
  9058. case ECL_SADAGUI:
  9059. case ECL_SEQUOIADUST:
  9060. switch(skill_id){
  9061. case ECL_SNOWFLIP:
  9062. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9063. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9064. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9065. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9066. break;
  9067. case ECL_PEONYMAMY:
  9068. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9069. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9070. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9071. break;
  9072. case ECL_SADAGUI:
  9073. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9074. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9075. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9076. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  9077. break;
  9078. case ECL_SEQUOIADUST:
  9079. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9080. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9081. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9082. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9083. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9084. break;
  9085. }
  9086. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9087. break;
  9088. case GM_SANDMAN:
  9089. if( tsc ) {
  9090. if( tsc->opt1 == OPT1_SLEEP )
  9091. tsc->opt1 = 0;
  9092. else
  9093. tsc->opt1 = OPT1_SLEEP;
  9094. clif_changeoption(bl);
  9095. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9096. }
  9097. break;
  9098. case SO_ARRULLO:
  9099. {
  9100. // Success chance: [(15 + 5 * Skill Level) + ( Caster's INT / 5 ) + ( Caster's Job Level / 5 ) - ( Target's INT / 6 ) - ( Target's LUK / 10 )] %
  9101. int rate = (15 + 5 * skill_lv) * 1000 + status_get_int(src) * 200 + (sd ? sd->status.job_level * 200 : 0) - status_get_int(bl) * 1000 / 6 - status_get_luk(bl) * 100;
  9102. // Resistance: {(Target's Base Level / 20) + (Target's Base INT / 40)} seconds
  9103. int duration = skill_get_time(skill_id, skill_lv) - (status_get_lv(bl) * 50 + (sd ? sd->status.int_ : status_get_base_status(bl)->int_) * 25);
  9104. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9105. status_change_start(src,bl,type,rate,skill_lv,0,0,0,max(duration,5000),SCSTART_NORATEDEF|SCSTART_NOTICKDEF); // Avoid general resistance
  9106. }
  9107. break;
  9108. case WM_LULLABY_DEEPSLEEP:
  9109. if (flag&1) {
  9110. // Resistance: {(Target's Base Level / 20) + (Target's Base INT / 20)} seconds
  9111. int duration = skill_area_temp[6] - (status_get_lv(bl) * 50 + (sd ? sd->status.int_ : status_get_base_status(bl)->int_) * 50);
  9112. status_change_start(src,bl,type,skill_area_temp[5],skill_lv,0,0,0,max(duration,5000),SCSTART_NORATEDEF|SCSTART_NOTICKDEF); // Avoid general resistance
  9113. } else {
  9114. // Success chance: [(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster's Base Level / 15) + (Caster's Job Level / 5)] %
  9115. skill_area_temp[5] = (4 * skill_lv * 1000) + ((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)) * 2000 + (status_get_lv(src) * 1000 / 15) + (sd ? sd->status.job_level * 200 : 0);
  9116. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  9117. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9118. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9119. }
  9120. break;
  9121. case SO_SUMMON_AGNI:
  9122. case SO_SUMMON_AQUA:
  9123. case SO_SUMMON_VENTUS:
  9124. case SO_SUMMON_TERA:
  9125. if( sd ) {
  9126. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9127. // Remove previous elemental first.
  9128. if( sd->ed )
  9129. elemental_delete(sd->ed);
  9130. // Summoning the new one.
  9131. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9132. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9133. break;
  9134. }
  9135. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9136. }
  9137. break;
  9138. case SO_EL_CONTROL:
  9139. if( sd ) {
  9140. int mode = EL_MODE_PASSIVE; // Standard mode.
  9141. if( !sd->ed ) break;
  9142. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9143. elemental_delete(sd->ed);
  9144. break;
  9145. }
  9146. switch( skill_lv ) {// Select mode bassed on skill level used.
  9147. case 2: mode = EL_MODE_ASSIST; break;
  9148. case 3: mode = EL_MODE_AGGRESSIVE; break;
  9149. }
  9150. if( !elemental_change_mode(sd->ed,mode) ) {
  9151. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9152. break;
  9153. }
  9154. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9155. }
  9156. break;
  9157. case SO_EL_ACTION:
  9158. if( sd ) {
  9159. int duration = 3000;
  9160. if( !sd->ed )
  9161. break;
  9162. switch(sd->ed->db->class_) {
  9163. case 2115:case 2124:
  9164. case 2118:case 2121:
  9165. duration = 6000;
  9166. break;
  9167. case 2116:case 2119:
  9168. case 2122:case 2125:
  9169. duration = 9000;
  9170. break;
  9171. }
  9172. sd->skill_id_old = skill_id;
  9173. elemental_action(sd->ed, bl, tick);
  9174. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9175. skill_blockpc_start(sd, skill_id, duration);
  9176. }
  9177. break;
  9178. case SO_EL_CURE:
  9179. if( sd ) {
  9180. struct elemental_data *ed = sd->ed;
  9181. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  9182. int e_hp, e_sp;
  9183. if( !ed ) break;
  9184. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9185. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9186. break;
  9187. }
  9188. e_hp = ed->battle_status.max_hp * 10 / 100;
  9189. e_sp = ed->battle_status.max_sp * 10 / 100;
  9190. status_heal(&ed->bl,e_hp,e_sp,3);
  9191. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9192. }
  9193. break;
  9194. case GN_CHANGEMATERIAL:
  9195. case SO_EL_ANALYSIS:
  9196. if( sd ) {
  9197. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9198. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9199. }
  9200. break;
  9201. case GN_BLOOD_SUCKER:
  9202. {
  9203. struct status_change *sc = status_get_sc(src);
  9204. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  9205. if( tsc && tsc->data[type] ){
  9206. (sc->bs_counter)--;
  9207. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  9208. }
  9209. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9210. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  9211. (sc->bs_counter)++;
  9212. } else if( sd ) {
  9213. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9214. break;
  9215. }
  9216. }
  9217. break;
  9218. case GN_MANDRAGORA:
  9219. if( flag&1 ) {
  9220. int rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  9221. if (rate < 10)
  9222. rate = 10;
  9223. if (bl->type == BL_MOB)
  9224. break;
  9225. if (rnd()%100 < rate) {
  9226. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9227. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9228. }
  9229. } else {
  9230. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  9231. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9232. }
  9233. break;
  9234. case GN_SLINGITEM:
  9235. if( sd ) {
  9236. short ammo_id;
  9237. i = sd->equip_index[EQI_AMMO];
  9238. if( i < 0 )
  9239. break; // No ammo.
  9240. ammo_id = sd->inventory_data[i]->nameid;
  9241. if( ammo_id <= 0 )
  9242. break;
  9243. sd->itemid = ammo_id;
  9244. if( itemdb_is_GNbomb(ammo_id) ) {
  9245. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  9246. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  9247. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9248. else
  9249. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  9250. } else //Otherwise, it fails, shows animation and removes items.
  9251. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  9252. } else if( itemdb_is_GNthrowable(ammo_id) ){
  9253. struct script_code *script = sd->inventory_data[i]->script;
  9254. if( !script )
  9255. break;
  9256. if( dstsd )
  9257. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  9258. else
  9259. run_script(script,0,src->id,0);
  9260. }
  9261. }
  9262. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9263. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  9264. break;
  9265. case GN_MIX_COOKING:
  9266. case GN_MAKEBOMB:
  9267. case GN_S_PHARMACY:
  9268. if( sd ) {
  9269. int qty = 1;
  9270. sd->skill_id_old = skill_id;
  9271. sd->skill_lv_old = skill_lv;
  9272. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  9273. qty = 10;
  9274. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  9275. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9276. }
  9277. break;
  9278. case EL_CIRCLE_OF_FIRE:
  9279. case EL_PYROTECHNIC:
  9280. case EL_HEATER:
  9281. case EL_TROPIC:
  9282. case EL_AQUAPLAY:
  9283. case EL_COOLER:
  9284. case EL_CHILLY_AIR:
  9285. case EL_GUST:
  9286. case EL_BLAST:
  9287. case EL_WILD_STORM:
  9288. case EL_PETROLOGY:
  9289. case EL_CURSED_SOIL:
  9290. case EL_UPHEAVAL:
  9291. case EL_FIRE_CLOAK:
  9292. case EL_WATER_DROP:
  9293. case EL_WIND_CURTAIN:
  9294. case EL_SOLID_SKIN:
  9295. case EL_STONE_SHIELD:
  9296. case EL_WIND_STEP: {
  9297. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9298. if( ele ) {
  9299. sc_type type2 = (sc_type)(type-1);
  9300. struct status_change *sc = status_get_sc(&ele->bl);
  9301. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9302. elemental_clean_single_effect(ele, skill_id);
  9303. } else {
  9304. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9305. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9306. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  9307. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,0);
  9308. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9309. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9310. }
  9311. }
  9312. }
  9313. break;
  9314. case EL_FIRE_MANTLE:
  9315. case EL_WATER_BARRIER:
  9316. case EL_ZEPHYR:
  9317. case EL_POWER_OF_GAIA:
  9318. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9319. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  9320. break;
  9321. case EL_WATER_SCREEN: {
  9322. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9323. if( ele ) {
  9324. struct status_change *sc = status_get_sc(&ele->bl);
  9325. sc_type type2 = (sc_type)(type-1);
  9326. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9327. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9328. elemental_clean_single_effect(ele, skill_id);
  9329. } else {
  9330. // This not heals at the end.
  9331. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9332. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9333. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  9334. }
  9335. }
  9336. }
  9337. break;
  9338. case KO_KAHU_ENTEN:
  9339. case KO_HYOUHU_HUBUKI:
  9340. case KO_KAZEHU_SEIRAN:
  9341. case KO_DOHU_KOUKAI:
  9342. if (sd) {
  9343. int ele_type = skill_get_ele(skill_id,skill_lv);
  9344. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9345. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  9346. }
  9347. break;
  9348. case KO_ZANZOU:
  9349. if(sd){
  9350. struct mob_data *md2;
  9351. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  9352. if( md2 )
  9353. {
  9354. md2->master_id = src->id;
  9355. md2->special_state.ai = AI_ZANZOU;
  9356. if( md2->deletetimer != INVALID_TIMER )
  9357. delete_timer(md2->deletetimer, mob_timer_delete);
  9358. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  9359. mob_spawn( md2 );
  9360. pc_setinvincibletimer(sd,500);// unlock target lock
  9361. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9362. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  9363. }
  9364. }
  9365. break;
  9366. case KO_KYOUGAKU:
  9367. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  9368. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9369. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9370. }else if( sd )
  9371. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9372. break;
  9373. case KO_JYUSATSU:
  9374. if( dstsd && tsc && !tsc->data[type] &&
  9375. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  9376. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9377. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID));
  9378. status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
  9379. if( status_get_lv(bl) <= status_get_lv(src) )
  9380. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  9381. }else if( sd )
  9382. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9383. break;
  9384. case KO_GENWAKU:
  9385. if ( !map_flag_gvg2(src->m) && ( dstsd || dstmd ) && !(tstatus->mode&MD_PLANT) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  9386. int x = src->x, y = src->y;
  9387. if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
  9388. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9389. break;
  9390. }
  9391. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9392. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9393. clif_blown(src);
  9394. sc_start(src,src,SC_CONFUSION,25,skill_lv,skill_get_time(skill_id,skill_lv));
  9395. if (!is_boss(bl) && unit_movepos(bl,x,y,0,0)) {
  9396. if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  9397. clif_sitting(bl); //Avoid sitting sync problem
  9398. clif_blown(bl);
  9399. sc_start(src,bl,SC_CONFUSION,75,skill_lv,skill_get_time(skill_id,skill_lv));
  9400. }
  9401. }
  9402. }
  9403. break;
  9404. case OB_AKAITSUKI:
  9405. case OB_OBOROGENSOU:
  9406. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  9407. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  9408. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9409. break;
  9410. }
  9411. case KO_IZAYOI:
  9412. case OB_ZANGETSU:
  9413. case KG_KYOMU:
  9414. case KG_KAGEMUSYA:
  9415. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9416. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9417. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9418. break;
  9419. case KG_KAGEHUMI:
  9420. if( flag&1 ){
  9421. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  9422. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  9423. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  9424. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9425. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9426. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9427. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9428. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9429. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9430. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9431. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  9432. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9433. }
  9434. if( skill_area_temp[2] == 1 ){
  9435. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9436. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9437. }
  9438. }else{
  9439. skill_area_temp[2] = 0;
  9440. if (battle_config.skill_wall_check)
  9441. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  9442. else
  9443. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  9444. }
  9445. break;
  9446. case MH_SILENT_BREEZE:
  9447. {
  9448. int heal = 5 * status_get_lv(&hd->bl) +
  9449. #ifdef RENEWAL
  9450. status_base_matk(bl, &hd->battle_status, status_get_lv(&hd->bl));
  9451. #else
  9452. status_base_matk_min(&hd->battle_status);
  9453. #endif
  9454. //Silences the homunculus and target
  9455. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9456. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9457. //Recover the target's HP
  9458. status_heal(bl,heal,0,3);
  9459. //Removes these SC from target
  9460. if (tsc) {
  9461. const enum sc_type scs[] = {
  9462. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  9463. };
  9464. for (i = 0; i < ARRAYLENGTH(scs); i++)
  9465. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  9466. }
  9467. if (hd)
  9468. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9469. }
  9470. break;
  9471. case MH_OVERED_BOOST:
  9472. if (hd) {
  9473. struct block_list *s_bl = battle_get_master(src);
  9474. if(hd->homunculus.hunger>50) //reduce hunger
  9475. hd->homunculus.hunger = hd->homunculus.hunger/2;
  9476. else
  9477. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  9478. if(s_bl && s_bl->type==BL_PC) {
  9479. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  9480. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  9481. sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  9482. }
  9483. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9484. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9485. }
  9486. break;
  9487. case MH_GRANITIC_ARMOR:
  9488. case MH_PYROCLASTIC:
  9489. if(hd) {
  9490. struct block_list *s_bl = battle_get_master(src);
  9491. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  9492. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9493. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9494. }
  9495. break;
  9496. case MH_LIGHT_OF_REGENE: //self
  9497. if(hd) {
  9498. struct block_list *s_bl = battle_get_master(src);
  9499. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9500. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9501. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_NEUTRAL); //change to neutral
  9502. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy/100); //refresh intimacy info
  9503. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9504. }
  9505. break;
  9506. case MH_STYLE_CHANGE:
  9507. if(hd){
  9508. struct status_change_entry *sce;
  9509. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  9510. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  9511. else sce->val1 = MH_MD_FIGHTING;
  9512. if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) {
  9513. char output[128];
  9514. safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  9515. clif_colormes(hd->master->fd, color_table[COLOR_RED], output);
  9516. }
  9517. }
  9518. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  9519. }
  9520. break;
  9521. case MH_MAGMA_FLOW:
  9522. case MH_PAIN_KILLER:
  9523. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9524. if (hd)
  9525. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9526. break;
  9527. case MH_SUMMON_LEGION: {
  9528. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  9529. int qty[5] = {3 , 3 , 4 , 4 , 5};
  9530. struct mob_data *sum_md;
  9531. int i_slave,c=0;
  9532. int maxcount = qty[skill_lv-1];
  9533. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  9534. if(c >= maxcount) return 0; //max qty already spawned
  9535. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  9536. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  9537. if (sum_md) {
  9538. sum_md->master_id = src->id;
  9539. sum_md->special_state.ai = AI_LEGION;
  9540. if (sum_md->deletetimer != INVALID_TIMER)
  9541. delete_timer(sum_md->deletetimer, mob_timer_delete);
  9542. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  9543. mob_spawn(sum_md); //Now it is ready for spawning.
  9544. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  9545. }
  9546. }
  9547. if (hd)
  9548. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9549. }
  9550. break;
  9551. case RL_RICHS_COIN:
  9552. if (sd) {
  9553. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9554. for (i = 0; i < 10; i++)
  9555. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9556. }
  9557. break;
  9558. case RL_C_MARKER:
  9559. if (sd) {
  9560. // If marked by someone else, failed
  9561. if (tsce && tsce->val2 != src->id) {
  9562. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9563. break;
  9564. }
  9565. // Check if marked before
  9566. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  9567. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9568. // Find empty slot
  9569. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  9570. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9571. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9572. break;
  9573. }
  9574. }
  9575. sd->c_marker[i] = bl->id;
  9576. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9577. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9578. }
  9579. // If mob casts this, at least SC_C_MARKER as debuff
  9580. else {
  9581. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9582. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9583. }
  9584. break;
  9585. case RL_D_TAIL:
  9586. if (sd) {
  9587. if (battle_config.skill_wall_check)
  9588. skill_area_temp[0] = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9589. else
  9590. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9591. if (!skill_area_temp[0]) {
  9592. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9593. break;
  9594. }
  9595. }
  9596. if (battle_config.skill_wall_check)
  9597. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|1, skill_castend_damage_id);
  9598. else
  9599. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|1, skill_castend_damage_id);
  9600. skill_area_temp[0] = 0;
  9601. break;
  9602. case RL_QD_SHOT:
  9603. if (sd) {
  9604. skill_area_temp[1] = bl->id;
  9605. // Check surrounding
  9606. if (battle_config.skill_wall_check)
  9607. skill_area_temp[0] = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9608. else
  9609. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9610. if (skill_area_temp[0])
  9611. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9612. // Main target always receives damage
  9613. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9614. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  9615. if (tsc && tsc->data[SC_C_MARKER])
  9616. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  9617. }
  9618. else {
  9619. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9620. if (battle_config.skill_wall_check)
  9621. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9622. else
  9623. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9624. }
  9625. skill_area_temp[0] = 0;
  9626. skill_area_temp[1] = 0;
  9627. break;
  9628. case RL_FLICKER:
  9629. if (sd) {
  9630. int16 splash = skill_get_splash(skill_id, skill_lv);
  9631. sd->flicker = true;
  9632. skill_area_temp[1] = 0;
  9633. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9634. // Detonate RL_B_TRAP
  9635. if ((i = pc_checkskill(sd, RL_B_TRAP))) {
  9636. map_foreachinrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  9637. }
  9638. // Detonate RL_H_MINE
  9639. if ((i = pc_checkskill(sd, RL_H_MINE)))
  9640. map_foreachinrange(skill_area_sub, src, splash, BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  9641. sd->flicker = false;
  9642. }
  9643. break;
  9644. case SO_ELEMENTAL_SHIELD:
  9645. if (!sd || sd->status.party_id == 0 || flag&1) {
  9646. if (sd && sd->status.party_id == 0) {
  9647. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9648. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9649. elemental_delete(sd->ed);
  9650. }
  9651. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  9652. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  9653. }
  9654. else {
  9655. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9656. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9657. elemental_delete(sd->ed);
  9658. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id,skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9659. }
  9660. break;
  9661. default:
  9662. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  9663. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9664. map_freeblock_unlock();
  9665. return 1;
  9666. }
  9667. if (skill_id != SR_CURSEDCIRCLE) {
  9668. struct status_change *sc = status_get_sc(src);
  9669. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  9670. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9671. }
  9672. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  9673. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  9674. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  9675. }
  9676. if( sd && !(flag&1) )
  9677. {// ensure that the skill last-cast tick is recorded
  9678. sd->canskill_tick = gettick();
  9679. if( sd->state.arrow_atk )
  9680. {// consume arrow on last invocation to this skill.
  9681. battle_consume_ammo(sd, skill_id, skill_lv);
  9682. }
  9683. skill_onskillusage(sd, bl, skill_id, tick);
  9684. // perform skill requirement consumption
  9685. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9686. }
  9687. map_freeblock_unlock();
  9688. return 0;
  9689. }
  9690. /**
  9691. * Checking that causing skill failed
  9692. * @param src Caster
  9693. * @param target Target
  9694. * @param skill_id
  9695. * @param skill_lv
  9696. * @return -1 success, others are failed @see enum useskill_fail_cause.
  9697. **/
  9698. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  9699. int inf = skill_get_inf(skill_id);
  9700. int inf2 = skill_get_inf2(skill_id);
  9701. struct map_session_data *sd = BL_CAST(BL_PC, src);
  9702. struct status_change *tsc = status_get_sc(target);
  9703. switch (skill_id) {
  9704. case RG_BACKSTAP:
  9705. {
  9706. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  9707. if (check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir))
  9708. return USESKILL_FAIL_MAX;
  9709. }
  9710. break;
  9711. case PR_TURNUNDEAD:
  9712. {
  9713. struct status_data *tstatus = status_get_status_data(target);
  9714. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  9715. return USESKILL_FAIL_MAX;
  9716. }
  9717. break;
  9718. case PR_LEXDIVINA:
  9719. case MER_LEXDIVINA:
  9720. {
  9721. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  9722. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE])) {
  9723. clif_skill_nodamage (src, target, skill_id, skill_lv, 0);
  9724. return USESKILL_FAIL_MAX;
  9725. }
  9726. }
  9727. break;
  9728. // Check if path can be reached
  9729. case RA_WUGSTRIKE:
  9730. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  9731. return USESKILL_FAIL_MAX;
  9732. break;
  9733. }
  9734. // Check partner
  9735. if (sd && (inf2&INF2_CHORUS_SKILL) && skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1 ) {
  9736. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_HELPER, 0);
  9737. return USESKILL_FAIL_NEED_HELPER;
  9738. }
  9739. if (inf&INF_ATTACK_SKILL ||
  9740. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  9741. ) // Casted through combo.
  9742. inf = BCT_ENEMY; //Offensive skill.
  9743. else if (inf2&INF2_NO_ENEMY)
  9744. inf = BCT_NOENEMY;
  9745. else
  9746. inf = 0;
  9747. if (inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
  9748. inf |=
  9749. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  9750. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  9751. //Remove neutral targets (but allow enemy if skill is designed to be so)
  9752. inf &= ~BCT_NEUTRAL;
  9753. }
  9754. switch (skill_id) {
  9755. // Cannot be casted to Emperium
  9756. case SL_SKE:
  9757. case SL_SKA:
  9758. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  9759. return USESKILL_FAIL_MAX;
  9760. break;
  9761. // Still can be casted to party member in normal map
  9762. case RK_PHANTOMTHRUST:
  9763. case AB_CLEARANCE:
  9764. if (target->type != BL_MOB && !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0)
  9765. return USESKILL_FAIL_MAX;
  9766. inf |= BCT_PARTY;
  9767. break;
  9768. }
  9769. if (inf && battle_check_target(src, target, inf) <= 0)
  9770. return USESKILL_FAIL_LEVEL;
  9771. //Fogwall makes all offensive-type targetted skills fail at 75%
  9772. if (inf&BCT_ENEMY && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  9773. return USESKILL_FAIL_LEVEL;
  9774. return -1;
  9775. }
  9776. /**
  9777. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  9778. * @param tid
  9779. * @param tick
  9780. * @param data
  9781. **/
  9782. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  9783. {
  9784. struct block_list *target, *src;
  9785. struct map_session_data *sd;
  9786. struct mob_data *md;
  9787. struct unit_data *ud;
  9788. struct status_change *sc = NULL;
  9789. int flag = 0;
  9790. src = map_id2bl(id);
  9791. if( src == NULL )
  9792. {
  9793. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  9794. return 0;// not found
  9795. }
  9796. ud = unit_bl2ud(src);
  9797. if( ud == NULL )
  9798. {
  9799. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  9800. return 0;// ???
  9801. }
  9802. sd = BL_CAST(BL_PC, src);
  9803. md = BL_CAST(BL_MOB, src);
  9804. if( src->prev == NULL ) {
  9805. ud->skilltimer = INVALID_TIMER;
  9806. return 0;
  9807. }
  9808. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  9809. if( ud->skilltimer != tid ) {
  9810. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  9811. ud->skilltimer = INVALID_TIMER;
  9812. return 0;
  9813. }
  9814. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  9815. {// restore original walk speed
  9816. ud->skilltimer = INVALID_TIMER;
  9817. status_calc_bl(&sd->bl, SCB_SPEED);
  9818. }
  9819. ud->skilltimer = INVALID_TIMER;
  9820. }
  9821. if (ud->skilltarget == id)
  9822. target = src;
  9823. else
  9824. target = map_id2bl(ud->skilltarget);
  9825. // Use a do so that you can break out of it when the skill fails.
  9826. do {
  9827. bool fail = false;
  9828. int8 res = USESKILL_FAIL_LEVEL;
  9829. if (!target || target->prev == NULL)
  9830. break;
  9831. if (src->m != target->m || status_isdead(src))
  9832. break;
  9833. //These should become skill_castend_pos
  9834. switch (ud->skill_id) {
  9835. case WE_CALLPARTNER:
  9836. if (sd)
  9837. clif_callpartner(sd);
  9838. case WE_CALLPARENT:
  9839. if (sd) {
  9840. struct map_session_data *f_sd = pc_get_father(sd);
  9841. struct map_session_data *m_sd = pc_get_mother(sd);
  9842. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  9843. fail = true;
  9844. break;
  9845. }
  9846. }
  9847. case WE_CALLBABY:
  9848. if (sd) {
  9849. struct map_session_data *c_sd = pc_get_child(sd);
  9850. if (c_sd && c_sd->state.autotrade) {
  9851. fail = true;
  9852. break;
  9853. }
  9854. }
  9855. case AM_RESURRECTHOMUN:
  9856. case PF_SPIDERWEB:
  9857. {
  9858. //Find a random spot to place the skill. [Skotlex]
  9859. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  9860. ud->skillx = target->x + splash;
  9861. ud->skilly = target->y + splash;
  9862. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  9863. ud->skillx = target->x;
  9864. ud->skilly = target->y;
  9865. }
  9866. ud->skilltimer = tid;
  9867. return skill_castend_pos(tid,tick,id,data);
  9868. }
  9869. case GN_WALLOFTHORN:
  9870. case SC_ESCAPE:
  9871. ud->skillx = target->x;
  9872. ud->skilly = target->y;
  9873. ud->skilltimer = tid;
  9874. return skill_castend_pos(tid,tick,id,data);
  9875. }
  9876. // Failing
  9877. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  9878. if (sd && res != USESKILL_FAIL_MAX)
  9879. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  9880. break;
  9881. }
  9882. //Avoid doing double checks for instant-cast skills.
  9883. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  9884. break;
  9885. if(md) {
  9886. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9887. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9888. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9889. }
  9890. if(src != target && battle_config.skill_add_range &&
  9891. !check_distance_bl(src, target, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
  9892. {
  9893. if (sd) {
  9894. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9895. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  9896. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9897. }
  9898. break;
  9899. }
  9900. #ifdef OFFICIAL_WALKPATH
  9901. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  9902. {
  9903. if (sd) {
  9904. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9905. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  9906. }
  9907. break;
  9908. }
  9909. #endif
  9910. if( sd )
  9911. {
  9912. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9913. break;
  9914. else
  9915. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9916. }
  9917. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9918. break;
  9919. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  9920. ud->state.running = 0;
  9921. status_change_end(src, SC_RUN, INVALID_TIMER);
  9922. flag = 1;
  9923. }
  9924. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  9925. unit_stop_walking(src,1);
  9926. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9927. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  9928. if (sd) { //Cooldown application
  9929. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  9930. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  9931. }
  9932. if( battle_config.display_status_timers && sd )
  9933. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9934. if( sd )
  9935. {
  9936. switch( ud->skill_id )
  9937. {
  9938. case GS_DESPERADO:
  9939. case RL_FIREDANCE:
  9940. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  9941. break;
  9942. case CR_GRANDCROSS:
  9943. case NPC_GRANDDARKNESS:
  9944. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  9945. {
  9946. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  9947. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  9948. break;
  9949. }
  9950. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  9951. break;
  9952. }
  9953. }
  9954. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  9955. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  9956. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9957. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  9958. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  9959. map_freeblock_lock();
  9960. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  9961. skill_toggle_magicpower(src, ud->skill_id);
  9962. // only normal attack and auto cast skills benefit from its bonuses
  9963. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  9964. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  9965. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  9966. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9967. else
  9968. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9969. sc = status_get_sc(src);
  9970. if(sc && sc->count) {
  9971. if(sc->data[SC_SPIRIT] &&
  9972. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  9973. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  9974. ud->skill_id != WZ_WATERBALL)
  9975. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  9976. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  9977. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  9978. }
  9979. if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  9980. sd->skillitem = sd->skillitemlv = 0;
  9981. if (ud->skilltimer == INVALID_TIMER) {
  9982. if(md) md->skill_idx = -1;
  9983. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  9984. ud->skill_lv = ud->skilltarget = 0;
  9985. }
  9986. map_freeblock_unlock();
  9987. return 1;
  9988. } while(0);
  9989. //Skill failed.
  9990. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  9991. { //When Asura fails... (except when it fails from Wall of Fog)
  9992. //Consume SP/spheres
  9993. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  9994. status_set_sp(src, 0, 0);
  9995. sc = &sd->sc;
  9996. if (sc->count)
  9997. { //End states
  9998. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  9999. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  10000. #ifdef RENEWAL
  10001. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  10002. #endif
  10003. }
  10004. if( target && target->m == src->m ) { //Move character to target anyway.
  10005. short x, y;
  10006. short dir = map_calc_dir(src,target->x,target->y);
  10007. //Move 3 cells (From Caster)
  10008. if( dir > 0 && dir < 4 )
  10009. x = -3;
  10010. else if( dir > 4 )
  10011. x = 3;
  10012. else
  10013. x = 0;
  10014. if( dir > 2 && dir < 6 )
  10015. y = -3;
  10016. else if( dir == 7 || dir < 2 )
  10017. y = 3;
  10018. else
  10019. y = 0;
  10020. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  10021. clif_blown(src);
  10022. clif_spiritball(src);
  10023. }
  10024. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,5);
  10025. }
  10026. }
  10027. ud->skill_id = ud->skilltarget = 0;
  10028. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10029. ud->canact_tick = tick;
  10030. //You can't place a skill failed packet here because it would be
  10031. //sent in ALL cases, even cases where skill_check_condition fails
  10032. //which would lead to double 'skill failed' messages u.u [Skotlex]
  10033. if(sd)
  10034. sd->skillitem = sd->skillitemlv = 0;
  10035. else if(md)
  10036. md->skill_idx = -1;
  10037. return 0;
  10038. }
  10039. /*==========================================
  10040. *
  10041. *------------------------------------------*/
  10042. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  10043. {
  10044. struct block_list* src = map_id2bl(id);
  10045. struct map_session_data *sd;
  10046. struct unit_data *ud = unit_bl2ud(src);
  10047. struct mob_data *md;
  10048. nullpo_ret(ud);
  10049. sd = BL_CAST(BL_PC , src);
  10050. md = BL_CAST(BL_MOB, src);
  10051. if( src->prev == NULL ) {
  10052. ud->skilltimer = INVALID_TIMER;
  10053. return 0;
  10054. }
  10055. if( ud->skilltimer != tid )
  10056. {
  10057. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  10058. ud->skilltimer = INVALID_TIMER;
  10059. return 0;
  10060. }
  10061. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  10062. {// restore original walk speed
  10063. ud->skilltimer = INVALID_TIMER;
  10064. status_calc_bl(&sd->bl, SCB_SPEED);
  10065. }
  10066. ud->skilltimer = INVALID_TIMER;
  10067. do {
  10068. int maxcount=0;
  10069. if( status_isdead(src) )
  10070. break;
  10071. if( !(src->type&battle_config.skill_reiteration) &&
  10072. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  10073. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  10074. )
  10075. {
  10076. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_DUPLICATE_RANGEIN,0);
  10077. break;
  10078. }
  10079. if( src->type&battle_config.skill_nofootset &&
  10080. skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  10081. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  10082. )
  10083. {
  10084. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10085. break;
  10086. }
  10087. if( src->type&battle_config.land_skill_limit &&
  10088. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  10089. ) {
  10090. int i;
  10091. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  10092. if(ud->skillunit[i]->skill_id == ud->skill_id)
  10093. maxcount--;
  10094. }
  10095. if( maxcount == 0 )
  10096. {
  10097. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10098. break;
  10099. }
  10100. }
  10101. if(tid != INVALID_TIMER)
  10102. { //Avoid double checks on instant cast skills. [Skotlex]
  10103. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  10104. break;
  10105. if(battle_config.skill_add_range &&
  10106. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
  10107. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  10108. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  10109. break;
  10110. }
  10111. }
  10112. if( sd )
  10113. {
  10114. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10115. break;
  10116. else
  10117. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10118. }
  10119. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10120. break;
  10121. if(md) {
  10122. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10123. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10124. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10125. }
  10126. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10127. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  10128. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  10129. if (ud->walktimer != INVALID_TIMER)
  10130. unit_stop_walking(src,1);
  10131. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10132. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv);
  10133. if (sd) { //Cooldown application
  10134. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  10135. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10136. }
  10137. if( battle_config.display_status_timers && sd )
  10138. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10139. // if( sd )
  10140. // {
  10141. // switch( ud->skill_id )
  10142. // {
  10143. // case ????:
  10144. // sd->canequip_tick = tick + ????;
  10145. // break;
  10146. // }
  10147. // }
  10148. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10149. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  10150. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  10151. map_freeblock_lock();
  10152. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  10153. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  10154. sd->skillitem = sd->skillitemlv = 0;
  10155. if (ud->skilltimer == INVALID_TIMER) {
  10156. if (md) md->skill_idx = -1;
  10157. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  10158. ud->skill_lv = ud->skillx = ud->skilly = 0;
  10159. }
  10160. map_freeblock_unlock();
  10161. return 1;
  10162. } while(0);
  10163. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10164. ud->canact_tick = tick;
  10165. ud->skill_id = ud->skill_lv = 0;
  10166. if(sd)
  10167. sd->skillitem = sd->skillitemlv = 0;
  10168. else if(md)
  10169. md->skill_idx = -1;
  10170. return 0;
  10171. }
  10172. /* skill count without self */
  10173. static int skill_count_wos(struct block_list *bl,va_list ap) {
  10174. struct block_list* src = va_arg(ap, struct block_list*);
  10175. if( src->id != bl->id ) {
  10176. return 1;
  10177. }
  10178. return 0;
  10179. }
  10180. /*==========================================
  10181. *
  10182. *------------------------------------------*/
  10183. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  10184. {
  10185. struct map_session_data* sd;
  10186. struct status_change* sc;
  10187. struct status_change_entry *sce;
  10188. struct skill_unit_group* sg;
  10189. enum sc_type type;
  10190. int i;
  10191. //if(skill_lv <= 0) return 0;
  10192. if(skill_id > 0 && !skill_lv) return 0; // celest
  10193. nullpo_ret(src);
  10194. if(status_isdead(src))
  10195. return 0;
  10196. sd = BL_CAST(BL_PC, src);
  10197. sc = status_get_sc(src);
  10198. type = status_skill2sc(skill_id);
  10199. sce = (sc && type != -1)?sc->data[type]:NULL;
  10200. switch (skill_id) { //Skill effect.
  10201. case WZ_METEOR:
  10202. case WZ_ICEWALL:
  10203. case MO_BODYRELOCATION:
  10204. case CR_CULTIVATION:
  10205. case HW_GANBANTEIN:
  10206. case LG_EARTHDRIVE:
  10207. case SC_ESCAPE:
  10208. case RL_HAMMER_OF_GOD:
  10209. break; //Effect is displayed on respective switch case.
  10210. default:
  10211. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  10212. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10213. else
  10214. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10215. }
  10216. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  10217. skill_toggle_magicpower(src, skill_id);
  10218. switch(skill_id)
  10219. {
  10220. case PR_BENEDICTIO:
  10221. skill_area_temp[1] = src->id;
  10222. i = skill_get_splash(skill_id, skill_lv);
  10223. map_foreachinarea(skill_area_sub,
  10224. src->m, x-i, y-i, x+i, y+i, BL_PC,
  10225. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  10226. skill_castend_nodamage_id);
  10227. map_foreachinarea(skill_area_sub,
  10228. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10229. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  10230. skill_castend_damage_id);
  10231. break;
  10232. case BS_HAMMERFALL:
  10233. i = skill_get_splash(skill_id, skill_lv);
  10234. map_foreachinarea (skill_area_sub,
  10235. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10236. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  10237. skill_castend_nodamage_id);
  10238. break;
  10239. case HT_DETECTING:
  10240. i = skill_get_splash(skill_id, skill_lv);
  10241. map_foreachinarea( status_change_timer_sub,
  10242. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  10243. src,NULL,SC_SIGHT,tick);
  10244. if(battle_config.traps_setting&1)
  10245. map_foreachinarea(skill_reveal_trap, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  10246. break;
  10247. break;
  10248. case SR_RIDEINLIGHTNING:
  10249. i = skill_get_splash(skill_id, skill_lv);
  10250. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10251. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  10252. break;
  10253. case SA_VOLCANO:
  10254. case SA_DELUGE:
  10255. case SA_VIOLENTGALE:
  10256. { //Does not consumes if the skill is already active. [Skotlex]
  10257. struct skill_unit_group *sg2;
  10258. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  10259. {
  10260. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  10261. {
  10262. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10263. return 0; // not to consume items
  10264. }
  10265. else
  10266. sg2->limit = 0; //Disable it.
  10267. }
  10268. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10269. break;
  10270. }
  10271. // Skill Unit Setting
  10272. case MG_SAFETYWALL:
  10273. case MG_FIREWALL:
  10274. case MG_THUNDERSTORM:
  10275. case AL_PNEUMA:
  10276. case WZ_FIREPILLAR:
  10277. case WZ_QUAGMIRE:
  10278. case WZ_VERMILION:
  10279. case WZ_STORMGUST:
  10280. case WZ_HEAVENDRIVE:
  10281. case PR_SANCTUARY:
  10282. case PR_MAGNUS:
  10283. case CR_GRANDCROSS:
  10284. case NPC_GRANDDARKNESS:
  10285. case HT_SKIDTRAP:
  10286. case MA_SKIDTRAP:
  10287. case HT_LANDMINE:
  10288. case MA_LANDMINE:
  10289. case HT_ANKLESNARE:
  10290. case HT_SHOCKWAVE:
  10291. case HT_SANDMAN:
  10292. case MA_SANDMAN:
  10293. case HT_FLASHER:
  10294. case HT_FREEZINGTRAP:
  10295. case MA_FREEZINGTRAP:
  10296. case HT_BLASTMINE:
  10297. case HT_CLAYMORETRAP:
  10298. case AS_VENOMDUST:
  10299. case AM_DEMONSTRATION:
  10300. case PF_FOGWALL:
  10301. case PF_SPIDERWEB:
  10302. case HT_TALKIEBOX:
  10303. case WE_CALLPARTNER:
  10304. case WE_CALLPARENT:
  10305. case WE_CALLBABY:
  10306. case AC_SHOWER: //Ground-placed skill implementation.
  10307. case MA_SHOWER:
  10308. case SA_LANDPROTECTOR:
  10309. case BD_LULLABY:
  10310. case BD_RICHMANKIM:
  10311. case BD_ETERNALCHAOS:
  10312. case BD_DRUMBATTLEFIELD:
  10313. case BD_RINGNIBELUNGEN:
  10314. case BD_ROKISWEIL:
  10315. case BD_INTOABYSS:
  10316. case BD_SIEGFRIED:
  10317. case BA_DISSONANCE:
  10318. case BA_POEMBRAGI:
  10319. case BA_WHISTLE:
  10320. case BA_ASSASSINCROSS:
  10321. case BA_APPLEIDUN:
  10322. case DC_UGLYDANCE:
  10323. case DC_HUMMING:
  10324. case DC_DONTFORGETME:
  10325. case DC_FORTUNEKISS:
  10326. case DC_SERVICEFORYOU:
  10327. case CG_MOONLIT:
  10328. case GS_DESPERADO:
  10329. case NJ_KAENSIN:
  10330. case NJ_BAKUENRYU:
  10331. case NJ_SUITON:
  10332. case NJ_HYOUSYOURAKU:
  10333. case NJ_RAIGEKISAI:
  10334. case NJ_KAMAITACHI:
  10335. #ifdef RENEWAL
  10336. case NJ_HUUMA:
  10337. #endif
  10338. case NPC_EVILLAND:
  10339. case RA_ELECTRICSHOCKER:
  10340. case RA_CLUSTERBOMB:
  10341. case RA_MAGENTATRAP:
  10342. case RA_COBALTTRAP:
  10343. case RA_MAIZETRAP:
  10344. case RA_VERDURETRAP:
  10345. case RA_FIRINGTRAP:
  10346. case RA_ICEBOUNDTRAP:
  10347. case SC_MANHOLE:
  10348. case SC_DIMENSIONDOOR:
  10349. case SC_CHAOSPANIC:
  10350. case SC_MAELSTROM:
  10351. case SC_BLOODYLUST:
  10352. case WM_REVERBERATION:
  10353. case WM_POEMOFNETHERWORLD:
  10354. case SO_PSYCHIC_WAVE:
  10355. case SO_VACUUM_EXTREME:
  10356. case GN_THORNS_TRAP:
  10357. case GN_DEMONIC_FIRE:
  10358. case GN_HELLS_PLANT:
  10359. case SO_EARTHGRAVE:
  10360. case SO_DIAMONDDUST:
  10361. case SO_FIRE_INSIGNIA:
  10362. case SO_WATER_INSIGNIA:
  10363. case SO_WIND_INSIGNIA:
  10364. case SO_EARTH_INSIGNIA:
  10365. case KO_HUUMARANKA:
  10366. case KO_BAKURETSU:
  10367. case KO_ZENKAI:
  10368. case MH_LAVA_SLIDE:
  10369. case MH_VOLCANIC_ASH:
  10370. case MH_POISON_MIST:
  10371. case MH_STEINWAND:
  10372. case MH_XENO_SLASHER:
  10373. case LG_KINGS_GRACE:
  10374. case RL_B_TRAP:
  10375. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  10376. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  10377. case GN_WALLOFTHORN:
  10378. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10379. break;
  10380. case WZ_ICEWALL:
  10381. flag|=1;
  10382. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  10383. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10384. break;
  10385. case RG_GRAFFITI: /* Graffiti [Valaris] */
  10386. skill_clear_unitgroup(src);
  10387. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10388. flag|=1;
  10389. break;
  10390. case HP_BASILICA:
  10391. if( sc->data[SC_BASILICA] ) {
  10392. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  10393. return 0;
  10394. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  10395. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  10396. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10397. return 0;
  10398. }
  10399. skill_clear_unitgroup(src);
  10400. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10401. flag|=1;
  10402. }
  10403. break;
  10404. case CG_HERMODE:
  10405. skill_clear_unitgroup(src);
  10406. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10407. sc_start4(src,src,SC_DANCING,100,
  10408. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10409. flag|=1;
  10410. break;
  10411. case RG_CLEANER: // [Valaris]
  10412. i = skill_get_splash(skill_id, skill_lv);
  10413. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  10414. break;
  10415. case SO_WARMER:
  10416. flag|= 8;
  10417. case SO_CLOUD_KILL:
  10418. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10419. break;
  10420. case WZ_METEOR: {
  10421. int area = skill_get_splash(skill_id, skill_lv);
  10422. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  10423. for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
  10424. // Creates a random Cell in the Splash Area
  10425. tmpx = x - area + rnd()%(area * 2 + 1);
  10426. tmpy = y - area + rnd()%(area * 2 + 1);
  10427. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL)
  10428. && !map_getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR))
  10429. clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
  10430. if( i > 0 )
  10431. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
  10432. x1 = tmpx;
  10433. y1 = tmpy;
  10434. }
  10435. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
  10436. }
  10437. break;
  10438. case AL_WARP:
  10439. if(sd)
  10440. {
  10441. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  10442. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  10443. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  10444. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  10445. );
  10446. }
  10447. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10448. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10449. return 0; // not to consume item.
  10450. case MO_BODYRELOCATION:
  10451. if (unit_movepos(src, x, y, 1, 1)) {
  10452. #if PACKETVER >= 20111005
  10453. clif_snap(src, src->x, src->y);
  10454. #else
  10455. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  10456. #endif
  10457. if (sd)
  10458. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  10459. }
  10460. break;
  10461. case NJ_SHADOWJUMP:
  10462. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, x, y, 1, 0) ) //You don't move on GVG grounds.
  10463. clif_blown(src);
  10464. status_change_end(src, SC_HIDING, INVALID_TIMER);
  10465. break;
  10466. case AM_SPHEREMINE:
  10467. case AM_CANNIBALIZE:
  10468. {
  10469. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  10470. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  10471. int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  10472. struct mob_data *md;
  10473. // Correct info, don't change any of this! [celest]
  10474. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  10475. if (md) {
  10476. md->master_id = src->id;
  10477. md->special_state.ai = (enum mob_ai)ai;
  10478. if( md->deletetimer != INVALID_TIMER )
  10479. delete_timer(md->deletetimer, mob_timer_delete);
  10480. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  10481. mob_spawn (md); //Now it is ready for spawning.
  10482. }
  10483. }
  10484. break;
  10485. // Slim Pitcher [Celest]
  10486. case CR_SLIMPITCHER:
  10487. if (sd) {
  10488. int i_lv = 0, j = 0;
  10489. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  10490. i_lv = skill_lv%11 - 1;
  10491. j = pc_search_inventory(sd, require.itemid[i_lv]);
  10492. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[i_lv])
  10493. {
  10494. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10495. return 1;
  10496. }
  10497. potion_flag = 1;
  10498. potion_hp = 0;
  10499. potion_sp = 0;
  10500. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  10501. potion_flag = 0;
  10502. //Apply skill bonuses
  10503. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  10504. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  10505. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  10506. + pc_skillheal_bonus(sd, skill_id);
  10507. potion_hp = potion_hp * (100+i_lv)/100;
  10508. potion_sp = potion_sp * (100+i_lv)/100;
  10509. if(potion_hp > 0 || potion_sp > 0) {
  10510. i_lv = skill_get_splash(skill_id, skill_lv);
  10511. map_foreachinarea(skill_area_sub,
  10512. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  10513. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10514. skill_castend_nodamage_id);
  10515. }
  10516. } else {
  10517. int id = skill_get_itemid(skill_id, skill_lv);
  10518. struct item_data *item;
  10519. item = itemdb_search(id);
  10520. potion_flag = 1;
  10521. potion_hp = 0;
  10522. potion_sp = 0;
  10523. run_script(item->script,0,src->id,0);
  10524. potion_flag = 0;
  10525. id = skill_get_max(CR_SLIMPITCHER)*10;
  10526. potion_hp = potion_hp * (100+id)/100;
  10527. potion_sp = potion_sp * (100+id)/100;
  10528. if(potion_hp > 0 || potion_sp > 0) {
  10529. id = skill_get_splash(skill_id, skill_lv);
  10530. map_foreachinarea(skill_area_sub,
  10531. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  10532. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10533. skill_castend_nodamage_id);
  10534. }
  10535. }
  10536. break;
  10537. case HW_GANBANTEIN:
  10538. if (rnd()%100 < 80) {
  10539. int dummy = 1;
  10540. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10541. i = skill_get_splash(skill_id, skill_lv);
  10542. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  10543. } else {
  10544. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10545. return 1;
  10546. }
  10547. break;
  10548. case HW_GRAVITATION:
  10549. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10550. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  10551. flag|=1;
  10552. break;
  10553. // Plant Cultivation [Celest]
  10554. case CR_CULTIVATION:
  10555. if (sd) {
  10556. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  10557. {
  10558. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10559. return 1;
  10560. }
  10561. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10562. if (rnd()%100 < 50) {
  10563. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10564. } else {
  10565. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? MOBID_BLACK_MUSHROOM + rnd()%2 : MOBID_RED_PLANT + rnd()%6),"", SZ_SMALL, AI_NONE);
  10566. int t;
  10567. if (!md) break;
  10568. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  10569. {
  10570. if( md->deletetimer != INVALID_TIMER )
  10571. delete_timer(md->deletetimer, mob_timer_delete);
  10572. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  10573. }
  10574. mob_spawn (md);
  10575. }
  10576. }
  10577. break;
  10578. case SG_SUN_WARM:
  10579. case SG_MOON_WARM:
  10580. case SG_STAR_WARM:
  10581. skill_clear_unitgroup(src);
  10582. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  10583. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10584. flag|=1;
  10585. break;
  10586. case PA_GOSPEL:
  10587. if (sce && sce->val4 == BCT_SELF)
  10588. {
  10589. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  10590. return 0;
  10591. }
  10592. else
  10593. {
  10594. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  10595. if (!sg) break;
  10596. if (sce)
  10597. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  10598. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  10599. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  10600. }
  10601. break;
  10602. case NJ_TATAMIGAESHI:
  10603. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  10604. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  10605. break;
  10606. case AM_RESURRECTHOMUN: //[orn]
  10607. if (sd)
  10608. {
  10609. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  10610. {
  10611. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10612. break;
  10613. }
  10614. }
  10615. break;
  10616. case RK_WINDCUTTER:
  10617. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10618. case NC_COLDSLOWER:
  10619. case NC_ARMSCANNON:
  10620. case RK_DRAGONBREATH:
  10621. case RK_DRAGONBREATH_WATER:
  10622. i = skill_get_splash(skill_id,skill_lv);
  10623. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10624. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10625. break;
  10626. case SO_ARRULLO:
  10627. i = skill_get_splash(skill_id,skill_lv);
  10628. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  10629. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10630. break;
  10631. case GC_POISONSMOKE:
  10632. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  10633. if( sd )
  10634. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  10635. return 0;
  10636. }
  10637. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  10638. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  10639. break;
  10640. case AB_EPICLESIS:
  10641. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  10642. i = skill_get_splash(skill_id, skill_lv);
  10643. map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  10644. }
  10645. break;
  10646. case WL_COMET:
  10647. if( sc ) {
  10648. sc->comet_x = x;
  10649. sc->comet_y = y;
  10650. }
  10651. i = skill_get_splash(skill_id,skill_lv);
  10652. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  10653. break;
  10654. case WL_EARTHSTRAIN:
  10655. {
  10656. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  10657. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  10658. for( w = 1; w <= wave; w++ )
  10659. {
  10660. switch( dir ){
  10661. case 0: case 1: case 7: sy = y + w; break;
  10662. case 3: case 4: case 5: sy = y - w; break;
  10663. case 2: sx = x - w; break;
  10664. case 6: sx = x + w; break;
  10665. }
  10666. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  10667. }
  10668. }
  10669. break;
  10670. case RA_DETONATOR:
  10671. i = skill_get_splash(skill_id, skill_lv);
  10672. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  10673. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10674. break;
  10675. case NC_NEUTRALBARRIER:
  10676. case NC_STEALTHFIELD:
  10677. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  10678. skill_clear_unitgroup(src);
  10679. return 0;
  10680. }
  10681. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  10682. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10683. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10684. if( sd ) pc_overheat(sd,1);
  10685. }
  10686. break;
  10687. case NC_SILVERSNIPER:
  10688. {
  10689. struct mob_data *md;
  10690. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  10691. if( md ) {
  10692. md->master_id = src->id;
  10693. md->special_state.ai = AI_FAW;
  10694. if( md->deletetimer != INVALID_TIMER )
  10695. delete_timer(md->deletetimer, mob_timer_delete);
  10696. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  10697. mob_spawn(md);
  10698. }
  10699. }
  10700. break;
  10701. case NC_MAGICDECOY:
  10702. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  10703. break;
  10704. case SC_FEINTBOMB:
  10705. skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  10706. skill_blown(src,src,3*skill_lv,unit_getdir(src),0);
  10707. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  10708. break;
  10709. case SC_ESCAPE:
  10710. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10711. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10712. skill_addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0);
  10713. flag |= 1;
  10714. break;
  10715. case LG_OVERBRAND: {
  10716. int dir = map_calc_dir(src,x,y);
  10717. int sx = src->x, sy = src->y;
  10718. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
  10719. for( i = 0; i < layout->count; i++ )
  10720. map_foreachincell(skill_area_sub,src->m,sx+layout->dx[i],sy+layout->dy[i],BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  10721. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  10722. }
  10723. break;
  10724. case LG_BANDING:
  10725. if( sc && sc->data[SC_BANDING] )
  10726. status_change_end(src,SC_BANDING,INVALID_TIMER);
  10727. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10728. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10729. if( sd ) pc_banding(sd,skill_lv);
  10730. }
  10731. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10732. break;
  10733. case LG_RAYOFGENESIS:
  10734. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  10735. i = skill_get_splash(skill_id,skill_lv);
  10736. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10737. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10738. } else if( sd )
  10739. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10740. break;
  10741. case WM_DOMINION_IMPULSE:
  10742. i = skill_get_splash(skill_id, skill_lv);
  10743. map_foreachinarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  10744. break;
  10745. case WM_GREAT_ECHO:
  10746. case WM_SOUND_OF_DESTRUCTION:
  10747. i = skill_get_splash(skill_id,skill_lv);
  10748. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10749. break;
  10750. case WM_SEVERE_RAINSTORM:
  10751. flag |= 1;
  10752. if (sd)
  10753. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  10754. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10755. break;
  10756. case GN_CRAZYWEED: {
  10757. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  10758. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  10759. int x1 = x - area + rnd()%(area * 2 + 1);
  10760. int y1 = y - area + rnd()%(area * 2 + 1);
  10761. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  10762. }
  10763. }
  10764. break;
  10765. case GN_FIRE_EXPANSION: {
  10766. int i_su;
  10767. struct unit_data *ud = unit_bl2ud(src);
  10768. if( !ud ) break;
  10769. for( i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su ++ ) {
  10770. if( ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE &&
  10771. distance_xy(x, y, ud->skillunit[i_su]->unit->bl.x, ud->skillunit[i_su]->unit->bl.y) < 4 ) {
  10772. switch( skill_lv ) {
  10773. case 1:
  10774. ud->skillunit[i_su]->unit->val2 = skill_lv;
  10775. ud->skillunit[i_su]->unit->group->val2 = skill_lv;
  10776. break;
  10777. case 2:
  10778. map_foreachinarea(skill_area_sub,src->m,
  10779. ud->skillunit[i_su]->unit->bl.x - 2,ud->skillunit[i_su]->unit->bl.y - 2,
  10780. ud->skillunit[i_su]->unit->bl.x + 2,ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  10781. src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  10782. skill_delunit(ud->skillunit[i_su]->unit);
  10783. break;
  10784. case 3:
  10785. skill_delunit(ud->skillunit[i_su]->unit);
  10786. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  10787. flag |= 1;
  10788. break;
  10789. case 4:
  10790. skill_delunit(ud->skillunit[i_su]->unit);
  10791. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  10792. flag |= 1;
  10793. break;
  10794. case 5: {
  10795. int acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  10796. if( sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5 )
  10797. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  10798. map_foreachinarea(skill_area_sub, src->m,
  10799. ud->skillunit[i_su]->unit->bl.x - 2, ud->skillunit[i_su]->unit->bl.y - 2,
  10800. ud->skillunit[i_su]->unit->bl.x + 2, ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  10801. src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  10802. skill_delunit(ud->skillunit[i_su]->unit);
  10803. }
  10804. break;
  10805. }
  10806. }
  10807. }
  10808. }
  10809. break;
  10810. case SO_FIREWALK:
  10811. case SO_ELECTRICWALK:
  10812. if( sc && sc->data[type] )
  10813. status_change_end(src,type,INVALID_TIMER);
  10814. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  10815. break;
  10816. case KO_MAKIBISHI:
  10817. for( i = 0; i < (skill_lv+2); i++ ) {
  10818. x = src->x - 1 + rnd()%3;
  10819. y = src->y - 1 + rnd()%3;
  10820. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10821. }
  10822. break;
  10823. case KO_MUCHANAGE: {
  10824. struct status_data *sstatus;
  10825. int rate = 0;
  10826. sstatus = status_get_status_data(src);
  10827. i = skill_get_splash(skill_id,skill_lv);
  10828. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  10829. if( rate < 0 )
  10830. rate = 0;
  10831. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  10832. if( rnd()%100 < rate )
  10833. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10834. }
  10835. break;
  10836. case RL_FALLEN_ANGEL:
  10837. if (unit_movepos(src,x,y,1,1)) {
  10838. uint8 skill_use_lv = sd ? pc_checkskill(sd,GS_DESPERADO) : 5;
  10839. if (!skill_use_lv) {
  10840. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  10841. break;
  10842. }
  10843. clif_fixpos(src);
  10844. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10845. skill_addtimerskill(src, tick+500, 0, x, y, RL_FALLEN_ANGEL, skill_use_lv, BF_WEAPON, flag|SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  10846. }
  10847. else {
  10848. if (sd)
  10849. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10850. }
  10851. break;
  10852. case RL_HAMMER_OF_GOD:
  10853. {
  10854. i = skill_get_splash(skill_id, skill_lv);
  10855. if (sd) {
  10856. skill_area_temp[0] = map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  10857. if (!skill_area_temp[0]) {
  10858. // This skill doesn't have area effect, apply self? :P
  10859. //clif_skill_poseffect(src, skill_id, skill_lv, x, y, tick+500);
  10860. clif_skill_nodamage(src, src, skill_id, 0, 1);
  10861. break;
  10862. }
  10863. }
  10864. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|8, skill_castend_damage_id);
  10865. skill_area_temp[0] = 0;
  10866. break;
  10867. }
  10868. break;
  10869. case RL_FIRE_RAIN: {
  10870. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  10871. int sx = x = src->x, sy = y = src->y;
  10872. for (w = 1; w <= wave; w++) {
  10873. switch (dir) {
  10874. case 0: sy = y + w; break;
  10875. case 1: sy = y + w; sx = x - w; break;
  10876. case 2: sx = x - w; break;
  10877. case 3: sx = x - w; sy = y - w; break;
  10878. case 4: sy = y - w; break;
  10879. case 5: sx = x + w; sy = y - w; break;
  10880. case 6: sx = x + w; break;
  10881. case 7: sy = y + w; sx = x + w; break;
  10882. }
  10883. skill_addtimerskill(src,gettick() + (40 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  10884. }
  10885. }
  10886. break;
  10887. case NC_MAGMA_ERUPTION:
  10888. // 1st, AoE 'slam' damage
  10889. i = skill_get_splash(skill_id, skill_lv);
  10890. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10891. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  10892. if (skill_get_unit_id(NC_MAGMA_ERUPTION,0)) {
  10893. // 2nd, AoE 'eruption' unit
  10894. skill_addtimerskill(src,gettick()+500,0,x,y,skill_id,skill_lv,BF_MISC,flag);
  10895. }
  10896. break;
  10897. default:
  10898. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  10899. return 1;
  10900. }
  10901. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10902. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10903. if( sd )
  10904. {// ensure that the skill last-cast tick is recorded
  10905. sd->canskill_tick = gettick();
  10906. if( sd->state.arrow_atk && !(flag&1) )
  10907. {// consume arrow if this is a ground skill
  10908. battle_consume_ammo(sd, skill_id, skill_lv);
  10909. }
  10910. skill_onskillusage(sd, NULL, skill_id, tick);
  10911. // perform skill requirement consumption
  10912. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10913. }
  10914. return 0;
  10915. }
  10916. /*==========================================
  10917. *
  10918. *------------------------------------------*/
  10919. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  10920. {
  10921. nullpo_ret(sd);
  10922. //Simplify skill_failed code.
  10923. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  10924. if(skill_id != sd->menuskill_id)
  10925. return 0;
  10926. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  10927. skill_failed(sd);
  10928. return 0;
  10929. }
  10930. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  10931. skill_failed(sd);
  10932. return 0;
  10933. }
  10934. pc_stop_attack(sd);
  10935. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  10936. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  10937. if(strcmp(mapname,"cancel")==0) {
  10938. skill_failed(sd);
  10939. return 0;
  10940. }
  10941. switch(skill_id)
  10942. {
  10943. case AL_TELEPORT:
  10944. case ALL_ODINS_RECALL:
  10945. //The storage window is closed automatically by the client when there's
  10946. //any kind of map change, so we need to restore it automatically
  10947. //bugreport:8027
  10948. if(strcmp(mapname,"Random") == 0)
  10949. pc_randomwarp(sd,CLR_TELEPORT);
  10950. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  10951. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  10952. clif_refresh_storagewindow(sd);
  10953. break;
  10954. case AL_WARP:
  10955. {
  10956. const struct point *p[4];
  10957. struct skill_unit_group *group;
  10958. int i, lv, wx, wy;
  10959. int maxcount=0;
  10960. int x,y;
  10961. unsigned short mapindex;
  10962. mapindex = mapindex_name2id((char*)mapname);
  10963. if(!mapindex) { //Given map not found?
  10964. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10965. skill_failed(sd);
  10966. return 0;
  10967. }
  10968. p[0] = &sd->status.save_point;
  10969. p[1] = &sd->status.memo_point[0];
  10970. p[2] = &sd->status.memo_point[1];
  10971. p[3] = &sd->status.memo_point[2];
  10972. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  10973. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  10974. if(sd->ud.skillunit[i]->skill_id == skill_id)
  10975. maxcount--;
  10976. }
  10977. if(!maxcount) {
  10978. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10979. skill_failed(sd);
  10980. return 0;
  10981. }
  10982. }
  10983. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  10984. wx = sd->menuskill_val>>16;
  10985. wy = sd->menuskill_val&0xffff;
  10986. if( lv <= 0 ) return 0;
  10987. if( lv > 4 ) lv = 4; // crash prevention
  10988. // check if the chosen map exists in the memo list
  10989. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  10990. if( i < lv ) {
  10991. x=p[i]->x;
  10992. y=p[i]->y;
  10993. } else {
  10994. skill_failed(sd);
  10995. return 0;
  10996. }
  10997. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  10998. { // This checks versus skill_id/skill_lv...
  10999. skill_failed(sd);
  11000. return 0;
  11001. }
  11002. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  11003. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  11004. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  11005. skill_failed(sd);
  11006. return 0;
  11007. }
  11008. group->val1 = (group->val1<<16)|(short)0;
  11009. // record the destination coordinates
  11010. group->val2 = (x<<16)|y;
  11011. group->val3 = mapindex;
  11012. }
  11013. break;
  11014. }
  11015. sd->menuskill_id = sd->menuskill_val = 0;
  11016. return 0;
  11017. #undef skill_failed
  11018. }
  11019. /// transforms 'target' skill unit into dissonance (if conditions are met)
  11020. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  11021. {
  11022. struct skill_unit* target = (struct skill_unit*)bl;
  11023. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  11024. int flag = va_arg(ap, int);
  11025. if (src == target)
  11026. return 0;
  11027. if (!target->group || !(target->group->state.song_dance&0x1))
  11028. return 0;
  11029. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  11030. return 0;
  11031. if (flag) //Set dissonance
  11032. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  11033. else //Remove dissonance
  11034. target->val2 &= ~UF_ENSEMBLE;
  11035. clif_getareachar_skillunit(&target->bl, target, AREA, 0); //Update look of affected cell.
  11036. return 1;
  11037. }
  11038. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  11039. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  11040. //When 1, this unit has been positioned, so start the cancel effect.
  11041. int skill_dance_overlap(struct skill_unit* unit, int flag)
  11042. {
  11043. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  11044. return 0;
  11045. if (!flag && !(unit->val2&UF_ENSEMBLE))
  11046. return 0; //Nothing to remove, this unit is not overlapped.
  11047. if (unit->val1 != unit->group->skill_id)
  11048. { //Reset state
  11049. unit->val1 = unit->group->skill_id;
  11050. unit->val2 &= ~UF_ENSEMBLE;
  11051. }
  11052. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  11053. }
  11054. /**
  11055. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  11056. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  11057. * @param flag 0 Convert
  11058. * @param flag 1 Revert
  11059. * @return true success
  11060. * @TODO: This should be completely removed later and rewritten
  11061. * The entire execution of the overlapping songs instances is dirty and hacked together
  11062. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  11063. */
  11064. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  11065. {
  11066. static int prevflag = 1; // by default the backup is empty
  11067. static struct skill_unit_group backup;
  11068. struct skill_unit_group* group;
  11069. if( unit == NULL || (group = unit->group) == NULL )
  11070. return false;
  11071. //val2&UF_ENSEMBLE is a hack to indicate dissonance
  11072. if ( !((group->state.song_dance&0x1) && (unit->val2&UF_ENSEMBLE)) )
  11073. return false;
  11074. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  11075. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  11076. flag ? "read an empty backup" : "write to a full backup",
  11077. group->skill_id, group->skill_lv, group->src_id);
  11078. return false;
  11079. }
  11080. prevflag = flag;
  11081. if (!flag) { //Transform
  11082. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  11083. // backup
  11084. backup.skill_id = group->skill_id;
  11085. backup.skill_lv = group->skill_lv;
  11086. backup.unit_id = group->unit_id;
  11087. backup.target_flag = group->target_flag;
  11088. backup.bl_flag = group->bl_flag;
  11089. backup.interval = group->interval;
  11090. // replace
  11091. group->skill_id = skill_id;
  11092. group->skill_lv = 1;
  11093. group->unit_id = skill_get_unit_id(skill_id,0);
  11094. group->target_flag = skill_get_unit_target(skill_id);
  11095. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11096. group->interval = skill_get_unit_interval(skill_id);
  11097. } else { //Restore
  11098. group->skill_id = backup.skill_id;
  11099. group->skill_lv = backup.skill_lv;
  11100. group->unit_id = backup.unit_id;
  11101. group->target_flag = backup.target_flag;
  11102. group->bl_flag = backup.bl_flag;
  11103. group->interval = backup.interval;
  11104. }
  11105. return true;
  11106. }
  11107. /**
  11108. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  11109. * @param src Object that triggers the skill
  11110. * @param skill_id Skill ID
  11111. * @param skill_lv Skill level of used skill
  11112. * @param x Position x
  11113. * @param y Position y
  11114. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  11115. * @return skill_unit_group
  11116. */
  11117. struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  11118. {
  11119. struct skill_unit_group *group;
  11120. int i, limit, val1 = 0, val2 = 0, val3 = 0;
  11121. int link_group_id = 0;
  11122. int target, interval, range, unit_flag, req_item = 0;
  11123. struct s_skill_unit_layout *layout;
  11124. struct map_session_data *sd;
  11125. struct status_data *status;
  11126. struct status_change *sc;
  11127. int active_flag = 1;
  11128. int subunt = 0;
  11129. nullpo_retr(NULL, src);
  11130. limit = skill_get_time(skill_id,skill_lv);
  11131. range = skill_get_unit_range(skill_id,skill_lv);
  11132. interval = skill_get_unit_interval(skill_id);
  11133. target = skill_get_unit_target(skill_id);
  11134. unit_flag = skill_get_unit_flag(skill_id);
  11135. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  11136. sd = BL_CAST(BL_PC, src);
  11137. status = status_get_status_data(src);
  11138. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  11139. switch( skill_id ) {
  11140. case MH_STEINWAND:
  11141. val2 = 4 + skill_lv;
  11142. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  11143. break;
  11144. case MG_SAFETYWALL:
  11145. #ifdef RENEWAL
  11146. val2 = status_get_max_hp(src) * 3;
  11147. #else
  11148. val2 = skill_lv+1;
  11149. #endif
  11150. break;
  11151. case MG_FIREWALL:
  11152. if(sc && sc->data[SC_VIOLENTGALE])
  11153. limit = limit*3/2;
  11154. val2 = 4+skill_lv;
  11155. break;
  11156. case AL_WARP:
  11157. val1=skill_lv+6;
  11158. if(!(flag&1))
  11159. limit=2000;
  11160. else // previous implementation (not used anymore)
  11161. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  11162. if( src->type != BL_SKILL ) return NULL;
  11163. group = ((TBL_SKILL*)src)->group;
  11164. src = map_id2bl(group->src_id);
  11165. if( !src ) return NULL;
  11166. val2 = group->val2; //Copy the (x,y) position you warp to
  11167. val3 = group->val3; //as well as the mapindex to warp to.
  11168. }
  11169. break;
  11170. case HP_BASILICA:
  11171. val1 = src->id; // Store caster id.
  11172. break;
  11173. case PR_SANCTUARY:
  11174. case NPC_EVILLAND:
  11175. val1=(skill_lv+3)*2;
  11176. break;
  11177. case WZ_FIREPILLAR:
  11178. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11179. return NULL;
  11180. if((flag&1)!=0)
  11181. limit=1000;
  11182. val1=skill_lv+2;
  11183. break;
  11184. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  11185. case AM_DEMONSTRATION:
  11186. case GN_HELLS_PLANT:
  11187. if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11188. return NULL;
  11189. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  11190. && (src->type&battle_config.vs_traps_bctall))
  11191. target = BCT_ALL;
  11192. break;
  11193. case HT_SKIDTRAP:
  11194. case MA_SKIDTRAP:
  11195. //Save position of caster
  11196. val1 = ((src->x)<<16)|(src->y);
  11197. case HT_ANKLESNARE:
  11198. case HT_SHOCKWAVE:
  11199. case HT_SANDMAN:
  11200. case MA_SANDMAN:
  11201. case HT_CLAYMORETRAP:
  11202. case HT_LANDMINE:
  11203. case MA_LANDMINE:
  11204. case HT_FLASHER:
  11205. case HT_FREEZINGTRAP:
  11206. case MA_FREEZINGTRAP:
  11207. case HT_BLASTMINE:
  11208. case RA_ELECTRICSHOCKER:
  11209. case RA_CLUSTERBOMB:
  11210. case RA_MAGENTATRAP:
  11211. case RA_COBALTTRAP:
  11212. case RA_MAIZETRAP:
  11213. case RA_VERDURETRAP:
  11214. case RA_FIRINGTRAP:
  11215. case RA_ICEBOUNDTRAP:
  11216. case RL_B_TRAP:
  11217. case SC_ESCAPE:
  11218. {
  11219. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  11220. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  11221. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  11222. req_item = req.itemid[i];
  11223. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  11224. limit *= 4; // longer trap times in WOE [celest]
  11225. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  11226. target = BCT_ALL;
  11227. }
  11228. break;
  11229. case SA_LANDPROTECTOR:
  11230. case SA_VOLCANO:
  11231. case SA_DELUGE:
  11232. case SA_VIOLENTGALE:
  11233. {
  11234. struct skill_unit_group *old_sg;
  11235. if ((old_sg = skill_locate_element_field(src)) != NULL)
  11236. { //HelloKitty confirmed that these are interchangeable,
  11237. //so you can change element and not consume gemstones.
  11238. if ((
  11239. old_sg->skill_id == SA_VOLCANO ||
  11240. old_sg->skill_id == SA_DELUGE ||
  11241. old_sg->skill_id == SA_VIOLENTGALE
  11242. ) && old_sg->limit > 0)
  11243. { //Use the previous limit (minus the elapsed time) [Skotlex]
  11244. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  11245. if (limit < 0) //This can happen...
  11246. limit = skill_get_time(skill_id,skill_lv);
  11247. }
  11248. skill_clear_group(src,1);
  11249. }
  11250. break;
  11251. }
  11252. case BA_WHISTLE:
  11253. val1 = skill_lv +status->agi/10; // Flee increase
  11254. val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
  11255. if(sd){
  11256. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11257. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  11258. }
  11259. break;
  11260. case DC_HUMMING:
  11261. val1 = 2*skill_lv+status->dex/10; // Hit increase
  11262. #ifdef RENEWAL
  11263. val1 *= 2;
  11264. #endif
  11265. if(sd)
  11266. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11267. break;
  11268. case BA_POEMBRAGI:
  11269. val1 = 3*skill_lv+status->dex/10; // Casting time reduction
  11270. //For some reason at level 10 the base delay reduction is 50%.
  11271. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
  11272. if(sd){
  11273. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11274. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  11275. }
  11276. break;
  11277. case DC_DONTFORGETME:
  11278. val1 = 30 * skill_lv + status->dex; // ASPD decrease
  11279. val2 = 2 * skill_lv + status->agi / 10; // Movement speed adjustment.
  11280. if(sd){
  11281. val1 += 10 * pc_checkskill(sd,DC_DANCINGLESSON);
  11282. val2 += (pc_checkskill(sd,DC_DANCINGLESSON) + 1) / 2; // Movement speed -1% per 2 levels
  11283. }
  11284. break;
  11285. case DC_SERVICEFORYOU:
  11286. val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase
  11287. val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
  11288. if(sd){
  11289. val1 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11290. val2 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11291. }
  11292. break;
  11293. case BA_ASSASSINCROSS:
  11294. #ifdef RENEWAL
  11295. val1 = skill_lv + (status->agi/20); // ASPD increase
  11296. #else
  11297. val1 = 10 + skill_lv + (status->agi/10); // ASPD increase
  11298. #endif
  11299. if(sd)
  11300. val1 += pc_checkskill(sd,BA_MUSICALLESSON)/2;
  11301. val1*=10; // ASPD works with 1000 as 100%
  11302. break;
  11303. case DC_FORTUNEKISS:
  11304. val1 = 10+skill_lv+(status->luk/10); // Critical increase
  11305. if(sd)
  11306. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11307. val1*=10; //Because every 10 crit is an actual cri point.
  11308. break;
  11309. case BD_DRUMBATTLEFIELD:
  11310. #ifdef RENEWAL
  11311. val1 = (skill_lv+5)*25; //Atk increase
  11312. val2 = skill_lv*10; //Def increase
  11313. #else
  11314. val1 = (skill_lv+1)*25; //Atk increase
  11315. val2 = (skill_lv+1)*2; //Def increase
  11316. #endif
  11317. break;
  11318. case BD_RINGNIBELUNGEN:
  11319. val1 = (skill_lv+2)*25; //Atk increase
  11320. break;
  11321. case BD_RICHMANKIM:
  11322. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  11323. break;
  11324. case BD_SIEGFRIED:
  11325. val1 = 55 + skill_lv*5; //Elemental Resistance
  11326. val2 = skill_lv*10; //Status ailment resistance
  11327. break;
  11328. case WE_CALLPARTNER:
  11329. if (sd) val1 = sd->status.partner_id;
  11330. break;
  11331. case WE_CALLPARENT:
  11332. if (sd) {
  11333. val1 = sd->status.father;
  11334. val2 = sd->status.mother;
  11335. }
  11336. break;
  11337. case WE_CALLBABY:
  11338. if (sd) val1 = sd->status.child;
  11339. break;
  11340. case NJ_KAENSIN:
  11341. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  11342. val2 = (skill_lv+1)/2 + 4;
  11343. break;
  11344. case NJ_SUITON:
  11345. skill_clear_group(src, 1);
  11346. break;
  11347. case GS_GROUNDDRIFT:
  11348. {
  11349. // Ground Drift Element is decided when it's placed.
  11350. int ele = skill_get_ele(skill_id, skill_lv);
  11351. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  11352. if (ele == -3)
  11353. val1 = element[rnd()%5]; // Use random from available unit visual?
  11354. else if (ele == -2)
  11355. val1 = status_get_attack_sc_element(src,sc);
  11356. else if (ele == -1) {
  11357. val1 = status->rhw.ele;
  11358. if (sc && sc->data[SC_ENCHANTARMS])
  11359. val1 = sc->data[SC_ENCHANTARMS]->val2;
  11360. }
  11361. switch (val1) {
  11362. case ELE_FIRE:
  11363. subunt++;
  11364. case ELE_WATER:
  11365. subunt++;
  11366. case ELE_POISON:
  11367. subunt++;
  11368. case ELE_DARK:
  11369. subunt++;
  11370. case ELE_WIND:
  11371. break;
  11372. default:
  11373. subunt = rnd()%5;
  11374. break;
  11375. }
  11376. break;
  11377. }
  11378. case GC_POISONSMOKE:
  11379. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  11380. return NULL;
  11381. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  11382. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  11383. limit = skill_get_time(skill_id, skill_lv);
  11384. break;
  11385. case GD_LEADERSHIP:
  11386. case GD_GLORYWOUNDS:
  11387. case GD_SOULCOLD:
  11388. case GD_HAWKEYES:
  11389. limit = 1000000;//it doesn't matter
  11390. break;
  11391. case LG_BANDING:
  11392. limit = -1;
  11393. break;
  11394. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  11395. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  11396. target = BCT_ALL;
  11397. case WM_SEVERE_RAINSTORM:
  11398. case SO_WATER_INSIGNIA:
  11399. case SO_FIRE_INSIGNIA:
  11400. case SO_WIND_INSIGNIA:
  11401. case SO_EARTH_INSIGNIA:
  11402. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11403. return NULL;
  11404. break;
  11405. case SO_CLOUD_KILL:
  11406. skill_clear_group(src, 4);
  11407. break;
  11408. case SO_WARMER:
  11409. skill_clear_group(src, 8);
  11410. break;
  11411. case SO_FIREWALK:
  11412. case SO_ELECTRICWALK:
  11413. limit = skill_get_time2(skill_id, skill_lv);
  11414. break;
  11415. case GN_WALLOFTHORN:
  11416. // Turns to Firewall
  11417. if( flag&1 )
  11418. limit = 3000;
  11419. val3 = (x<<16)|y;
  11420. break;
  11421. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  11422. case GN_FIRE_EXPANSION_TEAR_GAS:
  11423. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  11424. break;
  11425. case KO_ZENKAI:
  11426. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  11427. val1 = sd->spiritcharm;
  11428. val2 = sd->spiritcharm_type;
  11429. limit = 6000 * val1;
  11430. subunt = sd->spiritcharm_type - 1;
  11431. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  11432. }
  11433. break;
  11434. case HW_GRAVITATION:
  11435. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  11436. link_group_id = sc->data[SC_GRAVITATION]->val4;
  11437. break;
  11438. case SO_VACUUM_EXTREME:
  11439. // Coordinates
  11440. val1 = x;
  11441. val2 = y;
  11442. val3 = 0; // Suck target at n seconds.
  11443. break;
  11444. case NC_MAGMA_ERUPTION:
  11445. // Since we have no 'place' anymore. time1 for Stun duration, time2 for burning duration
  11446. // Officially, duration (limit) is 5secs, interval 0.5secs damage interval.
  11447. limit = interval * 10;
  11448. break;
  11449. }
  11450. // Init skill unit group
  11451. nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval)));
  11452. group->val1 = val1;
  11453. group->val2 = val2;
  11454. group->val3 = val3;
  11455. group->link_group_id = link_group_id;
  11456. group->target_flag = target;
  11457. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11458. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  11459. 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
  11460. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  11461. group->item_id = req_item;
  11462. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  11463. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  11464. active_flag = 0;
  11465. // Put message for Talkie Box & Graffiti
  11466. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  11467. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  11468. if (sd)
  11469. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  11470. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  11471. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  11472. }
  11473. // Dance skill
  11474. if (group->state.song_dance) {
  11475. if(sd) {
  11476. sd->skill_id_dance = skill_id;
  11477. sd->skill_lv_dance = skill_lv;
  11478. }
  11479. if (
  11480. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  11481. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  11482. )
  11483. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  11484. }
  11485. // Set skill unit
  11486. limit = group->limit;
  11487. for( i = 0; i < layout->count; i++ ) {
  11488. struct skill_unit *unit;
  11489. int ux = x + layout->dx[i];
  11490. int uy = y + layout->dy[i];
  11491. int unit_val1 = skill_lv;
  11492. int unit_val2 = 0;
  11493. int alive = 1;
  11494. // are the coordinates out of range?
  11495. if( ux <= 0 || uy <= 0 || ux >= map[src->m].xs || uy >= map[src->m].ys ){
  11496. continue;
  11497. }
  11498. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  11499. continue; // don't place skill units on walls (except for songs/dances/encores)
  11500. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  11501. continue; // no path between cell and center of casting.
  11502. switch( skill_id ) {
  11503. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  11504. case HT_LANDMINE:
  11505. case MA_LANDMINE:
  11506. case HT_ANKLESNARE:
  11507. case HT_SHOCKWAVE:
  11508. case HT_SANDMAN:
  11509. case MA_SANDMAN:
  11510. case HT_FLASHER:
  11511. case HT_FREEZINGTRAP:
  11512. case MA_FREEZINGTRAP:
  11513. case HT_SKIDTRAP:
  11514. case MA_SKIDTRAP:
  11515. case HT_CLAYMORETRAP:
  11516. case HT_BLASTMINE:
  11517. case SC_ESCAPE:
  11518. unit_val1 = 3500;
  11519. break;
  11520. case MG_FIREWALL:
  11521. case NJ_KAENSIN:
  11522. unit_val2 = group->val2;
  11523. break;
  11524. case WZ_ICEWALL:
  11525. unit_val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  11526. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  11527. break;
  11528. case GS_DESPERADO:
  11529. unit_val1 = abs(layout->dx[i]);
  11530. unit_val2 = abs(layout->dy[i]);
  11531. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  11532. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  11533. if (unit_val1) unit_val1--;
  11534. unit_val1 = 36 -12*unit_val1;
  11535. } else //Diagonal edges
  11536. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  11537. if (unit_val1 < 1) unit_val1 = 1;
  11538. unit_val2 = 0;
  11539. break;
  11540. case WM_REVERBERATION:
  11541. unit_val1 = 1 + skill_lv;
  11542. break;
  11543. case WM_POEMOFNETHERWORLD:
  11544. unit_val1 = 1 + skill_lv;
  11545. break;
  11546. case GN_WALLOFTHORN:
  11547. if (flag&1) // Turned become Firewall
  11548. break;
  11549. unit_val1 = 2000 + 2000 * skill_lv; // HP
  11550. unit_val2 = 20; // Max hits
  11551. break;
  11552. case RL_B_TRAP:
  11553. unit_val1 = 3500;
  11554. unit_val2 = 0;
  11555. break;
  11556. default:
  11557. if (group->state.song_dance&0x1)
  11558. unit_val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  11559. break;
  11560. }
  11561. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  11562. unit_val2 |= UF_RANGEDSINGLEUNIT; // center.
  11563. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  11564. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  11565. // Check active cell to failing or remove current unit
  11566. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  11567. if( !alive )
  11568. continue;
  11569. nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2)));
  11570. unit->limit = limit;
  11571. unit->range = range;
  11572. if (skill_id == PF_FOGWALL && alive == 2)
  11573. { //Double duration of cells on top of Deluge/Suiton
  11574. unit->limit *= 2;
  11575. group->limit = unit->limit;
  11576. }
  11577. // Execute on all targets standing on this cell
  11578. if (range == 0 && active_flag)
  11579. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  11580. }
  11581. if (!group->alive_count)
  11582. { //No cells? Something that was blocked completely by Land Protector?
  11583. skill_delunitgroup(group);
  11584. return NULL;
  11585. }
  11586. //success, unit created.
  11587. switch( skill_id ) {
  11588. case NJ_TATAMIGAESHI: //Store number of tiles.
  11589. group->val1 = group->alive_count;
  11590. break;
  11591. }
  11592. return group;
  11593. }
  11594. /*==========================================
  11595. *
  11596. *------------------------------------------*/
  11597. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11598. {
  11599. skill_unit_onplace(unit, bl, tick);
  11600. }
  11601. /**
  11602. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  11603. * while skill unit initialized or moved (such by knock back).
  11604. * As a follow of skill_unit_effect flag &1
  11605. * @param unit
  11606. * @param bl Target
  11607. * @param tick
  11608. */
  11609. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11610. {
  11611. struct skill_unit_group *sg;
  11612. struct block_list *ss; // Actual source that cast the skill unit
  11613. struct status_change *sc;
  11614. struct status_change_entry *sce;
  11615. enum sc_type type;
  11616. uint16 skill_id;
  11617. nullpo_ret(unit);
  11618. nullpo_ret(bl);
  11619. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  11620. return 0;
  11621. nullpo_ret(sg = unit->group);
  11622. nullpo_ret(ss = map_id2bl(sg->src_id));
  11623. if( (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR) ||
  11624. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  11625. return 0; //AoE skills are ineffective. [Skotlex]
  11626. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  11627. return 0; //Songs don't work in Basilica
  11628. sc = status_get_sc(bl);
  11629. if (sc && sc->option&OPTION_HIDE && !(skill_get_inf3(sg->skill_id)&INF3_HIT_HIDING))
  11630. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  11631. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  11632. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  11633. if (sc && sc->data[SC_HOVERING] && skill_get_inf3(sg->skill_id)&INF3_NO_EFF_HOVERING)
  11634. return 0; // Under Hovering characters are immune to trap and ground target skills.
  11635. type = status_skill2sc(sg->skill_id);
  11636. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  11637. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  11638. switch (sg->unit_id) {
  11639. case UNT_SPIDERWEB:
  11640. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
  11641. // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  11642. sc->data[SC_SPIDERWEB]->val2++;
  11643. break;
  11644. } else if( sc && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 ) {
  11645. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11646. if( status_change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,SCSTART_NORATEDEF) ) {
  11647. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  11648. if( td )
  11649. sec = DIFF_TICK(td->tick, tick);
  11650. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  11651. clif_fixpos(bl);
  11652. sg->val2 = bl->id;
  11653. }
  11654. else
  11655. sec = 3000; //Couldn't trap it?
  11656. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11657. }
  11658. break;
  11659. case UNT_SAFETYWALL:
  11660. if (!sce)
  11661. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  11662. break;
  11663. case UNT_BLOODYLUST:
  11664. if (sg->src_id == bl->id)
  11665. break; //Does not affect the caster.
  11666. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  11667. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  11668. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  11669. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  11670. break;
  11671. case UNT_PNEUMA:
  11672. if (!sce)
  11673. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11674. break;
  11675. case UNT_CHAOSPANIC:
  11676. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  11677. break;
  11678. case UNT_WARP_WAITING: {
  11679. int working = sg->val1&0xffff;
  11680. if(bl->type==BL_PC && !working){
  11681. struct map_session_data *sd = (struct map_session_data *)bl;
  11682. if((!sd->chatID || battle_config.chat_warpportal)
  11683. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  11684. {
  11685. int x = sg->val2>>16;
  11686. int y = sg->val2&0xffff;
  11687. int count = sg->val1>>16;
  11688. unsigned short m = sg->val3;
  11689. if( --count <= 0 )
  11690. skill_delunitgroup(sg);
  11691. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  11692. working = 1;/* we break it because officials break it, lovely stuff. */
  11693. sg->val1 = (count<<16)|working;
  11694. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  11695. }
  11696. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  11697. int16 m = map_mapindex2mapid(sg->val3);
  11698. if (m < 0) break; //Map not available on this map-server.
  11699. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  11700. }
  11701. }
  11702. break;
  11703. case UNT_QUAGMIRE:
  11704. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  11705. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11706. break;
  11707. case UNT_VOLCANO:
  11708. case UNT_DELUGE:
  11709. case UNT_VIOLENTGALE:
  11710. if(!sce)
  11711. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  11712. break;
  11713. case UNT_WATER_BARRIER:
  11714. case UNT_ZEPHYR:
  11715. case UNT_POWER_OF_GAIA:
  11716. if (bl->id == ss->id)
  11717. break; // Doesn't affect the Elemental
  11718. if (!sce)
  11719. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  11720. break;
  11721. case UNT_SUITON:
  11722. if(!sce)
  11723. sc_start4(ss, bl,type,100,sg->skill_lv,
  11724. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  11725. 0,0,sg->limit);
  11726. break;
  11727. case UNT_HERMODE:
  11728. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  11729. status_change_clear_buffs(bl,1); //Should dispell only allies.
  11730. case UNT_RICHMANKIM:
  11731. case UNT_ETERNALCHAOS:
  11732. case UNT_DRUMBATTLEFIELD:
  11733. case UNT_RINGNIBELUNGEN:
  11734. case UNT_ROKISWEIL:
  11735. case UNT_INTOABYSS:
  11736. case UNT_SIEGFRIED:
  11737. //Needed to check when a dancer/bard leaves their ensemble area.
  11738. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11739. return skill_id;
  11740. if (!sce)
  11741. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11742. break;
  11743. case UNT_WHISTLE:
  11744. case UNT_ASSASSINCROSS:
  11745. case UNT_POEMBRAGI:
  11746. case UNT_APPLEIDUN:
  11747. case UNT_HUMMING:
  11748. case UNT_DONTFORGETME:
  11749. case UNT_FORTUNEKISS:
  11750. case UNT_SERVICEFORYOU:
  11751. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11752. return 0;
  11753. if (!sc) return 0;
  11754. if (!sce)
  11755. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11756. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  11757. sce->val4 = 0; //remove the mark that we stepped out
  11758. delete_timer(sce->timer, status_change_timer);
  11759. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  11760. }
  11761. break;
  11762. case UNT_FOGWALL:
  11763. if (!sce)
  11764. {
  11765. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  11766. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  11767. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  11768. }
  11769. break;
  11770. case UNT_GRAVITATION:
  11771. if (!sce)
  11772. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  11773. break;
  11774. case UNT_BASILICA:
  11775. {
  11776. int i = battle_check_target(bl, bl, BCT_ENEMY);
  11777. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  11778. { // knock-back any enemy except Boss
  11779. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  11780. break;
  11781. }
  11782. if (!sce && i <= 0)
  11783. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  11784. }
  11785. break;
  11786. // officially, icewall has no problems existing on occupied cells [ultramage]
  11787. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  11788. // unit->val1 = 0;
  11789. // if(unit->limit + sg->tick > tick + 700)
  11790. // unit->limit = DIFF_TICK(tick+700,sg->tick);
  11791. // break;
  11792. case UNT_MOONLIT:
  11793. //Knockback out of area if affected char isn't in Moonlit effect
  11794. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  11795. break;
  11796. if (ss == bl) //Also needed to prevent infinite loop crash.
  11797. break;
  11798. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11799. break;
  11800. case UNT_REVERBERATION:
  11801. if (sg->src_id == bl->id)
  11802. break; //Does not affect the caster.
  11803. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  11804. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  11805. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  11806. sg->unit_id = UNT_USED_TRAPS;
  11807. break;
  11808. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  11809. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  11810. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  11811. break;
  11812. case UNT_FIRE_EXPANSION_TEAR_GAS:
  11813. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  11814. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  11815. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  11816. break;
  11817. case UNT_VOLCANIC_ASH:
  11818. if (!sce)
  11819. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  11820. break;
  11821. case UNT_KINGS_GRACE:
  11822. if (!sce) {
  11823. int state = 0;
  11824. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  11825. state |= BCT_GUILD;
  11826. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  11827. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  11828. }
  11829. break;
  11830. case UNT_STEALTHFIELD:
  11831. if( bl->id == sg->src_id )
  11832. break; // Doesn't work on self (video shows that)
  11833. if (!sce)
  11834. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  11835. break;
  11836. case UNT_NEUTRALBARRIER:
  11837. if (!sce)
  11838. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  11839. break;
  11840. case UNT_GD_LEADERSHIP:
  11841. case UNT_GD_GLORYWOUNDS:
  11842. case UNT_GD_SOULCOLD:
  11843. case UNT_GD_HAWKEYES:
  11844. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  11845. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  11846. break;
  11847. }
  11848. return skill_id;
  11849. }
  11850. /**
  11851. * Process skill unit each interval (sg->interval, see interval field of skill_unit_db.txt)
  11852. * @param unit Skill unit
  11853. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  11854. * @param tick
  11855. */
  11856. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11857. {
  11858. struct skill_unit_group *sg;
  11859. struct block_list *ss;
  11860. TBL_PC* tsd;
  11861. struct status_data *tstatus;
  11862. struct status_change *tsc;
  11863. struct skill_unit_group_tickset *ts;
  11864. enum sc_type type;
  11865. uint16 skill_id;
  11866. int diff = 0;
  11867. nullpo_ret(unit);
  11868. nullpo_ret(bl);
  11869. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  11870. return 0;
  11871. nullpo_ret(sg = unit->group);
  11872. nullpo_ret(ss = map_id2bl(sg->src_id));
  11873. tsd = BL_CAST(BL_PC, bl);
  11874. tsc = status_get_sc(bl);
  11875. tstatus = status_get_status_data(bl);
  11876. type = status_skill2sc(sg->skill_id);
  11877. skill_id = sg->skill_id;
  11878. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  11879. return 0; // Under Hovering characters are immune to trap and ground target skills.
  11880. if (sg->interval == -1) {
  11881. switch (sg->unit_id) {
  11882. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  11883. case UNT_FIREPILLAR_ACTIVE:
  11884. case UNT_ELECTRICSHOCKER:
  11885. case UNT_MANHOLE:
  11886. return 0;
  11887. default:
  11888. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  11889. return 0;
  11890. }
  11891. }
  11892. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  11893. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  11894. diff = DIFF_TICK(tick,ts->tick);
  11895. if (diff < 0)
  11896. return 0;
  11897. ts->tick = tick+sg->interval;
  11898. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  11899. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  11900. }
  11901. // Wall of Thorn damaged by Fire element unit [Cydh]
  11902. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  11903. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  11904. struct skill_unit *su = (struct skill_unit *)bl;
  11905. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  11906. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  11907. su->group->limit = sg->limit = 0;
  11908. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  11909. return skill_id;
  11910. }
  11911. }
  11912. switch (sg->unit_id) {
  11913. // Units that deals simple attack
  11914. case UNT_GRAVITATION:
  11915. case UNT_EARTHSTRAIN:
  11916. case UNT_FIREWALK:
  11917. case UNT_ELECTRICWALK:
  11918. case UNT_PSYCHIC_WAVE:
  11919. case UNT_MAGMA_ERUPTION:
  11920. case UNT_MAKIBISHI:
  11921. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11922. break;
  11923. case UNT_DUMMYSKILL:
  11924. switch (sg->skill_id) {
  11925. case SG_SUN_WARM: //SG skills [Komurka]
  11926. case SG_MOON_WARM:
  11927. case SG_STAR_WARM: {
  11928. int count = 0;
  11929. const int x = bl->x, y = bl->y;
  11930. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  11931. do {
  11932. if( bl->type == BL_PC )
  11933. status_zap(bl, 0, 15); // sp damage to players
  11934. else // mobs
  11935. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  11936. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  11937. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  11938. } else { //should end when out of sp.
  11939. sg->limit = DIFF_TICK(tick,sg->tick);
  11940. break;
  11941. }
  11942. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  11943. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  11944. }
  11945. break;
  11946. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  11947. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  11948. if (tsc)
  11949. tsc->sg_counter++; //SG hit counter.
  11950. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  11951. tsc->sg_counter=0; //Attack absorbed.
  11952. break;
  11953. #endif
  11954. case GS_DESPERADO:
  11955. if (rnd()%100 < unit->val1)
  11956. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11957. break;
  11958. case GN_CRAZYWEED_ATK:
  11959. if( bl->type == BL_SKILL ) {
  11960. struct skill_unit *su = (struct skill_unit *)bl;
  11961. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  11962. break;
  11963. }
  11964. default:
  11965. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11966. }
  11967. break;
  11968. case UNT_FIREWALL:
  11969. case UNT_KAEN: {
  11970. int count = 0;
  11971. const int x = bl->x, y = bl->y;
  11972. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  11973. break;
  11974. //Take into account these hit more times than the timer interval can handle.
  11975. do
  11976. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  11977. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  11978. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  11979. if (unit->val2 <= 0)
  11980. skill_delunit(unit);
  11981. }
  11982. break;
  11983. case UNT_SANCTUARY:
  11984. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  11985. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  11986. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  11987. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  11988. } else {
  11989. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11990. struct mob_data *md = BL_CAST(BL_MOB, bl);
  11991. #ifdef RENEWAL
  11992. if( md && md->mob_id == MOBID_EMPERIUM )
  11993. break;
  11994. #endif
  11995. if( md && mob_is_battleground(md) )
  11996. break;
  11997. if( tstatus->hp >= tstatus->max_hp )
  11998. break;
  11999. if( status_isimmune(bl) )
  12000. heal = 0;
  12001. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12002. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  12003. heal = ~heal + 1;
  12004. status_heal(bl, heal, 0, 0);
  12005. if( diff >= 500 )
  12006. sg->val1--;
  12007. }
  12008. if( sg->val1 <= 0 )
  12009. skill_delunitgroup(sg);
  12010. break;
  12011. case UNT_EVILLAND:
  12012. //Will heal demon and undead element monsters, but not players.
  12013. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  12014. { //Damage enemies
  12015. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12016. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12017. } else {
  12018. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12019. if (tstatus->hp >= tstatus->max_hp)
  12020. break;
  12021. if (status_isimmune(bl))
  12022. heal = 0;
  12023. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12024. status_heal(bl, heal, 0, 0);
  12025. }
  12026. break;
  12027. case UNT_MAGNUS:
  12028. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  12029. break;
  12030. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12031. break;
  12032. case UNT_FIREPILLAR_WAITING:
  12033. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  12034. skill_delunit(unit);
  12035. break;
  12036. case UNT_SKIDTRAP: {
  12037. //Knockback away from position of user during placement [Playtester]
  12038. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  12039. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,0);
  12040. sg->unit_id = UNT_USED_TRAPS;
  12041. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12042. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12043. //Target will be stopped for 3 seconds
  12044. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  12045. }
  12046. break;
  12047. case UNT_ANKLESNARE:
  12048. case UNT_MANHOLE:
  12049. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  12050. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  12051. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  12052. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12053. if( td )
  12054. sec = DIFF_TICK(td->tick, tick);
  12055. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  12056. || !unit_blown_immune(bl,0x1) )
  12057. {
  12058. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  12059. clif_fixpos(bl);
  12060. }
  12061. sg->val2 = bl->id;
  12062. } else
  12063. sec = 3000; //Couldn't trap it?
  12064. if (sg->unit_id == UNT_ANKLESNARE) {
  12065. clif_skillunit_update(&unit->bl);
  12066. /**
  12067. * If you're snared from a trap that was invisible this makes the trap be
  12068. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  12069. * bugreport:3961
  12070. **/
  12071. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  12072. }
  12073. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  12074. sg->interval = -1;
  12075. unit->range = 0;
  12076. }
  12077. break;
  12078. case UNT_ELECTRICSHOCKER:
  12079. if( bl->id != ss->id ) {
  12080. if( status_get_mode(bl)&MD_BOSS )
  12081. break;
  12082. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  12083. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12084. clif_fixpos(bl);
  12085. }
  12086. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12087. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12088. }
  12089. break;
  12090. case UNT_VENOMDUST:
  12091. if(tsc && !tsc->data[type])
  12092. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  12093. break;
  12094. case UNT_LANDMINE:
  12095. //Land Mine only hits single target
  12096. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12097. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12098. sg->limit = 1500;
  12099. break;
  12100. case UNT_MAGENTATRAP:
  12101. case UNT_COBALTTRAP:
  12102. case UNT_MAIZETRAP:
  12103. case UNT_VERDURETRAP:
  12104. if( bl->type == BL_PC )// it won't work on players
  12105. break;
  12106. case UNT_FIRINGTRAP:
  12107. case UNT_ICEBOUNDTRAP:
  12108. case UNT_CLUSTERBOMB:
  12109. if( bl->id == ss->id )// it won't trigger on caster
  12110. break;
  12111. case UNT_BLASTMINE:
  12112. case UNT_SHOCKWAVE:
  12113. case UNT_SANDMAN:
  12114. case UNT_FLASHER:
  12115. case UNT_FREEZINGTRAP:
  12116. case UNT_FIREPILLAR_ACTIVE:
  12117. case UNT_CLAYMORETRAP:
  12118. if (tsc && tsc->data[SC__MANHOLE])
  12119. break;
  12120. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  12121. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &unit->bl, tick);
  12122. else
  12123. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12124. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  12125. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  12126. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12127. sg->limit = DIFF_TICK(tick, sg->tick) +
  12128. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  12129. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  12130. break;
  12131. case UNT_TALKIEBOX:
  12132. if (sg->src_id == bl->id)
  12133. break;
  12134. if (sg->val2 == 0) {
  12135. clif_talkiebox(&unit->bl, sg->valstr);
  12136. sg->unit_id = UNT_USED_TRAPS;
  12137. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12138. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  12139. sg->val2 = -1;
  12140. }
  12141. break;
  12142. case UNT_LULLABY:
  12143. if (ss->id == bl->id)
  12144. break;
  12145. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12146. break;
  12147. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  12148. if (ss->id != bl->id)
  12149. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12150. break;
  12151. case UNT_DISSONANCE:
  12152. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12153. break;
  12154. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  12155. int heal;
  12156. #ifdef RENEWAL
  12157. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12158. if (md && md->mob_id == MOBID_EMPERIUM)
  12159. break;
  12160. #endif
  12161. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12162. break; // affects self only when soullinked
  12163. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  12164. if (tsc->data[SC_AKAITSUKI] && heal)
  12165. heal = ~heal + 1;
  12166. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12167. status_heal(bl, heal, 0, 0);
  12168. }
  12169. break;
  12170. case UNT_TATAMIGAESHI:
  12171. case UNT_DEMONSTRATION:
  12172. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12173. break;
  12174. case UNT_GOSPEL:
  12175. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  12176. break;
  12177. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  12178. { // Support Effect only on party, not guild
  12179. int heal;
  12180. int i = rnd()%13; // Positive buff count
  12181. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  12182. switch (i)
  12183. {
  12184. case 0: // Heal 1~9999 HP
  12185. heal = rnd() %9999+1;
  12186. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  12187. status_heal(bl,heal,0,0);
  12188. break;
  12189. case 1: // End all negative status
  12190. status_change_clear_buffs(bl,6);
  12191. if (tsd) clif_gospel_info(tsd, 0x15);
  12192. break;
  12193. case 2: // Immunity to all status
  12194. sc_start(ss, bl,SC_SCRESIST,100,100,time);
  12195. if (tsd) clif_gospel_info(tsd, 0x16);
  12196. break;
  12197. case 3: // MaxHP +100%
  12198. sc_start(ss, bl,SC_INCMHPRATE,100,100,time);
  12199. if (tsd) clif_gospel_info(tsd, 0x17);
  12200. break;
  12201. case 4: // MaxSP +100%
  12202. sc_start(ss, bl,SC_INCMSPRATE,100,100,time);
  12203. if (tsd) clif_gospel_info(tsd, 0x18);
  12204. break;
  12205. case 5: // All stats +20
  12206. sc_start(ss, bl,SC_INCALLSTATUS,100,20,time);
  12207. if (tsd) clif_gospel_info(tsd, 0x19);
  12208. break;
  12209. case 6: // Level 10 Blessing
  12210. sc_start(ss, bl,SC_BLESSING,100,10,time);
  12211. break;
  12212. case 7: // Level 10 Increase AGI
  12213. sc_start(ss, bl,SC_INCREASEAGI,100,10,time);
  12214. break;
  12215. case 8: // Enchant weapon with Holy element
  12216. sc_start(ss, bl,SC_ASPERSIO,100,1,time);
  12217. if (tsd) clif_gospel_info(tsd, 0x1c);
  12218. break;
  12219. case 9: // Enchant armor with Holy element
  12220. sc_start(ss, bl,SC_BENEDICTIO,100,1,time);
  12221. if (tsd) clif_gospel_info(tsd, 0x1d);
  12222. break;
  12223. case 10: // DEF +25%
  12224. sc_start(ss, bl,SC_INCDEFRATE,100,25,time);
  12225. if (tsd) clif_gospel_info(tsd, 0x1e);
  12226. break;
  12227. case 11: // ATK +100%
  12228. sc_start(ss, bl,SC_INCATKRATE,100,100,time);
  12229. if (tsd) clif_gospel_info(tsd, 0x1f);
  12230. break;
  12231. case 12: // HIT/Flee +50
  12232. sc_start(ss, bl,SC_INCHIT,100,50,time);
  12233. sc_start(ss, bl,SC_INCFLEE,100,50,time);
  12234. if (tsd) clif_gospel_info(tsd, 0x20);
  12235. break;
  12236. }
  12237. }
  12238. else if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12239. { // Offensive Effect
  12240. int i = rnd()%9; // Negative buff count
  12241. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  12242. switch (i)
  12243. {
  12244. case 0: // Deal 1~9999 damage
  12245. skill_attack(BF_MISC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12246. break;
  12247. case 1: // Curse
  12248. sc_start(ss, bl,SC_CURSE,100,1,time);
  12249. break;
  12250. case 2: // Blind
  12251. sc_start(ss, bl,SC_BLIND,100,1,time);
  12252. break;
  12253. case 3: // Poison
  12254. sc_start2(ss, bl,SC_POISON,100,1,ss->id,time);
  12255. break;
  12256. case 4: // Level 10 Provoke
  12257. sc_start(ss, bl,SC_PROVOKE,100,10,time);
  12258. break;
  12259. case 5: // DEF -100%
  12260. sc_start(ss, bl,SC_INCDEFRATE,100,-100,time);
  12261. break;
  12262. case 6: // ATK -100%
  12263. sc_start(ss, bl,SC_INCATKRATE,100,-100,time);
  12264. break;
  12265. case 7: // Flee -100%
  12266. sc_start(ss, bl,SC_INCFLEERATE,100,-100,time);
  12267. break;
  12268. case 8: // Speed/ASPD -25%
  12269. sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  12270. break;
  12271. }
  12272. }
  12273. break;
  12274. case UNT_BASILICA:
  12275. {
  12276. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  12277. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  12278. { // knock-back any enemy except Boss
  12279. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  12280. break;
  12281. }
  12282. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  12283. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12284. }
  12285. break;
  12286. case UNT_GROUNDDRIFT_WIND:
  12287. case UNT_GROUNDDRIFT_DARK:
  12288. case UNT_GROUNDDRIFT_POISON:
  12289. case UNT_GROUNDDRIFT_WATER:
  12290. case UNT_GROUNDDRIFT_FIRE:
  12291. map_foreachinrange(skill_trap_splash,&unit->bl,
  12292. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  12293. &unit->bl,tick);
  12294. sg->unit_id = UNT_USED_TRAPS;
  12295. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  12296. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12297. break;
  12298. case UNT_POISONSMOKE:
  12299. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  12300. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  12301. break;
  12302. case UNT_EPICLESIS:
  12303. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12304. int hp, sp;
  12305. switch( sg->skill_lv ) {
  12306. case 1: case 2: hp = 3; sp = 2; break;
  12307. case 3: case 4: hp = 4; sp = 3; break;
  12308. case 5: default: hp = 5; sp = 4; break;
  12309. }
  12310. hp = tstatus->max_hp * hp / 100;
  12311. sp = tstatus->max_sp * sp / 100;
  12312. if (tstatus->hp < tstatus->max_hp)
  12313. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  12314. if (tstatus->sp < tstatus->max_sp)
  12315. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  12316. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  12317. hp = ~hp + 1;
  12318. status_heal(bl, hp, sp, 3);
  12319. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  12320. sg->val2++;
  12321. // Reveal hidden players every 5 seconds.
  12322. if( sg->val2 >= 5 ) {
  12323. sg->val2 = 0;
  12324. // Doesn't remove Invisibility or Chase Walk.
  12325. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  12326. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  12327. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  12328. }
  12329. }
  12330. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  12331. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  12332. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  12333. break;
  12334. case UNT_DIMENSIONDOOR:
  12335. if( tsd && !map[bl->m].flag.noteleport )
  12336. pc_randomwarp(tsd,CLR_TELEPORT);
  12337. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  12338. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  12339. break;
  12340. case UNT_REVERBERATION:
  12341. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12342. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12343. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  12344. sg->unit_id = UNT_USED_TRAPS;
  12345. break;
  12346. case UNT_SEVERE_RAINSTORM:
  12347. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12348. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  12349. break;
  12350. case UNT_NETHERWORLD:
  12351. if (!(status_get_mode(bl)&MD_BOSS) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  12352. if (!(tsc && tsc->data[type])) {
  12353. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12354. sg->limit = DIFF_TICK(tick,sg->tick);
  12355. sg->unit_id = UNT_USED_TRAPS;
  12356. }
  12357. }
  12358. break;
  12359. case UNT_THORNS_TRAP:
  12360. if( tsc ) {
  12361. if( !sg->val2 ) {
  12362. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12363. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  12364. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12365. if( td )
  12366. sec = DIFF_TICK(td->tick, tick);
  12367. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  12368. clif_fixpos(bl);
  12369. sg->val2 = bl->id;
  12370. } else
  12371. sec = 3000; // Couldn't trap it?
  12372. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12373. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  12374. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  12375. }
  12376. break;
  12377. case UNT_WALLOFTHORN:
  12378. if (unit->val2-- <= 0) // Max hit reached
  12379. break;
  12380. if (status_get_mode(bl)&MD_BOSS)
  12381. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  12382. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), -1, 0);
  12383. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  12384. break;
  12385. case UNT_DEMONIC_FIRE:
  12386. switch( sg->val2 ) {
  12387. case 1:
  12388. default:
  12389. sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  12390. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  12391. break;
  12392. }
  12393. break;
  12394. case UNT_HELLS_PLANT:
  12395. if (tsc && tsc->data[SC__MANHOLE])
  12396. break;
  12397. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 )
  12398. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &unit->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, SCSTART_NONE);
  12399. if( ss != bl) // The caster is the only one who can step on the Plants without destroying them
  12400. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  12401. break;
  12402. case UNT_CLOUD_KILL:
  12403. if(tsc && !tsc->data[type])
  12404. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NORATEDEF);
  12405. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12406. break;
  12407. case UNT_WARMER:
  12408. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12409. int hp = 0;
  12410. struct status_change *ssc = status_get_sc(ss);
  12411. if( ssc && ssc->data[SC_HEATER_OPTION] )
  12412. hp = tstatus->max_hp * 3 * sg->skill_lv / 100;
  12413. else
  12414. hp = tstatus->max_hp * sg->skill_lv / 100;
  12415. if( tstatus->hp != tstatus->max_hp )
  12416. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 0);
  12417. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  12418. hp = ~hp + 1;
  12419. status_heal(bl, hp, 0, 0);
  12420. sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12421. }
  12422. break;
  12423. case UNT_ZEPHYR:
  12424. if (ss == bl)
  12425. break; // Doesn't affect the Elemental
  12426. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12427. break;
  12428. case UNT_FIRE_INSIGNIA:
  12429. case UNT_WATER_INSIGNIA:
  12430. case UNT_WIND_INSIGNIA:
  12431. case UNT_EARTH_INSIGNIA:
  12432. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12433. if (!battle_check_undead(tstatus->race, tstatus->def_ele)) {
  12434. int hp = tstatus->max_hp / 100; //+1% each 5s
  12435. if ((sg->val3) % 5) { //each 5s
  12436. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  12437. status_heal(bl, hp, 0, 2);
  12438. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  12439. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  12440. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  12441. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  12442. ){
  12443. status_heal(bl, -hp, 0, 0);
  12444. }
  12445. }
  12446. sg->val3++; //timer
  12447. if (sg->val3 > 5) sg->val3 = 0;
  12448. }
  12449. break;
  12450. case UNT_VACUUM_EXTREME:
  12451. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  12452. (tsc->data[SC_VACUUM_EXTREME_POSTDELAY] && tsc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  12453. return 0;
  12454. else
  12455. // Apply effect and suck targets one-by-one each n seconds
  12456. sc_start4(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->group_id, (sg->val1<<16)|(sg->val2), ++sg->val3*500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  12457. break;
  12458. case UNT_BANDING:
  12459. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(status_get_mode(bl)&MD_BOSS) && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  12460. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  12461. break;
  12462. case UNT_FIRE_MANTLE:
  12463. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12464. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12465. break;
  12466. case UNT_ZENKAI_WATER:
  12467. case UNT_ZENKAI_LAND:
  12468. case UNT_ZENKAI_FIRE:
  12469. case UNT_ZENKAI_WIND:
  12470. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  12471. switch( sg->unit_id ) {
  12472. case UNT_ZENKAI_WATER:
  12473. switch (rnd()%2 + 1) {
  12474. case 1:
  12475. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12476. break;
  12477. case 2:
  12478. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12479. break;
  12480. }
  12481. break;
  12482. case UNT_ZENKAI_LAND:
  12483. switch (rnd()%2 + 1) {
  12484. case 1:
  12485. sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv));
  12486. break;
  12487. case 2:
  12488. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv));
  12489. break;
  12490. }
  12491. break;
  12492. case UNT_ZENKAI_FIRE:
  12493. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  12494. break;
  12495. case UNT_ZENKAI_WIND:
  12496. switch (rnd()%3 + 1) {
  12497. case 1:
  12498. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12499. break;
  12500. case 2:
  12501. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12502. break;
  12503. case 3:
  12504. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12505. break;
  12506. }
  12507. break;
  12508. }
  12509. } else
  12510. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  12511. break;
  12512. case UNT_LAVA_SLIDE:
  12513. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12514. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  12515. sg->limit = DIFF_TICK(tick, sg->tick);
  12516. break;
  12517. case UNT_POISON_MIST:
  12518. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12519. status_change_start(ss, bl, SC_BLIND, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  12520. break;
  12521. case UNT_CHAOSPANIC:
  12522. if (tsc && tsc->data[type])
  12523. break;
  12524. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  12525. break;
  12526. case UNT_B_TRAP:
  12527. if (tsc && tsc->data[type])
  12528. break;
  12529. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12530. unit->val2++; // Mark as ever been used
  12531. break;
  12532. case UNT_FIRE_RAIN:
  12533. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  12534. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  12535. 1,sg->skill_id,sg->skill_lv,6);
  12536. break;
  12537. }
  12538. if (bl->type == BL_MOB && ss != bl)
  12539. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  12540. return skill_id;
  12541. }
  12542. /**
  12543. * Triggered when a char steps out of a skill unit
  12544. * @param src Skill unit from char moved out
  12545. * @param bl Char
  12546. * @param tick
  12547. */
  12548. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, unsigned int tick)
  12549. {
  12550. struct skill_unit_group *sg;
  12551. struct status_change *sc;
  12552. struct status_change_entry *sce;
  12553. enum sc_type type;
  12554. nullpo_ret(src);
  12555. nullpo_ret(bl);
  12556. nullpo_ret(sg=src->group);
  12557. sc = status_get_sc(bl);
  12558. type = status_skill2sc(sg->skill_id);
  12559. sce = (sc && type != -1)?sc->data[type]:NULL;
  12560. if( bl->prev==NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  12561. return 0;
  12562. switch(sg->unit_id){
  12563. case UNT_SAFETYWALL:
  12564. case UNT_PNEUMA:
  12565. case UNT_EPICLESIS://Arch Bishop
  12566. if (sce)
  12567. status_change_end(bl, type, INVALID_TIMER);
  12568. break;
  12569. case UNT_BASILICA:
  12570. if (sce && sce->val4 != bl->id)
  12571. status_change_end(bl, type, INVALID_TIMER);
  12572. break;
  12573. case UNT_HERMODE: //Clear Hermode if the owner moved.
  12574. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  12575. status_change_end(bl, type, INVALID_TIMER);
  12576. break;
  12577. case UNT_DISSONANCE:
  12578. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  12579. {
  12580. short i;
  12581. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  12582. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  12583. type = status_skill2sc(i);
  12584. sce = (sc && type != -1)?sc->data[type]:NULL;
  12585. if(sce)
  12586. return i;
  12587. }
  12588. }
  12589. }
  12590. case UNT_WHISTLE:
  12591. case UNT_ASSASSINCROSS:
  12592. case UNT_POEMBRAGI:
  12593. case UNT_APPLEIDUN:
  12594. case UNT_HUMMING:
  12595. case UNT_DONTFORGETME:
  12596. case UNT_FORTUNEKISS:
  12597. case UNT_SERVICEFORYOU:
  12598. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12599. return -1;
  12600. }
  12601. return sg->skill_id;
  12602. }
  12603. /**
  12604. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  12605. * @param skill_id Skill ID
  12606. * @param bl A char
  12607. * @param tick
  12608. */
  12609. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, unsigned int tick)
  12610. {
  12611. struct status_change *sc;
  12612. struct status_change_entry *sce;
  12613. enum sc_type type;
  12614. sc = status_get_sc(bl);
  12615. if (sc && !sc->count)
  12616. sc = NULL;
  12617. type = status_skill2sc(skill_id);
  12618. sce = (sc && type != -1)?sc->data[type]:NULL;
  12619. switch (skill_id)
  12620. {
  12621. case WZ_QUAGMIRE:
  12622. if (bl->type==BL_MOB)
  12623. break;
  12624. if (sce)
  12625. status_change_end(bl, type, INVALID_TIMER);
  12626. break;
  12627. case BD_LULLABY:
  12628. case BD_RICHMANKIM:
  12629. case BD_ETERNALCHAOS:
  12630. case BD_DRUMBATTLEFIELD:
  12631. case BD_RINGNIBELUNGEN:
  12632. case BD_ROKISWEIL:
  12633. case BD_INTOABYSS:
  12634. case BD_SIEGFRIED:
  12635. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  12636. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  12637. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  12638. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  12639. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  12640. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  12641. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  12642. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  12643. }
  12644. case MH_STEINWAND:
  12645. case MG_SAFETYWALL:
  12646. case AL_PNEUMA:
  12647. case SA_VOLCANO:
  12648. case SA_DELUGE:
  12649. case SA_VIOLENTGALE:
  12650. case CG_HERMODE:
  12651. case HW_GRAVITATION:
  12652. case HP_BASILICA:
  12653. case NJ_SUITON:
  12654. case SC_MAELSTROM:
  12655. case EL_WATER_BARRIER:
  12656. case EL_ZEPHYR:
  12657. case EL_POWER_OF_GAIA:
  12658. case SO_FIRE_INSIGNIA:
  12659. case SO_WATER_INSIGNIA:
  12660. case SO_WIND_INSIGNIA:
  12661. case SO_EARTH_INSIGNIA:
  12662. case SC_BLOODYLUST:
  12663. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  12664. case GN_FIRE_EXPANSION_TEAR_GAS:
  12665. case LG_KINGS_GRACE:
  12666. case NC_STEALTHFIELD:
  12667. case NC_NEUTRALBARRIER:
  12668. if (sce)
  12669. status_change_end(bl, type, INVALID_TIMER);
  12670. break;
  12671. case BA_DISSONANCE:
  12672. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  12673. {
  12674. short i;
  12675. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  12676. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  12677. type = status_skill2sc(i);
  12678. sce = (sc && type != -1)?sc->data[type]:NULL;
  12679. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  12680. delete_timer(sce->timer, status_change_timer);
  12681. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12682. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  12683. }
  12684. }
  12685. }
  12686. }
  12687. break;
  12688. case BA_POEMBRAGI:
  12689. case BA_WHISTLE:
  12690. case BA_ASSASSINCROSS:
  12691. case BA_APPLEIDUN:
  12692. case DC_HUMMING:
  12693. case DC_DONTFORGETME:
  12694. case DC_FORTUNEKISS:
  12695. case DC_SERVICEFORYOU:
  12696. if (sce)
  12697. {
  12698. delete_timer(sce->timer, status_change_timer);
  12699. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  12700. //not possible on our current implementation.
  12701. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12702. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  12703. }
  12704. break;
  12705. case PF_FOGWALL:
  12706. if (sce)
  12707. {
  12708. status_change_end(bl, type, INVALID_TIMER);
  12709. if ((sce=sc->data[SC_BLIND]))
  12710. {
  12711. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  12712. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  12713. else {
  12714. delete_timer(sce->timer, status_change_timer);
  12715. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  12716. }
  12717. }
  12718. }
  12719. break;
  12720. case GD_LEADERSHIP:
  12721. case GD_GLORYWOUNDS:
  12722. case GD_SOULCOLD:
  12723. case GD_HAWKEYES:
  12724. if( !(sce && sce->val4) )
  12725. status_change_end(bl, type, INVALID_TIMER);
  12726. break;
  12727. }
  12728. return skill_id;
  12729. }
  12730. /*==========================================
  12731. * Invoked when a unit cell has been placed/removed/deleted.
  12732. * flag values:
  12733. * flag&1: Invoke onplace function (otherwise invoke onout)
  12734. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  12735. * flag&8: Recursive
  12736. *------------------------------------------*/
  12737. static int skill_unit_effect(struct block_list* bl, va_list ap)
  12738. {
  12739. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  12740. struct skill_unit_group* group = unit->group;
  12741. unsigned int tick = va_arg(ap,unsigned int);
  12742. unsigned int flag = va_arg(ap,unsigned int);
  12743. uint16 skill_id;
  12744. bool dissonance = false;
  12745. bool isTarget = false;
  12746. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  12747. return 0;
  12748. nullpo_ret(group);
  12749. if( !(flag&8) ) {
  12750. dissonance = skill_dance_switch(unit, 0);
  12751. //Target-type check.
  12752. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  12753. }
  12754. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  12755. skill_id = group->skill_id;
  12756. if( isTarget ){
  12757. if( flag&1 )
  12758. skill_unit_onplace(unit,bl,tick);
  12759. else {
  12760. if( skill_unit_onout(unit,bl,tick) == -1 )
  12761. return 0; // Don't let a Bard/Dancer update their own song timer
  12762. }
  12763. if( flag&4 )
  12764. skill_unit_onleft(skill_id, bl, tick);
  12765. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  12766. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  12767. if( dissonance ) {
  12768. skill_dance_switch(unit, 1);
  12769. //we placed a dissonance, let's update
  12770. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  12771. }
  12772. return 0;
  12773. }
  12774. /**
  12775. * Check skill unit while receiving damage
  12776. * @param unit Skill unit
  12777. * @param damage Received damage
  12778. * @return Damage
  12779. */
  12780. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  12781. {
  12782. struct skill_unit_group *sg;
  12783. nullpo_ret(unit);
  12784. nullpo_ret(sg = unit->group);
  12785. switch( sg->unit_id ) {
  12786. case UNT_BLASTMINE:
  12787. case UNT_SKIDTRAP:
  12788. case UNT_LANDMINE:
  12789. case UNT_SHOCKWAVE:
  12790. case UNT_SANDMAN:
  12791. case UNT_FLASHER:
  12792. case UNT_CLAYMORETRAP:
  12793. case UNT_FREEZINGTRAP:
  12794. case UNT_ANKLESNARE:
  12795. case UNT_ICEWALL:
  12796. case UNT_WALLOFTHORN:
  12797. case UNT_REVERBERATION:
  12798. case UNT_NETHERWORLD:
  12799. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  12800. break;
  12801. default:
  12802. damage = 0;
  12803. break;
  12804. }
  12805. return damage;
  12806. }
  12807. /**
  12808. * Check char condition around the skill caster
  12809. * @param bl Char around area
  12810. * @param *c Counter for 'valid' condition found
  12811. * @param *p_sd Stores 'rid' of char found
  12812. * @param skill_id Skill ID
  12813. * @param skill_lv Level of used skill
  12814. */
  12815. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  12816. {
  12817. int *c, skill_id;
  12818. struct block_list *src;
  12819. struct map_session_data *sd;
  12820. struct map_session_data *tsd;
  12821. int *p_sd; //Contains the list of characters found.
  12822. nullpo_ret(bl);
  12823. nullpo_ret(tsd=(struct map_session_data*)bl);
  12824. nullpo_ret(src=va_arg(ap,struct block_list *));
  12825. nullpo_ret(sd=(struct map_session_data*)src);
  12826. c=va_arg(ap,int *);
  12827. p_sd = va_arg(ap, int *);
  12828. skill_id = va_arg(ap,int);
  12829. if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skill_id)&INF2_CHORUS_SKILL) )
  12830. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  12831. if (bl == src)
  12832. return 0;
  12833. if(pc_isdead(tsd))
  12834. return 0;
  12835. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  12836. return 0;
  12837. if( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) {
  12838. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  12839. p_sd[(*c)++] = tsd->bl.id;
  12840. return 1;
  12841. } else {
  12842. switch(skill_id) {
  12843. case PR_BENEDICTIO: {
  12844. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  12845. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  12846. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  12847. && sd->status.sp >= 10)
  12848. p_sd[(*c)++]=tsd->bl.id;
  12849. return 1;
  12850. }
  12851. case AB_ADORAMUS:
  12852. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  12853. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  12854. p_sd[(*c)++] = tsd->bl.id;
  12855. return 1;
  12856. case WL_COMET:
  12857. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  12858. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  12859. p_sd[(*c)++] = tsd->bl.id;
  12860. return 1;
  12861. case LG_RAYOFGENESIS:
  12862. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  12863. tsd->sc.data[SC_BANDING] )
  12864. p_sd[(*c)++] = tsd->bl.id;
  12865. return 1;
  12866. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  12867. {
  12868. uint16 skill_lv;
  12869. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  12870. return 0;
  12871. if (sd->status.sex != tsd->status.sex &&
  12872. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  12873. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  12874. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  12875. sd->status.party_id && tsd->status.party_id &&
  12876. sd->status.party_id == tsd->status.party_id &&
  12877. !tsd->sc.data[SC_DANCING])
  12878. {
  12879. p_sd[(*c)++]=tsd->bl.id;
  12880. return skill_lv;
  12881. } else {
  12882. return 0;
  12883. }
  12884. }
  12885. break;
  12886. }
  12887. }
  12888. return 0;
  12889. }
  12890. /**
  12891. * Checks and stores partners for ensemble skills [Skotlex]
  12892. * Max partners is 2.
  12893. * @param sd Caster
  12894. * @param skill_id
  12895. * @param skill_lv
  12896. * @param range Area range to check
  12897. * @param cast_flag Special handle
  12898. */
  12899. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  12900. {
  12901. static int c=0;
  12902. static int p_sd[2] = { 0, 0 };
  12903. int i;
  12904. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  12905. if (!sd)
  12906. return 0;
  12907. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  12908. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  12909. if (cast_flag) { //Execute the skill on the partners.
  12910. struct map_session_data* tsd;
  12911. switch (skill_id) {
  12912. case PR_BENEDICTIO:
  12913. for (i = 0; i < c; i++) {
  12914. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  12915. status_charge(&tsd->bl, 0, 10);
  12916. }
  12917. return c;
  12918. case AB_ADORAMUS:
  12919. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  12920. i = 2 * (*skill_lv);
  12921. status_charge(&tsd->bl, 0, i);
  12922. }
  12923. break;
  12924. default: //Warning: Assuming Ensemble skills here (for speed)
  12925. if( is_chorus )
  12926. break;//Chorus skills are not to be parsed as ensambles
  12927. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  12928. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  12929. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  12930. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  12931. tsd->skill_id_dance = skill_id;
  12932. tsd->skill_lv_dance = *skill_lv;
  12933. }
  12934. return c;
  12935. }
  12936. }
  12937. //Else: new search for partners.
  12938. c = 0;
  12939. memset (p_sd, 0, sizeof(p_sd));
  12940. if( is_chorus )
  12941. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  12942. else
  12943. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  12944. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  12945. *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.
  12946. return c;
  12947. }
  12948. /**
  12949. * Sub function to count how many spawned mob is around.
  12950. * Some skills check with matched AI.
  12951. * @param rid Source ID
  12952. * @param mob_class Monster ID
  12953. * @param skill_id Used skill
  12954. * @param *c Counter for found monster
  12955. */
  12956. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  12957. {
  12958. int *c,src_id,mob_class,skill;
  12959. uint16 ai;
  12960. struct mob_data *md;
  12961. md=(struct mob_data*)bl;
  12962. src_id=va_arg(ap,int);
  12963. mob_class=va_arg(ap,int);
  12964. skill=va_arg(ap,int);
  12965. c=va_arg(ap,int *);
  12966. ai = (unsigned)(skill == AM_SPHEREMINE?AI_SPHERE:skill == KO_ZANZOU?AI_ZANZOU:skill == MH_SUMMON_LEGION?AI_LEGION:skill == NC_SILVERSNIPER?AI_FAW:skill == NC_MAGICDECOY?AI_FAW:AI_FLORA);
  12967. if( md->master_id != src_id || md->special_state.ai != ai)
  12968. return 0; //Non alchemist summoned mobs have nothing to do here.
  12969. if(md->mob_id==mob_class)
  12970. (*c)++;
  12971. return 1;
  12972. }
  12973. /**
  12974. * Determines if a given skill should be made to consume ammo
  12975. * when used by the player. [Skotlex]
  12976. * @param sd Player
  12977. * @param skill_id Skill ID
  12978. * @return True if skill is need ammo; False otherwise.
  12979. */
  12980. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  12981. {
  12982. return (
  12983. battle_config.arrow_decrement == 2 &&
  12984. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  12985. skill_id != HT_PHANTASMIC &&
  12986. skill_get_type(skill_id) == BF_WEAPON &&
  12987. !(skill_get_nk(skill_id)&NK_NO_DAMAGE) &&
  12988. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  12989. );
  12990. }
  12991. /**
  12992. * Check SC required to cast a skill
  12993. * @param sc
  12994. * @param skill_id
  12995. * @return True if condition is met, False otherwise
  12996. **/
  12997. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require) {
  12998. uint8 c = 0;
  12999. struct status_change *sc = NULL;
  13000. if (!require->status_count)
  13001. return true;
  13002. nullpo_ret(sd);
  13003. if (!require || !skill_get_index(skill_id))
  13004. return false;
  13005. if (!(sc = &sd->sc)) {
  13006. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13007. return false;
  13008. }
  13009. /* May has multiple requirements */
  13010. for (c = 0; c < require->status_count; c++) {
  13011. enum sc_type req_sc = require->status[c];
  13012. if (req_sc == SC_NONE)
  13013. continue;
  13014. switch (req_sc) {
  13015. /* Official fail msg */
  13016. case SC_PUSH_CART:
  13017. if (!sc->data[SC_PUSH_CART]) {
  13018. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CART, 0);
  13019. return false;
  13020. }
  13021. break;
  13022. case SC_POISONINGWEAPON:
  13023. if (!sc->data[SC_POISONINGWEAPON]) {
  13024. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  13025. return false;
  13026. }
  13027. break;
  13028. default:
  13029. if (!sc->data[req_sc]) {
  13030. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13031. return false;
  13032. }
  13033. break;
  13034. }
  13035. }
  13036. return true;
  13037. }
  13038. /**
  13039. * Check skill condition when cast begin
  13040. * For ammo, only check if the skill need ammo
  13041. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  13042. * @param sd Player who uses skill
  13043. * @param skill_id ID of used skill
  13044. * @param skill_lv Level of used skill
  13045. * @return true: All condition passed, false: Failed
  13046. */
  13047. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13048. {
  13049. struct status_data *status;
  13050. struct status_change *sc;
  13051. struct skill_condition require;
  13052. int i;
  13053. uint32 inf2, inf3;
  13054. nullpo_retr(false,sd);
  13055. if (sd->chatID)
  13056. return false;
  13057. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  13058. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13059. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13060. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13061. return true;
  13062. }
  13063. switch( sd->menuskill_id ) {
  13064. case AM_PHARMACY:
  13065. switch( skill_id ) {
  13066. case AM_PHARMACY:
  13067. case AC_MAKINGARROW:
  13068. case BS_REPAIRWEAPON:
  13069. case AM_TWILIGHT1:
  13070. case AM_TWILIGHT2:
  13071. case AM_TWILIGHT3:
  13072. return false;
  13073. }
  13074. break;
  13075. case GN_MIX_COOKING:
  13076. case GN_MAKEBOMB:
  13077. case GN_S_PHARMACY:
  13078. case GN_CHANGEMATERIAL:
  13079. if( sd->menuskill_id != skill_id )
  13080. return false;
  13081. break;
  13082. }
  13083. status = &sd->battle_status;
  13084. sc = &sd->sc;
  13085. if( !sc->count )
  13086. sc = NULL;
  13087. if( sd->skillitem == skill_id )
  13088. {
  13089. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  13090. sd->state.abra_flag = 0;
  13091. else
  13092. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  13093. if( (i = sd->itemindex) == -1 ||
  13094. sd->status.inventory[i].nameid != sd->itemid ||
  13095. sd->inventory_data[i] == NULL ||
  13096. !sd->inventory_data[i]->flag.delay_consume ||
  13097. sd->status.inventory[i].amount < 1
  13098. )
  13099. { //Something went wrong, item exploit?
  13100. sd->itemid = sd->itemindex = -1;
  13101. return false;
  13102. }
  13103. //Consume
  13104. sd->itemid = sd->itemindex = -1;
  13105. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  13106. ; //Do not consume item.
  13107. else if( sd->status.inventory[i].expire_time == 0 )
  13108. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  13109. }
  13110. return true;
  13111. }
  13112. if( pc_is90overweight(sd) ) {
  13113. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13114. return false;
  13115. }
  13116. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  13117. return false;
  13118. //Checks if disabling skill - in which case no SP requirements are necessary
  13119. if( sc && skill_disable_check(sc,skill_id))
  13120. return true;
  13121. inf3 = skill_get_inf3(skill_id);
  13122. // Check the skills that can be used while mounted on a warg
  13123. if( pc_isridingwug(sd) ) {
  13124. if(!(inf3&INF3_USABLE_WARG))
  13125. return false; // in official there is no message.
  13126. }
  13127. if( pc_ismadogear(sd) ) {
  13128. //None Mado skills are unusable when Mado is equipped. [Jobbie]
  13129. //Only Mechanic exlcusive skill can be used.
  13130. if(inf3&INF3_DIS_MADO){
  13131. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13132. return false;
  13133. }
  13134. }
  13135. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  13136. // return false;
  13137. require = skill_get_requirement(sd,skill_id,skill_lv);
  13138. //Can only update state when weapon/arrow info is checked.
  13139. sd->state.arrow_atk = require.ammo?1:0;
  13140. // perform skill-group checks
  13141. inf2 = skill_get_inf2(skill_id);
  13142. if(inf2&INF2_CHORUS_SKILL) {
  13143. if ( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_splash(skill_id,skill_lv),0) < 1 ){
  13144. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13145. return false;
  13146. }
  13147. }
  13148. else if(inf2&INF2_ENSEMBLE_SKILL) {
  13149. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  13150. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13151. return false;
  13152. }
  13153. }
  13154. // perform skill-specific checks (and actions)
  13155. switch( skill_id ) {
  13156. case SO_SPELLFIST:
  13157. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  13158. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13159. return false;
  13160. }
  13161. case SA_CASTCANCEL:
  13162. if(sd->ud.skilltimer == INVALID_TIMER) {
  13163. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13164. return false;
  13165. }
  13166. break;
  13167. case AS_CLOAKING:
  13168. {
  13169. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  13170. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  13171. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13172. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13173. int di;
  13174. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  13175. if( di == 8 ) {
  13176. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13177. return false;
  13178. }
  13179. }
  13180. break;
  13181. }
  13182. case AL_WARP:
  13183. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  13184. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  13185. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  13186. return false;
  13187. }
  13188. break;
  13189. case MO_CALLSPIRITS:
  13190. if(sc && sc->data[SC_RAISINGDRAGON])
  13191. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  13192. if(sd->spiritball >= skill_lv) {
  13193. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13194. return false;
  13195. }
  13196. break;
  13197. case MO_FINGEROFFENSIVE:
  13198. case GS_FLING:
  13199. case SR_RAMPAGEBLASTER:
  13200. case SR_RIDEINLIGHTNING:
  13201. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  13202. sd->spiritball_old = require.spiritball = sd->spiritball;
  13203. else
  13204. sd->spiritball_old = require.spiritball;
  13205. break;
  13206. case MO_CHAINCOMBO:
  13207. if(!sc)
  13208. return false;
  13209. if(sc->data[SC_BLADESTOP])
  13210. break;
  13211. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  13212. break;
  13213. return false;
  13214. case MO_COMBOFINISH:
  13215. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  13216. return false;
  13217. break;
  13218. case CH_TIGERFIST:
  13219. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  13220. return false;
  13221. break;
  13222. case CH_CHAINCRUSH:
  13223. if(!(sc && sc->data[SC_COMBO]))
  13224. return false;
  13225. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  13226. return false;
  13227. break;
  13228. case MO_EXTREMITYFIST:
  13229. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  13230. // return false;
  13231. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  13232. break;
  13233. if( sc && sc->data[SC_COMBO] ) {
  13234. switch(sc->data[SC_COMBO]->val1) {
  13235. case MO_COMBOFINISH:
  13236. case CH_TIGERFIST:
  13237. case CH_CHAINCRUSH:
  13238. break;
  13239. default:
  13240. return false;
  13241. }
  13242. }
  13243. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  13244. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13245. return false;
  13246. }
  13247. break;
  13248. case TK_MISSION:
  13249. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  13250. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13251. return false;
  13252. }
  13253. break;
  13254. case TK_READYCOUNTER:
  13255. case TK_READYDOWN:
  13256. case TK_READYSTORM:
  13257. case TK_READYTURN:
  13258. case TK_JUMPKICK:
  13259. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  13260. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13261. return false;
  13262. }
  13263. break;
  13264. case TK_TURNKICK:
  13265. case TK_STORMKICK:
  13266. case TK_DOWNKICK:
  13267. case TK_COUNTER:
  13268. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  13269. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  13270. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  13271. return false; //Combo needs to be ready
  13272. if (sc->data[SC_COMBO]->val3) { //Kick chain
  13273. //Do not repeat a kick.
  13274. if (sc->data[SC_COMBO]->val3 != skill_id)
  13275. break;
  13276. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  13277. return false;
  13278. }
  13279. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  13280. unit_cancel_combo(&sd->bl);
  13281. return false;
  13282. }
  13283. break; //Combo ready.
  13284. case BD_ADAPTATION:
  13285. {
  13286. int time;
  13287. if(!(sc && sc->data[SC_DANCING])) {
  13288. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13289. return false;
  13290. }
  13291. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  13292. if (skill_get_time(
  13293. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  13294. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  13295. - time < skill_get_time2(skill_id,skill_lv))
  13296. {
  13297. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13298. return false;
  13299. }
  13300. }
  13301. break;
  13302. case PR_BENEDICTIO:
  13303. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  13304. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13305. return false;
  13306. }
  13307. break;
  13308. case SL_SMA:
  13309. if(!(sc && sc->data[SC_SMA]))
  13310. return false;
  13311. break;
  13312. case HT_POWER:
  13313. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  13314. return false;
  13315. break;
  13316. case CG_HERMODE:
  13317. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  13318. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13319. return false;
  13320. }
  13321. break;
  13322. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  13323. {
  13324. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  13325. int size = range*2+1;
  13326. for (s=0;s<size*size;s++) {
  13327. int x = sd->bl.x+(s%size-range);
  13328. int y = sd->bl.y+(s/size-range);
  13329. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  13330. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13331. return false;
  13332. }
  13333. }
  13334. }
  13335. break;
  13336. case PR_REDEMPTIO:
  13337. {
  13338. int exp;
  13339. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  13340. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  13341. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  13342. return false;
  13343. }
  13344. break;
  13345. }
  13346. case HP_BASILICA:
  13347. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  13348. if( sd ) {
  13349. // When castbegin, needs 7x7 clear area
  13350. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  13351. int size = range*2+1;
  13352. for( s=0;s<size*size;s++ ) {
  13353. int x = sd->bl.x+(s%size-range);
  13354. int y = sd->bl.y+(s/size-range);
  13355. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  13356. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13357. return false;
  13358. }
  13359. }
  13360. if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  13361. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13362. return false;
  13363. }
  13364. }
  13365. }
  13366. break;
  13367. case AM_TWILIGHT2:
  13368. case AM_TWILIGHT3:
  13369. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  13370. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13371. return false;
  13372. }
  13373. break;
  13374. case SG_SUN_WARM:
  13375. case SG_MOON_WARM:
  13376. case SG_STAR_WARM:
  13377. if (sc && sc->data[SC_MIRACLE])
  13378. break;
  13379. i = skill_id-SG_SUN_WARM;
  13380. if (sd->bl.m == sd->feel_map[i].m)
  13381. break;
  13382. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13383. return false;
  13384. break;
  13385. case SG_SUN_COMFORT:
  13386. case SG_MOON_COMFORT:
  13387. case SG_STAR_COMFORT:
  13388. if (sc && sc->data[SC_MIRACLE])
  13389. break;
  13390. i = skill_id-SG_SUN_COMFORT;
  13391. if (sd->bl.m == sd->feel_map[i].m &&
  13392. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  13393. break;
  13394. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13395. return false;
  13396. case SG_FUSION:
  13397. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  13398. break;
  13399. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  13400. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  13401. if( require.sp > 0 ) {
  13402. if (status->sp < (unsigned int)require.sp)
  13403. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13404. else
  13405. status_zap(&sd->bl, 0, require.sp);
  13406. }
  13407. return false;
  13408. case GD_BATTLEORDER:
  13409. case GD_REGENERATION:
  13410. case GD_RESTORE:
  13411. if (!map_flag_gvg2(sd->bl.m)) {
  13412. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13413. return false;
  13414. }
  13415. case GD_EMERGENCYCALL:
  13416. case GD_ITEMEMERGENCYCALL:
  13417. // other checks were already done in skill_isNotOk()
  13418. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  13419. return false;
  13420. break;
  13421. case GS_GLITTERING:
  13422. if(sd->spiritball >= 10) {
  13423. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13424. return false;
  13425. }
  13426. break;
  13427. case NJ_ISSEN:
  13428. #ifdef RENEWAL
  13429. if (status->hp < (status->hp/100)) {
  13430. #else
  13431. if (status->hp < 2) {
  13432. #endif
  13433. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13434. return false;
  13435. }
  13436. case NJ_BUNSINJYUTSU:
  13437. if (!(sc && sc->data[SC_NEN])) {
  13438. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13439. return false;
  13440. }
  13441. break;
  13442. case NJ_ZENYNAGE:
  13443. case KO_MUCHANAGE:
  13444. if(sd->status.zeny < require.zeny) {
  13445. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13446. return false;
  13447. }
  13448. break;
  13449. case PF_HPCONVERSION:
  13450. if (status->sp == status->max_sp)
  13451. return false; //Unusable when at full SP.
  13452. break;
  13453. case AM_CALLHOMUN: //Can't summon if a hom is already out
  13454. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  13455. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13456. return false;
  13457. }
  13458. break;
  13459. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  13460. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  13461. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13462. return false;
  13463. }
  13464. break;
  13465. case AB_ANCILLA: {
  13466. int count = 0;
  13467. for( i = 0; i < MAX_INVENTORY; i++ )
  13468. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  13469. count += sd->status.inventory[i].amount;
  13470. if( count >= 3 ) {
  13471. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  13472. return false;
  13473. }
  13474. }
  13475. break;
  13476. /**
  13477. * Keeping as a note:
  13478. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  13479. */
  13480. //case AB_LAUDAAGNUS:
  13481. //case AB_LAUDARAMUS:
  13482. // if( !sd->status.party_id ) {
  13483. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13484. // return false;
  13485. // }
  13486. // break;
  13487. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  13488. case WL_COMET:
  13489. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  13490. && sd->special_state.no_gemstone == 0
  13491. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) {
  13492. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  13493. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13494. return false;
  13495. }
  13496. break;
  13497. case WL_SUMMONFB:
  13498. case WL_SUMMONBL:
  13499. case WL_SUMMONWB:
  13500. case WL_SUMMONSTONE:
  13501. if( sc ) {
  13502. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  13503. if( i == SC_SPHERE_5+1 ) { // No more free slots
  13504. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  13505. return false;
  13506. }
  13507. }
  13508. break;
  13509. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  13510. if( sc ) {
  13511. int j = 0;
  13512. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  13513. if( sc->data[i] ) {
  13514. j++;
  13515. }
  13516. if( j < 4 ) { // Need 4 spheres minimum
  13517. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13518. return false;
  13519. }
  13520. }
  13521. else { // no status at all? no spheres present
  13522. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13523. return false;
  13524. }
  13525. break;
  13526. case GC_HALLUCINATIONWALK:
  13527. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  13528. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13529. return false;
  13530. }
  13531. break;
  13532. case GC_COUNTERSLASH:
  13533. case GC_WEAPONCRUSH:
  13534. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  13535. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  13536. return false;
  13537. }
  13538. break;
  13539. case RA_WUGMASTERY:
  13540. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  13541. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13542. return false;
  13543. }
  13544. break;
  13545. case RA_WUGSTRIKE:
  13546. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  13547. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13548. return false;
  13549. }
  13550. break;
  13551. case RA_WUGRIDER:
  13552. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  13553. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13554. return false;
  13555. }
  13556. break;
  13557. case RA_WUGDASH:
  13558. if(!pc_isridingwug(sd)) {
  13559. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13560. return false;
  13561. }
  13562. else {
  13563. int16 sx = sd->bl.x;
  13564. int16 sy = sd->bl.y;
  13565. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  13566. switch (dir) {
  13567. case 0: case 8: sy++; break;
  13568. case 1: sx--; sy++; break;
  13569. case 2: sx--; break;
  13570. case 3: sx--; sy--; break;
  13571. case 4: sy--; break;
  13572. case 5: sx++; sy--; break;
  13573. case 6: sx++; break;
  13574. case 7: sx++; sy++; break;
  13575. }
  13576. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  13577. return false;
  13578. }
  13579. }
  13580. break;
  13581. case LG_BANDING:
  13582. if( sc && sc->data[SC_INSPIRATION] ) {
  13583. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13584. return false;
  13585. }
  13586. break;
  13587. case LG_PRESTIGE:
  13588. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  13589. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13590. return false;
  13591. }
  13592. break;
  13593. case LG_RAGEBURST:
  13594. if( sd->spiritball == 0 ) {
  13595. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  13596. return false;
  13597. }
  13598. sd->spiritball_old = require.spiritball = sd->spiritball;
  13599. break;
  13600. case LG_SHIELDSPELL: {
  13601. short index = sd->equip_index[EQI_HAND_L];
  13602. struct item_data *shield_data = NULL;
  13603. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  13604. shield_data = sd->inventory_data[index];
  13605. if (!shield_data || shield_data->type != IT_ARMOR) { // Skill will first check if a shield is equipped. If none is found the skill will fail.
  13606. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13607. break;
  13608. }
  13609. }
  13610. break;
  13611. case LG_RAYOFGENESIS:
  13612. if( sc && sc->data[SC_INSPIRATION] )
  13613. return true; // Don't check for partner.
  13614. if( !(sc && sc->data[SC_BANDING]) ) {
  13615. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13616. return false;
  13617. } else if( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_range(skill_id,skill_lv),0) < 1 )
  13618. return false; // Just fails, no msg here.
  13619. break;
  13620. case LG_HESPERUSLIT:
  13621. if( sc && sc->data[SC_INSPIRATION] )
  13622. return true;
  13623. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < 3 ) {
  13624. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13625. return false;
  13626. }
  13627. break;
  13628. case SR_FALLENEMPIRE:
  13629. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  13630. return false;
  13631. break;
  13632. case SR_CRESCENTELBOW:
  13633. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  13634. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  13635. return false;
  13636. }
  13637. break;
  13638. case SR_CURSEDCIRCLE:
  13639. if (map_flag_gvg(sd->bl.m)) {
  13640. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  13641. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  13642. char output[128];
  13643. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  13644. clif_colormes(sd->fd,color_table[COLOR_RED], output);
  13645. return false;
  13646. }
  13647. }
  13648. if( sd->spiritball > 0 )
  13649. sd->spiritball_old = require.spiritball = sd->spiritball;
  13650. else {
  13651. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13652. return false;
  13653. }
  13654. break;
  13655. case SR_GATEOFHELL:
  13656. if( sd->spiritball > 0 )
  13657. sd->spiritball_old = require.spiritball;
  13658. break;
  13659. case SC_MANHOLE:
  13660. case SC_DIMENSIONDOOR:
  13661. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  13662. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13663. return false;
  13664. }
  13665. break;
  13666. case SC_FEINTBOMB:
  13667. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) ) {
  13668. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13669. return false;
  13670. }
  13671. break;
  13672. case WM_GREAT_ECHO: {
  13673. int count;
  13674. count = skill_check_pc_partner(sd, skill_id, &skill_lv, skill_get_splash(skill_id,skill_lv), 0);
  13675. if( count < 1 ) {
  13676. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  13677. return false;
  13678. } else
  13679. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  13680. }
  13681. break;
  13682. case SO_FIREWALK:
  13683. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  13684. if( sc && sc->data[SC_PROPERTYWALK] &&
  13685. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  13686. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13687. return false;
  13688. }
  13689. break;
  13690. case SO_EL_CONTROL:
  13691. if( !sd->status.ele_id || !sd->ed ) {
  13692. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13693. return false;
  13694. }
  13695. break;
  13696. case RETURN_TO_ELDICASTES:
  13697. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  13698. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13699. return false;
  13700. }
  13701. break;
  13702. case LG_REFLECTDAMAGE:
  13703. case CR_REFLECTSHIELD:
  13704. if( sc && sc->data[SC_KYOMU] && rnd()%100 < 30){
  13705. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13706. return false;
  13707. }
  13708. break;
  13709. case KO_JYUMONJIKIRI:
  13710. if (sd->weapontype1 && (sd->weapontype2 || sd->status.shield))
  13711. return true;
  13712. else {
  13713. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13714. return false;
  13715. }
  13716. break;
  13717. case KO_KAHU_ENTEN:
  13718. case KO_HYOUHU_HUBUKI:
  13719. case KO_KAZEHU_SEIRAN:
  13720. case KO_DOHU_KOUKAI:
  13721. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  13722. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  13723. return false;
  13724. }
  13725. break;
  13726. case KO_KAIHOU:
  13727. case KO_ZENKAI:
  13728. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  13729. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  13730. return false;
  13731. }
  13732. break;
  13733. }
  13734. /* check state required */
  13735. switch (require.state) {
  13736. case ST_HIDDEN:
  13737. if(!pc_ishiding(sd)) {
  13738. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13739. return false;
  13740. }
  13741. break;
  13742. case ST_RIDING:
  13743. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  13744. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13745. return false;
  13746. }
  13747. break;
  13748. case ST_FALCON:
  13749. if(!pc_isfalcon(sd)) {
  13750. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13751. return false;
  13752. }
  13753. break;
  13754. case ST_CART:
  13755. if(!pc_iscarton(sd)) {
  13756. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  13757. return false;
  13758. }
  13759. break;
  13760. case ST_SHIELD:
  13761. if(sd->status.shield <= 0) {
  13762. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13763. return false;
  13764. }
  13765. break;
  13766. case ST_RECOV_WEIGHT_RATE:
  13767. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  13768. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13769. return false;
  13770. }
  13771. break;
  13772. case ST_MOVE_ENABLE:
  13773. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  13774. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  13775. if (!unit_can_move(&sd->bl)) {
  13776. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13777. return false;
  13778. }
  13779. break;
  13780. case ST_WATER:
  13781. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  13782. break;
  13783. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  13784. break;
  13785. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13786. return false;
  13787. case ST_RIDINGDRAGON:
  13788. if( !pc_isridingdragon(sd) ) {
  13789. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  13790. return false;
  13791. }
  13792. break;
  13793. case ST_WUG:
  13794. if( !pc_iswug(sd) ) {
  13795. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13796. return false;
  13797. }
  13798. break;
  13799. case ST_RIDINGWUG:
  13800. if( !pc_isridingwug(sd) ) {
  13801. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13802. return false;
  13803. }
  13804. break;
  13805. case ST_MADO:
  13806. if( !pc_ismadogear(sd) ) {
  13807. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  13808. return false;
  13809. }
  13810. break;
  13811. case ST_ELEMENTALSPIRIT:
  13812. case ST_ELEMENTALSPIRIT2:
  13813. if(!sd->ed) {
  13814. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  13815. return false;
  13816. }
  13817. break;
  13818. case ST_PECO:
  13819. if(!pc_isriding(sd)) {
  13820. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13821. return false;
  13822. }
  13823. break;
  13824. }
  13825. /* check the status required */
  13826. if (require.status_count) {
  13827. switch (skill_id) {
  13828. // Being checked later in skill_check_condition_castend()
  13829. case WZ_SIGHTRASHER:
  13830. break;
  13831. default:
  13832. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  13833. return false;
  13834. break;
  13835. }
  13836. }
  13837. //check if equipped item
  13838. if (require.eqItem_count) {
  13839. for (i = 0; i < require.eqItem_count; i++) {
  13840. uint16 reqeqit = require.eqItem[i];
  13841. if (!reqeqit)
  13842. break; //no more required item get out of here
  13843. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  13844. char output[CHAT_SIZE_MAX];
  13845. //Official use msgstringtable.txt for each skill failure
  13846. sprintf(output,msg_txt(sd,722),itemdb_jname(reqeqit));
  13847. clif_colormes(sd->fd, color_table[COLOR_RED], output);
  13848. return false;
  13849. }
  13850. }
  13851. }
  13852. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  13853. //mhp is the max-hp-requirement, that is,
  13854. //you must have this % or less of HP to cast it.
  13855. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13856. return false;
  13857. }
  13858. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13859. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13860. return false;
  13861. }
  13862. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  13863. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13864. return false;
  13865. }
  13866. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  13867. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13868. return false;
  13869. }
  13870. if( (require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  13871. (require.spiritball == -1 && sd->spiritball < 1) ) {
  13872. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,(require.spiritball == -1)? 1: require.spiritball);
  13873. return false;
  13874. }
  13875. return true;
  13876. }
  13877. /**
  13878. * Check skill condition when cast end.
  13879. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  13880. * @param sd Player who uses skill
  13881. * @param skill_id ID of used skill
  13882. * @param skill_lv Level of used skill
  13883. * @return true: All condition passed, false: Failed
  13884. */
  13885. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13886. {
  13887. struct skill_condition require;
  13888. struct status_data *status;
  13889. int i;
  13890. short index[MAX_SKILL_ITEM_REQUIRE];
  13891. nullpo_retr(false,sd);
  13892. if( sd->chatID )
  13893. return false;
  13894. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  13895. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13896. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13897. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13898. return true;
  13899. }
  13900. switch( sd->menuskill_id ) { // Cast start or cast end??
  13901. case AM_PHARMACY:
  13902. switch( skill_id ) {
  13903. case AM_PHARMACY:
  13904. case AC_MAKINGARROW:
  13905. case BS_REPAIRWEAPON:
  13906. case AM_TWILIGHT1:
  13907. case AM_TWILIGHT2:
  13908. case AM_TWILIGHT3:
  13909. return false;
  13910. }
  13911. break;
  13912. case GN_MIX_COOKING:
  13913. case GN_MAKEBOMB:
  13914. case GN_S_PHARMACY:
  13915. case GN_CHANGEMATERIAL:
  13916. if( sd->menuskill_id != skill_id )
  13917. return false;
  13918. break;
  13919. }
  13920. if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
  13921. return true;
  13922. if( pc_is90overweight(sd) ) {
  13923. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13924. return false;
  13925. }
  13926. // perform skill-specific checks (and actions)
  13927. switch( skill_id ) {
  13928. case PR_BENEDICTIO:
  13929. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13930. break;
  13931. case AM_CANNIBALIZE:
  13932. case AM_SPHEREMINE: {
  13933. int c=0;
  13934. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA };
  13935. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  13936. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  13937. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  13938. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13939. if(c >= maxcount ||
  13940. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  13941. { //Fails when: exceed max limit. There are other plant types already out.
  13942. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13943. return false;
  13944. }
  13945. }
  13946. break;
  13947. }
  13948. case NC_SILVERSNIPER:
  13949. case NC_MAGICDECOY: {
  13950. int c = 0;
  13951. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  13952. int mob_class = MOBID_SILVERSNIPER;
  13953. if( skill_id == NC_MAGICDECOY )
  13954. mob_class = MOBID_MAGICDECOY_FIRE;
  13955. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  13956. if( skill_id == NC_MAGICDECOY ) {
  13957. int j;
  13958. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  13959. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  13960. } else
  13961. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13962. if( c >= maxcount ) {
  13963. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13964. return false;
  13965. }
  13966. }
  13967. }
  13968. break;
  13969. case KO_ZANZOU: {
  13970. int c = 0;
  13971. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  13972. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  13973. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13974. return false;
  13975. }
  13976. }
  13977. break;
  13978. }
  13979. status = &sd->battle_status;
  13980. require = skill_get_requirement(sd,skill_id,skill_lv);
  13981. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  13982. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13983. return false;
  13984. }
  13985. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13986. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13987. return false;
  13988. }
  13989. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  13990. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  13991. clif_arrow_fail(sd,0);
  13992. return false;
  13993. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  13994. char e_msg[100];
  13995. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  13996. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  13997. return false;
  13998. }
  13999. else if (require.ammo&(1<<AMMO_KUNAI)) {
  14000. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  14001. return false;
  14002. }
  14003. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  14004. skill_get_desc(skill_id),
  14005. require.ammo_qty,
  14006. itemdb_jname(sd->status.inventory[i].nameid));
  14007. clif_colormes(sd->fd,color_table[COLOR_RED],e_msg);
  14008. return false;
  14009. }
  14010. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  14011. //which is the closest we have to wrong ammo type. [Skotlex]
  14012. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  14013. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14014. return false;
  14015. }
  14016. }
  14017. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  14018. if( !require.itemid[i] )
  14019. continue;
  14020. index[i] = pc_search_inventory(sd,require.itemid[i]);
  14021. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  14022. if( require.itemid[i] == ITEMID_HOLY_WATER )
  14023. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  14024. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  14025. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  14026. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  14027. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  14028. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  14029. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  14030. else if( require.itemid[i] == ITEMID_ANCILLA )
  14031. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  14032. else {
  14033. char output[CHAT_SIZE_MAX];
  14034. //Official is using msgstringtable.txt for each requirement failure
  14035. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14036. sprintf(output, msg_txt(sd,720), itemdb_jname(require.itemid[i])); // %s is required.
  14037. clif_colormes(sd->fd,color_table[COLOR_RED],output);
  14038. }
  14039. return false;
  14040. }
  14041. }
  14042. /* check the status required */
  14043. if (require.status_count) {
  14044. switch (skill_id) {
  14045. case WZ_SIGHTRASHER:
  14046. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14047. return false;
  14048. break;
  14049. default:
  14050. break;
  14051. }
  14052. }
  14053. return true;
  14054. }
  14055. /** Consume skill requirement
  14056. * @param sd Player who uses the skill
  14057. * @param skill_id ID of used skill
  14058. * @param skill_lv Level of used skill
  14059. * @param type Consume type
  14060. * type&1: consume the others (before skill was used);
  14061. * type&2: consume items (after skill was used)
  14062. */
  14063. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  14064. {
  14065. struct skill_condition require;
  14066. nullpo_retv(sd);
  14067. require = skill_get_requirement(sd,skill_id,skill_lv);
  14068. if( type&1 ) {
  14069. switch( skill_id ) {
  14070. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  14071. case MC_IDENTIFY:
  14072. require.sp = 0;
  14073. break;
  14074. case MO_KITRANSLATION:
  14075. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  14076. require.spiritball = 0;
  14077. //Fall through
  14078. default:
  14079. if(sd->state.autocast)
  14080. require.sp = 0;
  14081. break;
  14082. }
  14083. if(require.hp || require.sp)
  14084. status_zap(&sd->bl, require.hp, require.sp);
  14085. if(require.spiritball > 0)
  14086. pc_delspiritball(sd,require.spiritball,0);
  14087. else if(require.spiritball == -1) {
  14088. sd->spiritball_old = sd->spiritball;
  14089. pc_delspiritball(sd,sd->spiritball,0);
  14090. }
  14091. if(require.zeny > 0)
  14092. {
  14093. if( skill_id == NJ_ZENYNAGE )
  14094. require.zeny = 0; //Zeny is reduced on skill_attack.
  14095. if( sd->status.zeny < require.zeny )
  14096. require.zeny = sd->status.zeny;
  14097. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  14098. }
  14099. }
  14100. if( type&2 ) {
  14101. struct status_change *sc = &sd->sc;
  14102. int n,i;
  14103. if( !sc->count )
  14104. sc = NULL;
  14105. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  14106. {
  14107. if( !require.itemid[i] )
  14108. continue;
  14109. if( itemid_isgemstone(require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  14110. continue; //Gemstones are checked, but not substracted from inventory.
  14111. switch( skill_id ){
  14112. case SA_SEISMICWEAPON:
  14113. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  14114. continue;
  14115. break;
  14116. case SA_FLAMELAUNCHER:
  14117. case SA_VOLCANO:
  14118. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  14119. continue;
  14120. break;
  14121. case SA_FROSTWEAPON:
  14122. case SA_DELUGE:
  14123. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  14124. continue;
  14125. break;
  14126. case SA_LIGHTNINGLOADER:
  14127. case SA_VIOLENTGALE:
  14128. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  14129. continue;
  14130. break;
  14131. }
  14132. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  14133. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  14134. }
  14135. }
  14136. }
  14137. /**
  14138. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  14139. * @param sd Player's that will be checked
  14140. * @param skill_id Skill that's being used
  14141. * @param skill_lv Skill level of used skill
  14142. * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
  14143. */
  14144. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14145. {
  14146. struct skill_condition req;
  14147. struct status_data *status;
  14148. struct status_change *sc;
  14149. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  14150. uint16 idx;
  14151. bool level_dependent = false;
  14152. memset(&req,0,sizeof(req));
  14153. if( !sd )
  14154. return req;
  14155. if( sd->skillitem == skill_id )
  14156. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  14157. sc = &sd->sc;
  14158. if( !sc->count )
  14159. sc = NULL;
  14160. //Checks if disabling skill - in which case no SP requirements are necessary
  14161. if( sc && skill_disable_check(sc,skill_id) )
  14162. return req;
  14163. idx = skill_get_index(skill_id);
  14164. if( idx == 0 ) // invalid skill id
  14165. return req;
  14166. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  14167. status = &sd->battle_status;
  14168. req.hp = skill_db[idx]->require.hp[skill_lv-1];
  14169. hp_rate = skill_db[idx]->require.hp_rate[skill_lv-1];
  14170. if(hp_rate > 0)
  14171. req.hp += (status->hp * hp_rate)/100;
  14172. else
  14173. req.hp += (status->max_hp * (-hp_rate))/100;
  14174. req.sp = skill_db[idx]->require.sp[skill_lv-1];
  14175. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  14176. req.sp /= 2;
  14177. sp_rate = skill_db[idx]->require.sp_rate[skill_lv-1];
  14178. if(sp_rate > 0)
  14179. req.sp += (status->sp * sp_rate)/100;
  14180. else
  14181. req.sp += (status->max_sp * (-sp_rate))/100;
  14182. if( sd->dsprate != 100 )
  14183. req.sp = req.sp * sd->dsprate / 100;
  14184. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  14185. if( i < ARRAYLENGTH(sd->skillusesprate) )
  14186. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  14187. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  14188. if( i < ARRAYLENGTH(sd->skillusesp) )
  14189. req.sp -= sd->skillusesp[i].val;
  14190. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  14191. if( sc ) {
  14192. if( sc->data[SC__LAZINESS] )
  14193. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  14194. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  14195. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  14196. if( sc->data[SC_RECOGNIZEDSPELL] )
  14197. req.sp += req.sp / 4;
  14198. if( sc->data[SC_OFFERTORIUM])
  14199. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  14200. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  14201. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  14202. }
  14203. req.zeny = skill_db[idx]->require.zeny[skill_lv-1];
  14204. if( sc && sc->data[SC__UNLUCKY] ) {
  14205. if(sc->data[SC__UNLUCKY]->val1 < 3)
  14206. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  14207. else
  14208. req.zeny += 1000;
  14209. }
  14210. req.spiritball = skill_db[idx]->require.spiritball[skill_lv-1];
  14211. req.state = skill_db[idx]->require.state;
  14212. req.mhp = skill_db[idx]->require.mhp[skill_lv-1];
  14213. req.weapon = skill_db[idx]->require.weapon;
  14214. req.ammo_qty = skill_db[idx]->require.ammo_qty[skill_lv-1];
  14215. if (req.ammo_qty)
  14216. req.ammo = skill_db[idx]->require.ammo;
  14217. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  14218. { //Assume this skill is using the weapon, therefore it requires arrows.
  14219. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  14220. req.ammo_qty = 1;
  14221. }
  14222. req.status_count = skill_db[idx]->require.status_count;
  14223. req.status = skill_db[idx]->require.status;
  14224. req.eqItem_count = skill_db[idx]->require.eqItem_count;
  14225. req.eqItem = skill_db[idx]->require.eqItem;
  14226. switch( skill_id ) {
  14227. /* Skill level-dependent checks */
  14228. case NC_SHAPESHIFT:
  14229. case NC_REPAIR:
  14230. //NOTE: Please make sure Magic_Gear_Fuel in the last position in skill_require_db.txt
  14231. req.itemid[1] = skill_db[idx]->require.itemid[MAX_SKILL_ITEM_REQUIRE-1];
  14232. req.amount[1] = skill_db[idx]->require.amount[MAX_SKILL_ITEM_REQUIRE-1];
  14233. case GN_FIRE_EXPANSION:
  14234. case SO_SUMMON_AGNI:
  14235. case SO_SUMMON_AQUA:
  14236. case SO_SUMMON_VENTUS:
  14237. case SO_SUMMON_TERA:
  14238. case SO_WATER_INSIGNIA:
  14239. case SO_FIRE_INSIGNIA:
  14240. case SO_WIND_INSIGNIA:
  14241. case SO_EARTH_INSIGNIA:
  14242. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  14243. req.itemid[0] = skill_db[idx]->require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14244. req.amount[0] = skill_db[idx]->require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14245. level_dependent = true;
  14246. /* Normal skill requirements and gemstone checks */
  14247. default:
  14248. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  14249. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  14250. if (!level_dependent) {
  14251. switch( skill_id ) {
  14252. case AM_POTIONPITCHER:
  14253. case CR_SLIMPITCHER:
  14254. case CR_CULTIVATION:
  14255. if (i != skill_lv%11 - 1)
  14256. continue;
  14257. break;
  14258. case AM_CALLHOMUN:
  14259. if (sd->status.hom_id) //Don't delete items when hom is already out.
  14260. continue;
  14261. break;
  14262. case AB_ADORAMUS:
  14263. if( itemid_isgemstone(skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  14264. continue;
  14265. break;
  14266. case WL_COMET:
  14267. if( itemid_isgemstone(skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  14268. continue;
  14269. break;
  14270. }
  14271. req.itemid[i] = skill_db[idx]->require.itemid[i];
  14272. req.amount[i] = skill_db[idx]->require.amount[i];
  14273. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  14274. int16 itIndex;
  14275. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i])) {
  14276. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  14277. req.itemid[i] = ITEMID_TRAP;
  14278. else
  14279. req.itemid[i] = ITEMID_TRAP_ALLOY;
  14280. req.amount[i] = 1;
  14281. }
  14282. break;
  14283. }
  14284. }
  14285. // Check requirement for gemstone.
  14286. if (itemid_isgemstone(req.itemid[i])) {
  14287. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  14288. req.itemid[i] = req.amount[i] = 0;
  14289. else {
  14290. if( sd->special_state.no_gemstone )
  14291. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  14292. if( skill_id != SA_ABRACADABRA )
  14293. req.itemid[i] = req.amount[i] = 0;
  14294. else if( --req.amount[i] < 1 )
  14295. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14296. }
  14297. if(sc && sc->data[SC_INTOABYSS])
  14298. {
  14299. if( skill_id != SA_ABRACADABRA )
  14300. req.itemid[i] = req.amount[i] = 0;
  14301. else if( --req.amount[i] < 1 )
  14302. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14303. }
  14304. }
  14305. }
  14306. }
  14307. break;
  14308. }
  14309. // Check for cost reductions due to skills & SCs
  14310. switch(skill_id) {
  14311. case MC_MAMMONITE:
  14312. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  14313. req.zeny -= req.zeny*10/100;
  14314. break;
  14315. case AL_HOLYLIGHT:
  14316. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  14317. req.sp *= 5;
  14318. break;
  14319. case SL_SMA:
  14320. case SL_STUN:
  14321. case SL_STIN:
  14322. {
  14323. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  14324. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  14325. break;
  14326. if(sd->status.base_level>=90)
  14327. req.sp -= req.sp*7*kaina_lv/100;
  14328. else if(sd->status.base_level>=80)
  14329. req.sp -= req.sp*5*kaina_lv/100;
  14330. else if(sd->status.base_level>=70)
  14331. req.sp -= req.sp*3*kaina_lv/100;
  14332. }
  14333. break;
  14334. case MO_CHAINCOMBO:
  14335. case MO_COMBOFINISH:
  14336. case CH_TIGERFIST:
  14337. case CH_CHAINCRUSH:
  14338. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  14339. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  14340. break;
  14341. case MO_BODYRELOCATION:
  14342. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  14343. req.spiritball = 0;
  14344. break;
  14345. case MO_EXTREMITYFIST:
  14346. if( sc ) {
  14347. if( sc->data[SC_BLADESTOP] )
  14348. req.spiritball--;
  14349. else if( sc->data[SC_COMBO] ) {
  14350. switch( sc->data[SC_COMBO]->val1 ) {
  14351. case MO_COMBOFINISH:
  14352. req.spiritball = 4;
  14353. break;
  14354. case CH_TIGERFIST:
  14355. req.spiritball = 3;
  14356. break;
  14357. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  14358. req.spiritball = sd->spiritball?sd->spiritball:1;
  14359. break;
  14360. }
  14361. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  14362. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  14363. }
  14364. break;
  14365. case SR_RAMPAGEBLASTER:
  14366. req.spiritball = sd->spiritball?sd->spiritball:15;
  14367. break;
  14368. case LG_RAGEBURST:
  14369. req.spiritball = sd->spiritball?sd->spiritball:1;
  14370. break;
  14371. case SR_GATEOFHELL:
  14372. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  14373. req.sp -= req.sp * 10 / 100;
  14374. break;
  14375. case SO_SUMMON_AGNI:
  14376. case SO_SUMMON_AQUA:
  14377. case SO_SUMMON_VENTUS:
  14378. case SO_SUMMON_TERA: {
  14379. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  14380. if( spirit_sympathy )
  14381. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  14382. }
  14383. break;
  14384. case SO_PSYCHIC_WAVE:
  14385. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  14386. req.sp += req.sp / 2; // 1.5x SP cost
  14387. break;
  14388. }
  14389. //Check if player is using the copied skill [Cydh]
  14390. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  14391. uint16 req_opt = skill_db[idx]->copyable.req_opt;
  14392. if (req_opt&0x0001) req.hp = 0;
  14393. if (req_opt&0x0002) req.mhp = 0;
  14394. if (req_opt&0x0004) req.sp = 0;
  14395. if (req_opt&0x0008) req.hp_rate = 0;
  14396. if (req_opt&0x0010) req.sp_rate = 0;
  14397. if (req_opt&0x0020) req.zeny = 0;
  14398. if (req_opt&0x0040) req.weapon = 0;
  14399. if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
  14400. if (req_opt&0x0100) req.state = ST_NONE;
  14401. if (req_opt&0x0200) req.status_count = 0;
  14402. if (req_opt&0x0400) req.spiritball = 0;
  14403. if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  14404. if (req_opt&0x1000) req.eqItem_count = 0;
  14405. }
  14406. return req;
  14407. }
  14408. /*==========================================
  14409. * Does cast-time reductions based on dex, item bonuses and config setting
  14410. *------------------------------------------*/
  14411. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  14412. double time = skill_get_cast(skill_id, skill_lv);
  14413. nullpo_ret(bl);
  14414. #ifndef RENEWAL_CAST
  14415. {
  14416. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  14417. struct status_change *sc = status_get_sc(bl);
  14418. int reduce_cast_rate = 0;
  14419. uint8 flag = skill_get_castnodex(skill_id);
  14420. // calculate base cast time (reduced by dex)
  14421. if (!(flag&1)) {
  14422. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14423. if (scale > 0) // not instant cast
  14424. time = time * (float)scale / battle_config.castrate_dex_scale;
  14425. else
  14426. return 0; // instant cast
  14427. }
  14428. // calculate cast time reduced by item/card bonuses
  14429. if (!(flag&4) && sd) {
  14430. int i;
  14431. if (sd->castrate != 100)
  14432. reduce_cast_rate += 100 - sd->castrate;
  14433. for(i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
  14434. if (sd->skillcastrate[i].id == skill_id) {
  14435. reduce_cast_rate -= sd->skillcastrate[i].val;
  14436. break;
  14437. }
  14438. }
  14439. }
  14440. // NOTE: Magic Strings and Foresight are treated as separate factors in the calculation
  14441. // They are not added to the other modifiers [iRO Wiki]
  14442. if (sc && sc->count && !(flag&2)) {
  14443. if (sc->data[SC_MEMORIZE]) {
  14444. reduce_cast_rate += 50;
  14445. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14446. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14447. }
  14448. if (sc->data[SC_POEMBRAGI])
  14449. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  14450. }
  14451. time = time * (1 - (float)reduce_cast_rate / 100);
  14452. }
  14453. #endif
  14454. // config cast time multiplier
  14455. if (battle_config.cast_rate != 100)
  14456. time = time * battle_config.cast_rate / 100;
  14457. // return final cast time
  14458. time = max(time, 0);
  14459. //ShowInfo("Castime castfix = %d\n",time);
  14460. return (int)time;
  14461. }
  14462. #ifndef RENEWAL_CAST
  14463. /**
  14464. * Get the skill cast time for Pre-Re cast
  14465. * @param bl: The caster
  14466. * @param time: Cast time before Status Change addition or reduction
  14467. * @return time: Modified castime after status change addition or reduction
  14468. */
  14469. int skill_castfix_sc(struct block_list *bl, double time)
  14470. {
  14471. struct status_change *sc = status_get_sc(bl);
  14472. if (time < 0)
  14473. return 0;
  14474. if (bl->type == BL_MOB)
  14475. return (int)time;
  14476. if (sc && sc->count) {
  14477. if (sc->data[SC_SLOWCAST])
  14478. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  14479. if (sc->data[SC_PARALYSIS])
  14480. time += sc->data[SC_PARALYSIS]->val3;
  14481. if (sc->data[SC_SUFFRAGIUM]) {
  14482. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  14483. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14484. }
  14485. if (sc->data[SC_IZAYOI])
  14486. time -= time * 50 / 100;
  14487. }
  14488. time = max(time, 0);
  14489. //ShowInfo("Castime castfix_sc = %d\n",time);
  14490. return (int)time;
  14491. }
  14492. #else
  14493. /**
  14494. * Get the skill cast time for RENEWAL_CAST.
  14495. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  14496. * Additive value:
  14497. * Variable CastTime : time += value
  14498. * Fixed CastTime : fixed += value
  14499. * Multipicative value
  14500. * Variable CastTime : VARCAST_REDUCTION(value)
  14501. * Fixed CastTime : FIXEDCASTRATE2(value)
  14502. * @param bl: The caster
  14503. * @param time: Cast time without reduction
  14504. * @param skill_id: Skill ID of the casted skill
  14505. * @param skill_lv: Skill level of the casted skill
  14506. * @return time: Modified castime after status and bonus addition or reduction
  14507. */
  14508. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  14509. {
  14510. struct status_change *sc = status_get_sc(bl);
  14511. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  14512. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  14513. uint8 i = 0, flag = skill_get_castnodex(skill_id);
  14514. nullpo_ret(bl);
  14515. if (time < 0)
  14516. return 0;
  14517. if (bl->type == BL_MOB)
  14518. return (int)time;
  14519. if (fixed < 0 || !battle_config.default_fixed_castrate) // no fixed cast time
  14520. fixed = 0;
  14521. else if (fixed == 0) {
  14522. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  14523. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  14524. }
  14525. // Additive Variable Cast bonus adjustments by items
  14526. if (sd && !(flag&4)) {
  14527. if (sd->bonus.varcastrate != 0)
  14528. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  14529. if (sd->bonus.fixcastrate != 0)
  14530. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  14531. if (sd->bonus.add_varcast != 0)
  14532. time += sd->bonus.add_varcast; // bonus bVariableCast
  14533. if (sd->bonus.add_fixcast != 0)
  14534. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  14535. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) {
  14536. if (sd->skillfixcast[i].id == skill_id) { // bonus2 bSkillFixedCast
  14537. fixed += sd->skillfixcast[i].val;
  14538. break;
  14539. }
  14540. }
  14541. for (i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++) {
  14542. if (sd->skillvarcast[i].id == skill_id) { // bonus2 bSkillVariableCast
  14543. time += sd->skillvarcast[i].val;
  14544. break;
  14545. }
  14546. }
  14547. for (i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
  14548. if (sd->skillcastrate[i].id == skill_id) { // bonus2 bVariableCastrate
  14549. reduce_cast_rate += sd->skillcastrate[i].val;
  14550. break;
  14551. }
  14552. }
  14553. for (i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++) {
  14554. if (sd->skillfixcastrate[i].id == skill_id) { // bonus2 bFixedCastrate
  14555. fixcast_r = max(fixcast_r, sd->skillfixcastrate[i].val);
  14556. break;
  14557. }
  14558. }
  14559. }
  14560. // Adjusted by active statuses
  14561. if (sc && sc->count && !(flag&2)) {
  14562. // Multiplicative Variable CastTime values
  14563. if (sc->data[SC_SLOWCAST])
  14564. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  14565. if (sc->data[SC__LAZINESS])
  14566. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  14567. if (sc->data[SC_SUFFRAGIUM]) {
  14568. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  14569. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14570. }
  14571. if (sc->data[SC_MEMORIZE]) {
  14572. reduce_cast_rate += 50;
  14573. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14574. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14575. }
  14576. if (sc->data[SC_POEMBRAGI])
  14577. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  14578. if (sc->data[SC_IZAYOI])
  14579. VARCAST_REDUCTION(-50);
  14580. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  14581. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  14582. if (sc->data[SC_TELEKINESIS_INTENSE])
  14583. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val4);
  14584. // Multiplicative Fixed CastTime values
  14585. if (sc->data[SC_SECRAMENT])
  14586. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  14587. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  14588. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  14589. if (sc->data[SC_DANCEWITHWUG])
  14590. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  14591. if (sc->data[SC_HEAT_BARREL])
  14592. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  14593. // Additive Fixed CastTime values
  14594. if (sc->data[SC_MANDRAGORA])
  14595. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  14596. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  14597. fixed -= 1000;
  14598. if (sc->data[SC_IZAYOI])
  14599. fixed = 0;
  14600. }
  14601. if (varcast_r < 0)
  14602. time = time * (1 - (float)min(varcast_r, 100) / 100);
  14603. // Apply Variable CastTime calculation by INT & DEX
  14604. if (!(flag&1))
  14605. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  14606. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  14607. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  14608. return (int)time;
  14609. }
  14610. #endif
  14611. /*==========================================
  14612. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  14613. *------------------------------------------*/
  14614. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  14615. {
  14616. int delaynodex = skill_get_delaynodex(skill_id);
  14617. int time = skill_get_delay(skill_id, skill_lv);
  14618. struct map_session_data *sd;
  14619. struct status_change *sc = status_get_sc(bl);
  14620. nullpo_ret(bl);
  14621. sd = BL_CAST(BL_PC, bl);
  14622. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  14623. return 0; //Will use picked skill's delay.
  14624. if (bl->type&battle_config.no_skill_delay)
  14625. return battle_config.min_skill_delay_limit;
  14626. if (time < 0)
  14627. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  14628. // Delay reductions
  14629. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  14630. case MO_TRIPLEATTACK:
  14631. case MO_CHAINCOMBO:
  14632. case MO_COMBOFINISH:
  14633. case CH_TIGERFIST:
  14634. case CH_CHAINCRUSH:
  14635. case SR_DRAGONCOMBO:
  14636. case SR_FALLENEMPIRE:
  14637. case SR_FLASHCOMBO_ATK_STEP1:
  14638. case SR_FLASHCOMBO_ATK_STEP2:
  14639. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  14640. if (time == 0)
  14641. time = 1000;
  14642. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  14643. break;
  14644. case HP_BASILICA:
  14645. if (sc && !sc->data[SC_BASILICA])
  14646. time = 0; // There is no Delay on Basilica creation, only on cancel
  14647. break;
  14648. default:
  14649. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  14650. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14651. if (scale > 0)
  14652. time = time * scale / battle_config.castrate_dex_scale;
  14653. else //To be capped later to minimum.
  14654. time = 0;
  14655. }
  14656. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  14657. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  14658. if (scale > 0)
  14659. time = time * scale / battle_config.castrate_dex_scale;
  14660. else //To be capped later to minimum.
  14661. time = 0;
  14662. }
  14663. }
  14664. if (sc && sc->data[SC_SPIRIT]) {
  14665. switch (skill_id) {
  14666. case CR_SHIELDBOOMERANG:
  14667. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  14668. time /= 2;
  14669. break;
  14670. case AS_SONICBLOW:
  14671. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  14672. time /= 2;
  14673. break;
  14674. }
  14675. }
  14676. if (!(delaynodex&2)) {
  14677. if (sc && sc->count) {
  14678. if (sc->data[SC_POEMBRAGI])
  14679. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  14680. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  14681. time /= 2; // After Delay of Wind element spells reduced by 50%.
  14682. }
  14683. }
  14684. if (!(delaynodex&4) && sd && sd->delayrate != 100)
  14685. time = time * sd->delayrate / 100;
  14686. if (battle_config.delay_rate != 100)
  14687. time = time * battle_config.delay_rate / 100;
  14688. //min delay
  14689. time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
  14690. time = max(time, battle_config.min_skill_delay_limit);
  14691. //ShowInfo("Delay delayfix = %d\n",time);
  14692. return time;
  14693. }
  14694. /*=========================================
  14695. *
  14696. *-----------------------------------------*/
  14697. struct square {
  14698. int val1[5];
  14699. int val2[5];
  14700. };
  14701. static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y)
  14702. {
  14703. nullpo_retv(tc);
  14704. if(dir == 0){
  14705. tc->val1[0]=x-2;
  14706. tc->val1[1]=x-1;
  14707. tc->val1[2]=x;
  14708. tc->val1[3]=x+1;
  14709. tc->val1[4]=x+2;
  14710. tc->val2[0]=
  14711. tc->val2[1]=
  14712. tc->val2[2]=
  14713. tc->val2[3]=
  14714. tc->val2[4]=y-1;
  14715. }
  14716. else if(dir==2){
  14717. tc->val1[0]=
  14718. tc->val1[1]=
  14719. tc->val1[2]=
  14720. tc->val1[3]=
  14721. tc->val1[4]=x+1;
  14722. tc->val2[0]=y+2;
  14723. tc->val2[1]=y+1;
  14724. tc->val2[2]=y;
  14725. tc->val2[3]=y-1;
  14726. tc->val2[4]=y-2;
  14727. }
  14728. else if(dir==4){
  14729. tc->val1[0]=x-2;
  14730. tc->val1[1]=x-1;
  14731. tc->val1[2]=x;
  14732. tc->val1[3]=x+1;
  14733. tc->val1[4]=x+2;
  14734. tc->val2[0]=
  14735. tc->val2[1]=
  14736. tc->val2[2]=
  14737. tc->val2[3]=
  14738. tc->val2[4]=y+1;
  14739. }
  14740. else if(dir==6){
  14741. tc->val1[0]=
  14742. tc->val1[1]=
  14743. tc->val1[2]=
  14744. tc->val1[3]=
  14745. tc->val1[4]=x-1;
  14746. tc->val2[0]=y+2;
  14747. tc->val2[1]=y+1;
  14748. tc->val2[2]=y;
  14749. tc->val2[3]=y-1;
  14750. tc->val2[4]=y-2;
  14751. }
  14752. else if(dir==1){
  14753. tc->val1[0]=x-1;
  14754. tc->val1[1]=x;
  14755. tc->val1[2]=x+1;
  14756. tc->val1[3]=x+2;
  14757. tc->val1[4]=x+3;
  14758. tc->val2[0]=y-4;
  14759. tc->val2[1]=y-3;
  14760. tc->val2[2]=y-1;
  14761. tc->val2[3]=y;
  14762. tc->val2[4]=y+1;
  14763. }
  14764. else if(dir==3){
  14765. tc->val1[0]=x+3;
  14766. tc->val1[1]=x+2;
  14767. tc->val1[2]=x+1;
  14768. tc->val1[3]=x;
  14769. tc->val1[4]=x-1;
  14770. tc->val2[0]=y-1;
  14771. tc->val2[1]=y;
  14772. tc->val2[2]=y+1;
  14773. tc->val2[3]=y+2;
  14774. tc->val2[4]=y+3;
  14775. }
  14776. else if(dir==5){
  14777. tc->val1[0]=x+1;
  14778. tc->val1[1]=x;
  14779. tc->val1[2]=x-1;
  14780. tc->val1[3]=x-2;
  14781. tc->val1[4]=x-3;
  14782. tc->val2[0]=y+3;
  14783. tc->val2[1]=y+2;
  14784. tc->val2[2]=y+1;
  14785. tc->val2[3]=y;
  14786. tc->val2[4]=y-1;
  14787. }
  14788. else if(dir==7){
  14789. tc->val1[0]=x-3;
  14790. tc->val1[1]=x-2;
  14791. tc->val1[2]=x-1;
  14792. tc->val1[3]=x;
  14793. tc->val1[4]=x+1;
  14794. tc->val2[1]=y;
  14795. tc->val2[0]=y+1;
  14796. tc->val2[2]=y-1;
  14797. tc->val2[3]=y-2;
  14798. tc->val2[4]=y-3;
  14799. }
  14800. }
  14801. static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are)
  14802. {
  14803. int c;
  14804. nullpo_retv(tc);
  14805. for( c = 0; c < 5; c++ ) {
  14806. switch( dir ) {
  14807. case 0: tc->val2[c]+=are; break;
  14808. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  14809. case 2: tc->val1[c]-=are; break;
  14810. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  14811. case 4: tc->val2[c]-=are; break;
  14812. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  14813. case 6: tc->val1[c]+=are; break;
  14814. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  14815. }
  14816. }
  14817. }
  14818. void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  14819. {
  14820. int c,n=4;
  14821. uint8 dir = map_calc_dir(src,bl->x,bl->y);
  14822. struct square tc;
  14823. int x=bl->x,y=bl->y;
  14824. skill_brandishspear_first(&tc,dir,x,y);
  14825. skill_brandishspear_dir(&tc,dir,4);
  14826. skill_area_temp[1] = bl->id;
  14827. if(skill_lv > 9){
  14828. for(c=1;c<4;c++){
  14829. map_foreachincell(skill_area_sub,
  14830. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14831. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14832. skill_castend_damage_id);
  14833. }
  14834. }
  14835. if(skill_lv > 6){
  14836. skill_brandishspear_dir(&tc,dir,-1);
  14837. n--;
  14838. }else{
  14839. skill_brandishspear_dir(&tc,dir,-2);
  14840. n-=2;
  14841. }
  14842. if(skill_lv > 3){
  14843. for(c=0;c<5;c++){
  14844. map_foreachincell(skill_area_sub,
  14845. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14846. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14847. skill_castend_damage_id);
  14848. if(skill_lv > 6 && n==3 && c==4){
  14849. skill_brandishspear_dir(&tc,dir,-1);
  14850. n--;c=-1;
  14851. }
  14852. }
  14853. }
  14854. for(c=0;c<10;c++){
  14855. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  14856. map_foreachincell(skill_area_sub,
  14857. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  14858. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  14859. skill_castend_damage_id);
  14860. }
  14861. }
  14862. /*==========================================
  14863. * Weapon Repair [Celest/DracoRPG]
  14864. *------------------------------------------*/
  14865. void skill_repairweapon(struct map_session_data *sd, int idx) {
  14866. int material;
  14867. int materials[4] = { 1002, 998, 999, 756 };
  14868. struct item *item;
  14869. struct map_session_data *target_sd;
  14870. nullpo_retv(sd);
  14871. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  14872. return;
  14873. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  14874. return;
  14875. if( idx < 0 || idx >= MAX_INVENTORY )
  14876. return; //Invalid index??
  14877. item = &target_sd->status.inventory[idx];
  14878. if( !item->nameid || !item->attribute )
  14879. return; //Again invalid item....
  14880. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  14881. clif_item_repaireffect(sd,idx,1);
  14882. return;
  14883. }
  14884. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  14885. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  14886. else
  14887. material = materials [2]; // Armors consume 1 Steel
  14888. if ( pc_search_inventory(sd,material) < 0 ) {
  14889. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14890. return;
  14891. }
  14892. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  14893. item->attribute = 0;/* clear broken state */
  14894. clif_equiplist(target_sd);
  14895. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  14896. clif_item_repaireffect(sd,idx,0);
  14897. if( sd != target_sd )
  14898. clif_item_repaireffect(target_sd,idx,0);
  14899. }
  14900. /*==========================================
  14901. * Item Appraisal
  14902. *------------------------------------------*/
  14903. void skill_identify(struct map_session_data *sd, int idx)
  14904. {
  14905. int flag=1;
  14906. nullpo_retv(sd);
  14907. if(idx >= 0 && idx < MAX_INVENTORY) {
  14908. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  14909. flag=0;
  14910. sd->status.inventory[idx].identify=1;
  14911. }
  14912. }
  14913. clif_item_identified(sd,idx,flag);
  14914. }
  14915. /*==========================================
  14916. * Weapon Refine [Celest]
  14917. *------------------------------------------*/
  14918. void skill_weaponrefine(struct map_session_data *sd, int idx)
  14919. {
  14920. nullpo_retv(sd);
  14921. if (idx >= 0 && idx < MAX_INVENTORY)
  14922. {
  14923. struct item *item;
  14924. struct item_data *ditem = sd->inventory_data[idx];
  14925. item = &sd->status.inventory[idx];
  14926. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  14927. int i = 0, per;
  14928. int material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON, };
  14929. if( ditem->flag.no_refine ) { // if the item isn't refinable
  14930. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14931. return;
  14932. }
  14933. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  14934. clif_upgrademessage(sd->fd, 2, item->nameid);
  14935. return;
  14936. }
  14937. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  14938. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  14939. return;
  14940. }
  14941. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  14942. if( sd->class_&JOBL_THIRD )
  14943. per += 10;
  14944. else
  14945. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  14946. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  14947. if (per > rnd() % 100) {
  14948. int ep=0;
  14949. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  14950. item->refine++;
  14951. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  14952. if(item->equip) {
  14953. ep = item->equip;
  14954. pc_unequipitem(sd,idx,3);
  14955. }
  14956. clif_delitem(sd,idx,1,3);
  14957. clif_upgrademessage(sd->fd, 0, item->nameid);
  14958. clif_inventorylist(sd);
  14959. clif_refine(sd->fd,0,idx,item->refine);
  14960. if (ep)
  14961. pc_equipitem(sd,idx,ep);
  14962. clif_misceffect(&sd->bl,3);
  14963. if(item->refine == 10 &&
  14964. item->card[0] == CARD0_FORGE &&
  14965. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  14966. { // Fame point system [DracoRPG]
  14967. switch(ditem->wlv){
  14968. case 1:
  14969. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  14970. break;
  14971. case 2:
  14972. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  14973. break;
  14974. case 3:
  14975. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  14976. break;
  14977. }
  14978. }
  14979. } else {
  14980. item->refine = 0;
  14981. if(item->equip)
  14982. pc_unequipitem(sd,idx,3);
  14983. clif_upgrademessage(sd->fd, 1, item->nameid);
  14984. clif_refine(sd->fd,1,idx,item->refine);
  14985. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  14986. clif_misceffect(&sd->bl,2);
  14987. clif_emotion(&sd->bl, E_OMG);
  14988. }
  14989. }
  14990. }
  14991. }
  14992. /*==========================================
  14993. *
  14994. *------------------------------------------*/
  14995. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  14996. {
  14997. uint16 skill_lv;
  14998. int maxlv=1,lv;
  14999. nullpo_ret(sd);
  15000. skill_lv = sd->menuskill_val;
  15001. lv=pc_checkskill(sd,skill_id);
  15002. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  15003. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  15004. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  15005. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  15006. maxlv = 10; //Soul Linker bonus. [Skotlex]
  15007. else if(skill_lv==2) maxlv=1;
  15008. else if(skill_lv==3) maxlv=2;
  15009. else if(skill_lv>=4) maxlv=3;
  15010. }
  15011. else if(skill_id==MG_SOULSTRIKE){
  15012. if(skill_lv==5) maxlv=1;
  15013. else if(skill_lv==6) maxlv=2;
  15014. else if(skill_lv>=7) maxlv=3;
  15015. }
  15016. else if(skill_id==MG_FIREBALL){
  15017. if(skill_lv==8) maxlv=1;
  15018. else if(skill_lv>=9) maxlv=2;
  15019. }
  15020. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  15021. else return 0;
  15022. if(maxlv > lv)
  15023. maxlv = lv;
  15024. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  15025. skill_get_time(SA_AUTOSPELL,skill_lv));
  15026. return 0;
  15027. }
  15028. /*==========================================
  15029. * Sitting skills functions.
  15030. *------------------------------------------*/
  15031. static int skill_sit_count(struct block_list *bl, va_list ap)
  15032. {
  15033. struct map_session_data *sd;
  15034. int type =va_arg(ap,int);
  15035. sd=(struct map_session_data*)bl;
  15036. if(!pc_issit(sd))
  15037. return 0;
  15038. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  15039. return 1;
  15040. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  15041. return 1;
  15042. return 0;
  15043. }
  15044. static int skill_sit_in (struct block_list *bl, va_list ap)
  15045. {
  15046. struct map_session_data *sd;
  15047. int type = va_arg(ap,int);
  15048. sd = (struct map_session_data*)bl;
  15049. if(!pc_issit(sd))
  15050. return 0;
  15051. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  15052. sd->state.gangsterparadise = 1;
  15053. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
  15054. sd->state.rest = 1;
  15055. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15056. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15057. }
  15058. return 0;
  15059. }
  15060. static int skill_sit_out (struct block_list *bl, va_list ap)
  15061. {
  15062. struct map_session_data *sd;
  15063. int type = va_arg(ap,int);
  15064. sd = (struct map_session_data*)bl;
  15065. if(sd->state.gangsterparadise && type&1)
  15066. sd->state.gangsterparadise = 0;
  15067. if(sd->state.rest && type&2) {
  15068. sd->state.rest = 0;
  15069. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15070. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15071. }
  15072. return 0;
  15073. }
  15074. int skill_sit (struct map_session_data *sd, int type)
  15075. {
  15076. int flag = 0;
  15077. int range = 0, lv;
  15078. nullpo_ret(sd);
  15079. if((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  15080. flag |= 1;
  15081. range = skill_get_splash(RG_GANGSTER, lv);
  15082. }
  15083. if((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  15084. flag |= 2;
  15085. range = skill_get_splash(TK_HPTIME, lv);
  15086. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  15087. flag |= 2;
  15088. range = skill_get_splash(TK_SPTIME, lv);
  15089. }
  15090. if (type)
  15091. clif_status_load(&sd->bl, SI_SIT, 1);
  15092. else
  15093. clif_status_load(&sd->bl, SI_SIT, 0);
  15094. if (!flag) return 0;
  15095. if(type) {
  15096. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  15097. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  15098. } else {
  15099. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  15100. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  15101. }
  15102. return 0;
  15103. }
  15104. /*==========================================
  15105. * Do Forstjoke/Scream effect
  15106. *------------------------------------------*/
  15107. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  15108. {
  15109. struct block_list *src;
  15110. uint16 skill_id,skill_lv;
  15111. unsigned int tick;
  15112. nullpo_ret(bl);
  15113. nullpo_ret(src = va_arg(ap,struct block_list*));
  15114. skill_id = va_arg(ap,int);
  15115. skill_lv = va_arg(ap,int);
  15116. if(!skill_lv)
  15117. return 0;
  15118. tick = va_arg(ap,unsigned int);
  15119. if (src == bl || status_isdead(bl))
  15120. return 0;
  15121. if (bl->type == BL_PC) {
  15122. struct map_session_data *sd = (struct map_session_data *)bl;
  15123. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  15124. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  15125. }
  15126. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  15127. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  15128. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15129. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  15130. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15131. return 0;
  15132. }
  15133. /**
  15134. * Set map cell flag as skill unit effect
  15135. * @param src Skill unit
  15136. * @param skill_id
  15137. * @param skill_lv
  15138. * @param cell Cell type cell_t
  15139. * @param flag 0/1
  15140. */
  15141. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  15142. {
  15143. int range = skill_get_unit_range(skill_id,skill_lv);
  15144. int x, y;
  15145. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  15146. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  15147. map_setcell(src->bl.m, x, y, cell, flag);
  15148. }
  15149. /**
  15150. * Do skill attack area (such splash effect) around the 'first' target.
  15151. * First target will skip skill condition, always receive damage. But,
  15152. * around it, still need target/condition validation by
  15153. * battle_check_target and status_check_skilluse
  15154. * @param bl
  15155. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  15156. */
  15157. int skill_attack_area(struct block_list *bl, va_list ap)
  15158. {
  15159. struct block_list *src,*dsrc;
  15160. int atk_type,skill_id,skill_lv,flag,type;
  15161. unsigned int tick;
  15162. if(status_isdead(bl))
  15163. return 0;
  15164. atk_type = va_arg(ap,int);
  15165. src = va_arg(ap,struct block_list*);
  15166. dsrc = va_arg(ap,struct block_list*);
  15167. skill_id = va_arg(ap,int);
  15168. skill_lv = va_arg(ap,int);
  15169. tick = va_arg(ap,unsigned int);
  15170. flag = va_arg(ap,int);
  15171. type = va_arg(ap,int);
  15172. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  15173. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15174. if(battle_check_target(dsrc,bl,type) <= 0 ||
  15175. !status_check_skilluse(NULL, bl, skill_id, 2))
  15176. return 0;
  15177. switch (skill_id) {
  15178. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  15179. case NPC_ACIDBREATH:
  15180. case NPC_DARKNESSBREATH:
  15181. case NPC_FIREBREATH:
  15182. case NPC_ICEBREATH:
  15183. case NPC_THUNDERBREATH:
  15184. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15185. default:
  15186. //Area-splash, disable skill animation.
  15187. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  15188. }
  15189. }
  15190. /**
  15191. * Clear skill unit group
  15192. * @param bl
  15193. * @param flag &1
  15194. */
  15195. int skill_clear_group(struct block_list *bl, int flag)
  15196. {
  15197. struct unit_data *ud = NULL;
  15198. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  15199. int i, count = 0;
  15200. nullpo_ret(bl);
  15201. if (!(ud = unit_bl2ud(bl)))
  15202. return 0;
  15203. // All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  15204. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15205. switch (ud->skillunit[i]->skill_id) {
  15206. case SA_DELUGE:
  15207. case SA_VOLCANO:
  15208. case SA_VIOLENTGALE:
  15209. case SA_LANDPROTECTOR:
  15210. case NJ_SUITON:
  15211. case NJ_KAENSIN:
  15212. if (flag&1)
  15213. group[count++] = ud->skillunit[i];
  15214. break;
  15215. case SO_CLOUD_KILL:
  15216. if( flag&4 )
  15217. group[count++] = ud->skillunit[i];
  15218. break;
  15219. case SO_WARMER:
  15220. if( flag&8 )
  15221. group[count++] = ud->skillunit[i];
  15222. break;
  15223. default:
  15224. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  15225. group[count++] = ud->skillunit[i];
  15226. break;
  15227. }
  15228. }
  15229. for (i = 0; i < count; i++)
  15230. skill_delunitgroup(group[i]);
  15231. return count;
  15232. }
  15233. /**
  15234. * Returns the first element field found [Skotlex]
  15235. * @param bl
  15236. * @return skill_unit_group
  15237. */
  15238. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  15239. {
  15240. struct unit_data *ud = NULL;
  15241. int i;
  15242. nullpo_ret(bl);
  15243. if (!(ud = unit_bl2ud(bl)))
  15244. return NULL;
  15245. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15246. switch (ud->skillunit[i]->skill_id) {
  15247. case SA_DELUGE:
  15248. case SA_VOLCANO:
  15249. case SA_VIOLENTGALE:
  15250. case SA_LANDPROTECTOR:
  15251. case NJ_SUITON:
  15252. case SO_CLOUD_KILL:
  15253. case SO_WARMER:
  15254. return ud->skillunit[i];
  15255. }
  15256. }
  15257. return NULL;
  15258. }
  15259. /// Graffiti cleaner [Valaris]
  15260. int skill_graffitiremover(struct block_list *bl, va_list ap)
  15261. {
  15262. struct skill_unit *unit = NULL;
  15263. nullpo_ret(bl);
  15264. nullpo_ret(ap);
  15265. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  15266. return 0;
  15267. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  15268. skill_delunit(unit);
  15269. return 0;
  15270. }
  15271. /// Greed effect
  15272. int skill_greed(struct block_list *bl, va_list ap)
  15273. {
  15274. struct block_list *src;
  15275. struct map_session_data *sd = NULL;
  15276. struct flooritem_data *fitem = NULL;
  15277. nullpo_ret(bl);
  15278. nullpo_ret(src = va_arg(ap, struct block_list *));
  15279. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  15280. pc_takeitem(sd, fitem);
  15281. return 0;
  15282. }
  15283. /// Ranger's Detonator [Jobbie/3CeAM]
  15284. int skill_detonator(struct block_list *bl, va_list ap)
  15285. {
  15286. struct skill_unit *unit = NULL;
  15287. struct block_list *src;
  15288. int unit_id;
  15289. nullpo_ret(bl);
  15290. nullpo_ret(ap);
  15291. src = va_arg(ap,struct block_list *);
  15292. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  15293. return 0;
  15294. if( unit->group->src_id != src->id )
  15295. return 0;
  15296. unit_id = unit->group->unit_id;
  15297. switch( unit_id )
  15298. { //List of Hunter and Ranger Traps that can be detonate.
  15299. case UNT_BLASTMINE:
  15300. case UNT_SANDMAN:
  15301. case UNT_CLAYMORETRAP:
  15302. case UNT_TALKIEBOX:
  15303. case UNT_CLUSTERBOMB:
  15304. case UNT_FIRINGTRAP:
  15305. case UNT_ICEBOUNDTRAP:
  15306. switch(unit_id) {
  15307. case UNT_TALKIEBOX:
  15308. clif_talkiebox(bl,unit->group->valstr);
  15309. unit->group->val2 = -1;
  15310. break;
  15311. case UNT_CLAYMORETRAP:
  15312. case UNT_FIRINGTRAP:
  15313. case UNT_ICEBOUNDTRAP:
  15314. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
  15315. break;
  15316. default:
  15317. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  15318. break;
  15319. }
  15320. clif_changetraplook(bl, UNT_USED_TRAPS);
  15321. unit->group->unit_id = UNT_USED_TRAPS;
  15322. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  15323. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  15324. break;
  15325. }
  15326. return 0;
  15327. }
  15328. /**
  15329. * Rebellion's Bind Trap explosion
  15330. * @author [Cydh]
  15331. **/
  15332. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  15333. struct skill_unit *su = NULL;
  15334. struct block_list *src = NULL;
  15335. nullpo_ret(bl);
  15336. nullpo_ret(ap);
  15337. src = va_arg(ap,struct block_list *);
  15338. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  15339. return 0;
  15340. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id )
  15341. return 0;
  15342. map_foreachinrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  15343. clif_changetraplook(bl, UNT_USED_TRAPS);
  15344. su->group->unit_id = UNT_USED_TRAPS;
  15345. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  15346. return 1;
  15347. }
  15348. /*==========================================
  15349. * Check new skill unit cell when overlapping in other skill unit cell.
  15350. * Catched skill in cell value pushed to *unit pointer.
  15351. * Set (*alive) to 0 will ends 'new unit' check
  15352. *------------------------------------------*/
  15353. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  15354. {
  15355. uint16 skill_id;
  15356. int *alive;
  15357. struct skill_unit *unit;
  15358. skill_id = va_arg(ap,int);
  15359. alive = va_arg(ap,int *);
  15360. unit = (struct skill_unit *)bl;
  15361. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  15362. return 0;
  15363. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  15364. return 0;
  15365. switch (skill_id) {
  15366. case SA_LANDPROTECTOR:
  15367. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  15368. (*alive) = 0;
  15369. skill_delunit(unit);
  15370. return 1;
  15371. }
  15372. //It deletes everything except traps and barriers
  15373. if( (!(skill_get_inf2(unit->group->skill_id)&(INF2_TRAP)) && !(skill_get_inf3(unit->group->skill_id)&(INF3_NOLP)) ) || unit->group->skill_id == WZ_FIREPILLAR ) {
  15374. skill_delunit(unit);
  15375. return 1;
  15376. }
  15377. break;
  15378. case HW_GANBANTEIN:
  15379. case LG_EARTHDRIVE:
  15380. // Officially songs/dances are removed
  15381. skill_delunit(unit);
  15382. return 1;
  15383. case SA_VOLCANO:
  15384. case SA_DELUGE:
  15385. case SA_VIOLENTGALE:
  15386. // The official implementation makes them fail to appear when casted on top of ANYTHING
  15387. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  15388. // hence, I leave the alternate implementation here, commented. [Skotlex]
  15389. if (unit->range <= 0)
  15390. {
  15391. (*alive) = 0;
  15392. return 1;
  15393. }
  15394. /*
  15395. switch (unit->group->skill_id)
  15396. { //These cannot override each other.
  15397. case SA_VOLCANO:
  15398. case SA_DELUGE:
  15399. case SA_VIOLENTGALE:
  15400. (*alive) = 0;
  15401. return 1;
  15402. }
  15403. */
  15404. break;
  15405. case PF_FOGWALL:
  15406. switch(unit->group->skill_id) {
  15407. case SA_VOLCANO: //Can't be placed on top of these
  15408. case SA_VIOLENTGALE:
  15409. (*alive) = 0;
  15410. return 1;
  15411. case SA_DELUGE:
  15412. case NJ_SUITON:
  15413. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  15414. (*alive) = 2;
  15415. break;
  15416. }
  15417. break;
  15418. case WZ_ICEWALL:
  15419. case HP_BASILICA:
  15420. case HW_GRAVITATION:
  15421. //These can't be placed on top of themselves (duration can't be refreshed)
  15422. if (unit->group->skill_id == skill_id)
  15423. {
  15424. (*alive) = 0;
  15425. return 1;
  15426. }
  15427. break;
  15428. case GN_CRAZYWEED_ATK:
  15429. if (unit->group->skill_id == WZ_FIREPILLAR && unit->group->unit_id != UNT_FIREPILLAR_ACTIVE)
  15430. break;
  15431. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_CRAZYWEED) {
  15432. skill_delunit(unit);
  15433. return 1;
  15434. }
  15435. break;
  15436. case RL_FIRE_RAIN:
  15437. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_FIRERAIN) {
  15438. skill_delunit(unit);
  15439. return 1;
  15440. }
  15441. break;
  15442. }
  15443. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_TRAP)) && !(skill_get_inf3(skill_id)&(INF3_NOLP) ) ) { //It deletes everything except traps and barriers
  15444. (*alive) = 0;
  15445. return 1;
  15446. }
  15447. return 0;
  15448. }
  15449. /*==========================================
  15450. * Splash effect for skill unit 'trap type'.
  15451. * Chance triggered when damaged, timeout, or char step on it.
  15452. *------------------------------------------*/
  15453. static int skill_trap_splash(struct block_list *bl, va_list ap)
  15454. {
  15455. struct block_list *src = va_arg(ap,struct block_list *);
  15456. struct skill_unit *unit = NULL;
  15457. int tick = va_arg(ap,int);
  15458. struct skill_unit_group *sg;
  15459. struct block_list *ss; //Skill src bl
  15460. nullpo_ret(src);
  15461. unit = (struct skill_unit *)src;
  15462. if (!unit || !unit->alive || bl->prev == NULL)
  15463. return 0;
  15464. nullpo_ret(sg = unit->group);
  15465. nullpo_ret(ss = map_id2bl(sg->src_id));
  15466. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  15467. return 0;
  15468. switch (sg->unit_id) {
  15469. case UNT_B_TRAP:
  15470. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  15471. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  15472. break;
  15473. case UNT_SHOCKWAVE:
  15474. case UNT_SANDMAN:
  15475. case UNT_FLASHER:
  15476. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  15477. break;
  15478. case UNT_GROUNDDRIFT_WIND:
  15479. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15480. sc_start(ss,bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15481. break;
  15482. case UNT_GROUNDDRIFT_DARK:
  15483. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15484. sc_start(ss,bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15485. break;
  15486. case UNT_GROUNDDRIFT_POISON:
  15487. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15488. sc_start2(ss,bl,SC_POISON,5,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, sg->skill_lv));
  15489. break;
  15490. case UNT_GROUNDDRIFT_WATER:
  15491. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15492. sc_start(ss,bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15493. break;
  15494. case UNT_GROUNDDRIFT_FIRE:
  15495. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15496. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  15497. break;
  15498. case UNT_ELECTRICSHOCKER:
  15499. if (bl->id != ss->id) {
  15500. if (status_get_mode(bl)&MD_BOSS)
  15501. break;
  15502. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  15503. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  15504. clif_fixpos(bl);
  15505. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, 5);
  15506. }
  15507. }
  15508. break;
  15509. case UNT_MAGENTATRAP:
  15510. case UNT_COBALTTRAP:
  15511. case UNT_MAIZETRAP:
  15512. case UNT_VERDURETRAP:
  15513. if( bl->type != BL_PC && !is_boss(bl) )
  15514. sc_start2(ss,bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
  15515. break;
  15516. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  15517. skill_addtimerskill(ss, tick + status_get_amotion(ss), bl->id, 0, 0, WM_REVERBERATION_MELEE, sg->skill_lv, BF_WEAPON, 0);
  15518. skill_addtimerskill(ss, tick + status_get_amotion(ss) * 2, bl->id, 0, 0, WM_REVERBERATION_MAGIC, sg->skill_lv, BF_MAGIC, 0);
  15519. break;
  15520. case UNT_FIRINGTRAP:
  15521. case UNT_ICEBOUNDTRAP:
  15522. if( src->id == bl->id ) break;
  15523. if( bl->type == BL_SKILL ) {
  15524. struct skill_unit *su = (struct skill_unit *)bl;
  15525. if (su && su->group->unit_id == UNT_USED_TRAPS)
  15526. break;
  15527. }
  15528. case UNT_CLUSTERBOMB:
  15529. if( ss != bl )
  15530. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  15531. break;
  15532. case UNT_CLAYMORETRAP:
  15533. if( src->id == bl->id ) break;
  15534. if( bl->type == BL_SKILL ) {
  15535. struct skill_unit *su = (struct skill_unit *)bl;
  15536. if (!su)
  15537. return 0;
  15538. switch(su->group->unit_id) {
  15539. case UNT_CLAYMORETRAP:
  15540. case UNT_LANDMINE:
  15541. case UNT_BLASTMINE:
  15542. case UNT_SHOCKWAVE:
  15543. case UNT_SANDMAN:
  15544. case UNT_FLASHER:
  15545. case UNT_FREEZINGTRAP:
  15546. case UNT_FIRINGTRAP:
  15547. case UNT_ICEBOUNDTRAP:
  15548. clif_changetraplook(bl, UNT_USED_TRAPS);
  15549. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  15550. su->group->unit_id = UNT_USED_TRAPS;
  15551. break;
  15552. }
  15553. }
  15554. default:
  15555. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  15556. break;
  15557. }
  15558. return 1;
  15559. }
  15560. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  15561. {
  15562. uint16 skill_id, skill_lv;
  15563. struct skill_unit *unit;
  15564. nullpo_ret(bl);
  15565. skill_id = va_arg(ap,int);
  15566. skill_lv = va_arg(ap,int);
  15567. unit = (struct skill_unit *)bl;
  15568. if( unit == NULL || unit->group == NULL )
  15569. return 0;
  15570. if( skill_get_inf2(skill_id)&INF2_TRAP )
  15571. return 0;
  15572. if( unit->group->skill_id == SC_MAELSTROM ) {
  15573. struct block_list *src;
  15574. if( (src = map_id2bl(unit->group->src_id)) ){
  15575. int sp = unit->group->skill_lv * skill_lv;
  15576. if( src->type == BL_PC )
  15577. sp += ((TBL_PC*)src)->status.job_level / 5;
  15578. status_heal(src, 0, sp/2, 1);
  15579. }
  15580. }
  15581. return 0;
  15582. }
  15583. /**
  15584. * Remove current enchanted element for new element
  15585. * @param bl Char
  15586. * @param type New element
  15587. */
  15588. void skill_enchant_elemental_end(struct block_list *bl, int type)
  15589. {
  15590. struct status_change *sc;
  15591. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  15592. int i;
  15593. nullpo_retv(bl);
  15594. nullpo_retv(sc= status_get_sc(bl));
  15595. if (!sc->count)
  15596. return;
  15597. for (i = 0; i < ARRAYLENGTH(scs); i++)
  15598. if (type != scs[i] && sc->data[scs[i]])
  15599. status_change_end(bl, scs[i], INVALID_TIMER);
  15600. }
  15601. /**
  15602. * Check camouflage condition
  15603. * @param bl
  15604. * @param sce
  15605. * @return True if near wall; False otherwise
  15606. */
  15607. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  15608. {
  15609. bool wall = true;
  15610. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  15611. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  15612. { //Check for walls.
  15613. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15614. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15615. int i;
  15616. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15617. if( i == 8 )
  15618. wall = false;
  15619. }
  15620. if( sce ) {
  15621. if( !wall ) {
  15622. if( sce->val1 < 3 ) //End cloaking.
  15623. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  15624. else if( sce->val4&1 ) { //Remove wall bonus
  15625. sce->val4&=~1;
  15626. status_calc_bl(bl,SCB_SPEED);
  15627. }
  15628. } else {
  15629. if( !(sce->val4&1) ) { //Add wall speed bonus
  15630. sce->val4|=1;
  15631. status_calc_bl(bl,SCB_SPEED);
  15632. }
  15633. }
  15634. }
  15635. return wall;
  15636. }
  15637. /** Check Shadow Form on the target
  15638. * @param bl: Target
  15639. * @param damage: Damage amount
  15640. * @param hit
  15641. * @return true - in Shadow Form state; false - otherwise
  15642. */
  15643. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  15644. {
  15645. struct status_change *sc;
  15646. nullpo_retr(false,bl);
  15647. if (!damage)
  15648. return false;
  15649. sc = status_get_sc(bl);
  15650. if( sc && sc->data[SC__SHADOWFORM] ) {
  15651. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  15652. if( !src || src->m != bl->m ) {
  15653. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15654. return false;
  15655. }
  15656. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  15657. if( src->type == BL_PC )
  15658. ((TBL_PC*)src)->shadowform_id = 0;
  15659. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15660. return false;
  15661. }
  15662. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0), 0);
  15663. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  15664. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15665. if( src->type == BL_PC )
  15666. ((TBL_PC*)src)->shadowform_id = 0;
  15667. }
  15668. return true;
  15669. }
  15670. return false;
  15671. }
  15672. /**
  15673. * Check camouflage condition
  15674. * @param bl
  15675. * @param sce
  15676. * @return True if near wall; False otherwise
  15677. * @TODO: Seems wrong
  15678. */
  15679. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  15680. {
  15681. bool wall = true;
  15682. if( bl->type == BL_PC ) { //Check for walls.
  15683. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15684. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15685. int i;
  15686. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15687. if( i == 8 )
  15688. wall = false;
  15689. }
  15690. if( sce ) {
  15691. if( !wall ) {
  15692. if( sce->val1 == 1 ) //End camouflage.
  15693. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  15694. }
  15695. status_calc_bl(bl,SCB_SPEED);
  15696. }
  15697. return wall;
  15698. }
  15699. /**
  15700. * Initialize new skill unit for skill unit group.
  15701. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  15702. * @param group Skill unit group
  15703. * @param idx
  15704. * @param x
  15705. * @param y
  15706. * @param val1
  15707. * @param val2
  15708. */
  15709. struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  15710. {
  15711. struct skill_unit *unit;
  15712. nullpo_retr(NULL, group);
  15713. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  15714. nullpo_retr(NULL, (unit = &group->unit[idx]));
  15715. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  15716. return unit;
  15717. if(!unit->alive)
  15718. group->alive_count++;
  15719. unit->bl.id = map_get_new_object_id();
  15720. unit->bl.type = BL_SKILL;
  15721. unit->bl.m = group->map;
  15722. unit->bl.x = x;
  15723. unit->bl.y = y;
  15724. unit->group = group;
  15725. unit->alive = 1;
  15726. unit->val1 = val1;
  15727. unit->val2 = val2;
  15728. // Stores new skill unit
  15729. idb_put(skillunit_db, unit->bl.id, unit);
  15730. map_addiddb(&unit->bl);
  15731. if(map_addblock(&unit->bl))
  15732. return NULL;
  15733. // Perform oninit actions
  15734. switch (group->skill_id) {
  15735. case WZ_ICEWALL:
  15736. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  15737. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  15738. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  15739. break;
  15740. case SA_LANDPROTECTOR:
  15741. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  15742. break;
  15743. case HP_BASILICA:
  15744. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  15745. break;
  15746. case SC_MAELSTROM:
  15747. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  15748. break;
  15749. default:
  15750. if (group->state.song_dance&0x1) //Check for dissonance.
  15751. skill_dance_overlap(unit, 1);
  15752. break;
  15753. }
  15754. clif_getareachar_skillunit(&unit->bl, unit, AREA, 0);
  15755. return unit;
  15756. }
  15757. /**
  15758. * Remove unit
  15759. * @param unit
  15760. */
  15761. int skill_delunit(struct skill_unit* unit)
  15762. {
  15763. struct skill_unit_group *group;
  15764. nullpo_ret(unit);
  15765. if( !unit->alive )
  15766. return 0;
  15767. unit->alive = 0;
  15768. nullpo_ret(group = unit->group);
  15769. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  15770. skill_dance_overlap(unit, 0);
  15771. // invoke onout event
  15772. if( !unit->range )
  15773. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  15774. // perform ondelete actions
  15775. switch (group->skill_id) {
  15776. case HT_ANKLESNARE:
  15777. case SC_ESCAPE:
  15778. {
  15779. struct block_list* target = map_id2bl(group->val2);
  15780. enum sc_type type = status_skill2sc(group->skill_id);
  15781. if( target )
  15782. status_change_end(target, type, INVALID_TIMER);
  15783. }
  15784. break;
  15785. case WZ_ICEWALL:
  15786. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  15787. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  15788. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  15789. break;
  15790. case SA_LANDPROTECTOR:
  15791. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  15792. break;
  15793. case HP_BASILICA:
  15794. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  15795. break;
  15796. case RA_ELECTRICSHOCKER: {
  15797. struct block_list* target = map_id2bl(group->val2);
  15798. if( target )
  15799. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  15800. }
  15801. break;
  15802. case SC_MAELSTROM:
  15803. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  15804. break;
  15805. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  15806. if( group->val2 ) { // Someone Traped
  15807. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  15808. if( tsc && tsc->data[SC__MANHOLE] )
  15809. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  15810. }
  15811. break;
  15812. }
  15813. clif_skill_delunit(unit);
  15814. unit->group=NULL;
  15815. map_delblock(&unit->bl); // don't free yet
  15816. map_deliddb(&unit->bl);
  15817. idb_remove(skillunit_db, unit->bl.id);
  15818. if(--group->alive_count==0)
  15819. skill_delunitgroup(group);
  15820. return 0;
  15821. }
  15822. static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
  15823. /// Returns the target skill_unit_group or NULL if not found.
  15824. struct skill_unit_group* skill_id2group(int group_id) {
  15825. return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
  15826. }
  15827. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  15828. /**
  15829. * Returns a new group_id that isn't being used in skillunit_group_db.
  15830. * Fatal error if nothing is available.
  15831. */
  15832. static int skill_get_new_group_id(void)
  15833. {
  15834. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  15835. return skill_unit_group_newid++;// available
  15836. {// find next id
  15837. int base_id = skill_unit_group_newid;
  15838. while( base_id != ++skill_unit_group_newid )
  15839. {
  15840. if( skill_unit_group_newid < MAX_SKILL )
  15841. skill_unit_group_newid = MAX_SKILL;
  15842. if( skill_id2group(skill_unit_group_newid) == NULL )
  15843. return skill_unit_group_newid++;// available
  15844. }
  15845. // full loop, nothing available
  15846. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  15847. exit(1);
  15848. }
  15849. }
  15850. /**
  15851. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  15852. * @param src Object that cast the skill
  15853. * @param count How many 'cells' used that needed. Related with skill layout
  15854. * @param skill_id ID of used skill
  15855. * @param skill_lv Skill level of used skill
  15856. * @param unit_id Unit ID (look at skill_unit_db.txt)
  15857. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  15858. * @param interval Time interval
  15859. * @return skill_unit_group
  15860. */
  15861. struct skill_unit_group* skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval)
  15862. {
  15863. struct unit_data* ud = unit_bl2ud( src );
  15864. struct skill_unit_group* group;
  15865. int i;
  15866. if(!(skill_id && skill_lv)) return 0;
  15867. nullpo_retr(NULL, src);
  15868. nullpo_retr(NULL, ud);
  15869. // Find a free spot to store the new unit group
  15870. // TODO: Make this flexible maybe by changing this fixed array?
  15871. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  15872. if(i == MAX_SKILLUNITGROUP) {
  15873. // Array is full, make room by discarding oldest group
  15874. int j = 0;
  15875. unsigned maxdiff = 0, tick = gettick();
  15876. for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  15877. unsigned int x = DIFF_TICK(tick,ud->skillunit[i]->tick);
  15878. if(x > maxdiff){
  15879. maxdiff = x;
  15880. j = i;
  15881. }
  15882. }
  15883. skill_delunitgroup(ud->skillunit[j]);
  15884. // Since elements must have shifted, we use the last slot.
  15885. i = MAX_SKILLUNITGROUP-1;
  15886. }
  15887. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  15888. group->src_id = src->id;
  15889. group->party_id = status_get_party_id(src);
  15890. group->guild_id = status_get_guild_id(src);
  15891. group->bg_id = bg_team_get_id(src);
  15892. group->group_id = skill_get_new_group_id();
  15893. group->link_group_id = 0;
  15894. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  15895. group->unit_count = count;
  15896. group->alive_count = 0;
  15897. group->val1 = 0;
  15898. group->val2 = 0;
  15899. group->val3 = 0;
  15900. group->skill_id = skill_id;
  15901. group->skill_lv = skill_lv;
  15902. group->unit_id = unit_id;
  15903. group->map = src->m;
  15904. group->limit = limit;
  15905. group->interval = interval;
  15906. group->tick = gettick();
  15907. group->valstr = NULL;
  15908. ud->skillunit[i] = group;
  15909. if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  15910. group->tick += 1500;
  15911. // Stores this new group to DBMap
  15912. idb_put(skillunit_group_db, group->group_id, group);
  15913. return group;
  15914. }
  15915. /**
  15916. * Remove skill unit group
  15917. * @param group
  15918. * @param file
  15919. * @param line
  15920. * @param *func
  15921. */
  15922. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  15923. {
  15924. struct block_list* src;
  15925. struct unit_data *ud;
  15926. short i, j;
  15927. int link_group_id;
  15928. if( group == NULL ) {
  15929. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  15930. return 0;
  15931. }
  15932. src = map_id2bl(group->src_id);
  15933. ud = unit_bl2ud(src);
  15934. if (!src || !ud) {
  15935. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15936. return 0;
  15937. }
  15938. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  15939. switch( group->skill_id ) {
  15940. case BA_DISSONANCE:
  15941. case BA_POEMBRAGI:
  15942. case BA_WHISTLE:
  15943. case BA_ASSASSINCROSS:
  15944. case BA_APPLEIDUN:
  15945. case DC_UGLYDANCE:
  15946. case DC_HUMMING:
  15947. case DC_DONTFORGETME:
  15948. case DC_FORTUNEKISS:
  15949. case DC_SERVICEFORYOU:
  15950. case NC_NEUTRALBARRIER:
  15951. case NC_STEALTHFIELD:
  15952. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  15953. break;
  15954. }
  15955. }
  15956. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  15957. struct status_change* sc = status_get_sc(src);
  15958. if (sc && sc->data[SC_DANCING]) {
  15959. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  15960. status_change_end(src, SC_DANCING, INVALID_TIMER);
  15961. }
  15962. }
  15963. // End SC from the master when the skill group is deleted
  15964. i = SC_NONE;
  15965. switch (group->unit_id) {
  15966. case UNT_GOSPEL: i = SC_GOSPEL; break;
  15967. case UNT_BASILICA: i = SC_BASILICA; break;
  15968. }
  15969. if (i != SC_NONE) {
  15970. struct status_change *sc = status_get_sc(src);
  15971. if (sc && sc->data[i]) {
  15972. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  15973. status_change_end(src, (sc_type)i, INVALID_TIMER);
  15974. }
  15975. }
  15976. switch( group->skill_id ) {
  15977. case SG_SUN_WARM:
  15978. case SG_MOON_WARM:
  15979. case SG_STAR_WARM:
  15980. {
  15981. struct status_change *sc = NULL;
  15982. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  15983. sc->data[SC_WARM]->val4 = 0;
  15984. status_change_end(src, SC_WARM, INVALID_TIMER);
  15985. }
  15986. }
  15987. break;
  15988. case NC_NEUTRALBARRIER:
  15989. {
  15990. struct status_change *sc = NULL;
  15991. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  15992. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  15993. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  15994. }
  15995. }
  15996. break;
  15997. case NC_STEALTHFIELD:
  15998. {
  15999. struct status_change *sc = NULL;
  16000. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  16001. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  16002. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  16003. }
  16004. }
  16005. break;
  16006. case LG_BANDING:
  16007. {
  16008. struct status_change *sc = NULL;
  16009. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  16010. sc->data[SC_BANDING]->val4 = 0;
  16011. status_change_end(src,SC_BANDING,INVALID_TIMER);
  16012. }
  16013. }
  16014. break;
  16015. }
  16016. if (src->type==BL_PC && group->state.ammo_consume)
  16017. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  16018. group->alive_count=0;
  16019. // remove all unit cells
  16020. if(group->unit != NULL)
  16021. for( i = 0; i < group->unit_count; i++ )
  16022. skill_delunit(&group->unit[i]);
  16023. // clear Talkie-box string
  16024. if( group->valstr != NULL ) {
  16025. aFree(group->valstr);
  16026. group->valstr = NULL;
  16027. }
  16028. idb_remove(skillunit_group_db, group->group_id);
  16029. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  16030. group->unit = NULL;
  16031. group->group_id = 0;
  16032. group->unit_count = 0;
  16033. link_group_id = group->link_group_id;
  16034. group->link_group_id = 0;
  16035. // locate this group, swap with the last entry and delete it
  16036. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  16037. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  16038. j--;
  16039. if( i < MAX_SKILLUNITGROUP ) {
  16040. ud->skillunit[i] = ud->skillunit[j];
  16041. ud->skillunit[j] = NULL;
  16042. ers_free(skill_unit_ers, group);
  16043. } else
  16044. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  16045. if(link_group_id) {
  16046. struct skill_unit_group* group_cur = skill_id2group(link_group_id);
  16047. if(group_cur)
  16048. skill_delunitgroup(group_cur);
  16049. }
  16050. return 1;
  16051. }
  16052. /**
  16053. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  16054. * @param src
  16055. */
  16056. void skill_clear_unitgroup(struct block_list *src)
  16057. {
  16058. struct unit_data *ud;
  16059. nullpo_retv(src);
  16060. nullpo_retv((ud = unit_bl2ud(src)));
  16061. while (ud->skillunit[0])
  16062. skill_delunitgroup(ud->skillunit[0]);
  16063. }
  16064. /**
  16065. * Search tickset for skill unit in skill unit group
  16066. * @param bl Block List for skill_unit
  16067. * @param group Skill unit group
  16068. * @param tick
  16069. * @return skill_unit_group_tickset if found
  16070. */
  16071. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int tick)
  16072. {
  16073. int i, j = -1, s, id;
  16074. struct unit_data *ud;
  16075. struct skill_unit_group_tickset *set;
  16076. nullpo_ret(bl);
  16077. if (group->interval == -1)
  16078. return NULL;
  16079. ud = unit_bl2ud(bl);
  16080. if (!ud)
  16081. return NULL;
  16082. set = ud->skillunittick;
  16083. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  16084. id = s = group->skill_id;
  16085. else
  16086. id = s = group->group_id;
  16087. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  16088. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  16089. if (set[k].id == id)
  16090. return &set[k];
  16091. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  16092. j=k;
  16093. }
  16094. if (j == -1) {
  16095. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  16096. j = id % MAX_SKILLUNITGROUPTICKSET;
  16097. }
  16098. set[j].id = id;
  16099. set[j].tick = tick;
  16100. return &set[j];
  16101. }
  16102. /*==========================================
  16103. * Check for validity skill unit that triggered by skill_unit_timer_sub
  16104. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  16105. *------------------------------------------*/
  16106. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  16107. {
  16108. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  16109. struct skill_unit_group* group = NULL;
  16110. unsigned int tick = va_arg(ap,unsigned int);
  16111. nullpo_ret(unit);
  16112. if( !unit->alive || bl->prev == NULL )
  16113. return 0;
  16114. nullpo_ret(group = unit->group);
  16115. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && !(skill_get_inf3(group->skill_id)&(INF3_NOLP)) && group->skill_id != NC_NEUTRALBARRIER && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) )
  16116. return 0; //AoE skills are ineffective. [Skotlex]
  16117. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  16118. return 0;
  16119. skill_unit_onplace_timer(unit,bl,tick);
  16120. return 1;
  16121. }
  16122. /**
  16123. * @see DBApply
  16124. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  16125. */
  16126. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  16127. {
  16128. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  16129. struct skill_unit_group* group = NULL;
  16130. unsigned int tick = va_arg(ap,unsigned int);
  16131. bool dissonance;
  16132. struct block_list* bl = &unit->bl;
  16133. nullpo_ret(unit);
  16134. if( !unit->alive )
  16135. return 0;
  16136. nullpo_ret(group = unit->group);
  16137. // Check for expiration
  16138. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  16139. {// skill unit expired (inlined from skill_unit_onlimit())
  16140. switch( group->unit_id ) {
  16141. case UNT_BLASTMINE:
  16142. #ifdef RENEWAL
  16143. case UNT_CLAYMORETRAP:
  16144. #endif
  16145. case UNT_GROUNDDRIFT_WIND:
  16146. case UNT_GROUNDDRIFT_DARK:
  16147. case UNT_GROUNDDRIFT_POISON:
  16148. case UNT_GROUNDDRIFT_WATER:
  16149. case UNT_GROUNDDRIFT_FIRE:
  16150. group->unit_id = UNT_USED_TRAPS;
  16151. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  16152. group->limit=DIFF_TICK(tick+1500,group->tick);
  16153. unit->limit=DIFF_TICK(tick+1500,group->tick);
  16154. break;
  16155. case UNT_ANKLESNARE:
  16156. case UNT_ELECTRICSHOCKER:
  16157. if (group->val2 > 0) { //Used Trap doesn't return back to item
  16158. skill_delunit(unit);
  16159. break;
  16160. }
  16161. case UNT_SKIDTRAP:
  16162. case UNT_LANDMINE:
  16163. case UNT_SHOCKWAVE:
  16164. case UNT_SANDMAN:
  16165. case UNT_FLASHER:
  16166. case UNT_FREEZINGTRAP:
  16167. #ifndef RENEWAL
  16168. case UNT_CLAYMORETRAP:
  16169. #endif
  16170. case UNT_TALKIEBOX:
  16171. case UNT_CLUSTERBOMB:
  16172. case UNT_MAGENTATRAP:
  16173. case UNT_COBALTTRAP:
  16174. case UNT_MAIZETRAP:
  16175. case UNT_VERDURETRAP:
  16176. case UNT_FIRINGTRAP:
  16177. case UNT_ICEBOUNDTRAP:
  16178. {
  16179. struct block_list* src;
  16180. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  16181. { // revert unit back into a trap
  16182. struct item item_tmp;
  16183. memset(&item_tmp,0,sizeof(item_tmp));
  16184. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  16185. item_tmp.identify = 1;
  16186. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  16187. }
  16188. skill_delunit(unit);
  16189. }
  16190. break;
  16191. case UNT_WARP_ACTIVE:
  16192. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  16193. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  16194. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  16195. // restart timers
  16196. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  16197. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  16198. // apply effect to all units standing on it
  16199. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  16200. break;
  16201. case UNT_CALLFAMILY:
  16202. {
  16203. struct map_session_data *sd = NULL;
  16204. if(group->val1) {
  16205. sd = map_charid2sd(group->val1);
  16206. group->val1 = 0;
  16207. if (sd && !map[sd->bl.m].flag.nowarp)
  16208. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16209. }
  16210. if(group->val2) {
  16211. sd = map_charid2sd(group->val2);
  16212. group->val2 = 0;
  16213. if (sd && !map[sd->bl.m].flag.nowarp)
  16214. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16215. }
  16216. skill_delunit(unit);
  16217. }
  16218. break;
  16219. case UNT_REVERBERATION:
  16220. case UNT_NETHERWORLD:
  16221. if( unit->val1 <= 0 ) { // If it was deactivated.
  16222. skill_delunit(unit);
  16223. break;
  16224. }
  16225. clif_changetraplook(bl,UNT_USED_TRAPS);
  16226. if (group->unit_id == UNT_REVERBERATION)
  16227. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16228. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16229. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16230. group->unit_id = UNT_USED_TRAPS;
  16231. break;
  16232. case UNT_FEINTBOMB: {
  16233. struct block_list *src = map_id2bl(group->src_id);
  16234. struct status_change *sc;
  16235. if (src && (sc = status_get_sc(src)) != NULL && sc->data[SC__FEINTBOMB]) { // Copycat explodes if caster is still hidden.
  16236. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  16237. status_change_end(bl, SC__FEINTBOMB, INVALID_TIMER);
  16238. }
  16239. skill_delunit(unit);
  16240. }
  16241. break;
  16242. case UNT_BANDING:
  16243. {
  16244. struct block_list *src = map_id2bl(group->src_id);
  16245. struct status_change *sc;
  16246. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  16247. skill_delunit(unit);
  16248. break;
  16249. }
  16250. // This unit isn't removed while SC_BANDING is active.
  16251. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  16252. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  16253. }
  16254. break;
  16255. case UNT_B_TRAP:
  16256. {
  16257. struct block_list* src;
  16258. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  16259. struct item item_tmp;
  16260. memset(&item_tmp, 0, sizeof(item_tmp));
  16261. item_tmp.nameid = group->item_id;
  16262. item_tmp.identify = 1;
  16263. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  16264. }
  16265. skill_delunit(unit);
  16266. }
  16267. break;
  16268. default:
  16269. skill_delunit(unit);
  16270. }
  16271. } else {// skill unit is still active
  16272. switch( group->unit_id ) {
  16273. case UNT_ICEWALL:
  16274. // icewall loses 50 hp every second
  16275. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  16276. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  16277. unit->limit = DIFF_TICK(tick+700,group->tick);
  16278. break;
  16279. case UNT_BLASTMINE:
  16280. case UNT_SKIDTRAP:
  16281. case UNT_LANDMINE:
  16282. case UNT_SHOCKWAVE:
  16283. case UNT_SANDMAN:
  16284. case UNT_FLASHER:
  16285. case UNT_CLAYMORETRAP:
  16286. case UNT_FREEZINGTRAP:
  16287. case UNT_TALKIEBOX:
  16288. case UNT_ANKLESNARE:
  16289. case UNT_B_TRAP:
  16290. if( unit->val1 <= 0 ) {
  16291. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  16292. skill_delunit(unit);
  16293. else {
  16294. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  16295. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  16296. group->unit_id = UNT_USED_TRAPS;
  16297. }
  16298. }
  16299. break;
  16300. case UNT_REVERBERATION:
  16301. case UNT_NETHERWORLD:
  16302. if (unit->val1 <= 0) {
  16303. clif_changetraplook(bl,UNT_USED_TRAPS);
  16304. if (group->unit_id == UNT_REVERBERATION)
  16305. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16306. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16307. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16308. group->unit_id = UNT_USED_TRAPS;
  16309. }
  16310. break;
  16311. case UNT_WALLOFTHORN:
  16312. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  16313. skill_delunitgroup(group);
  16314. break;
  16315. }
  16316. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  16317. skill_delunit(unit);
  16318. break;
  16319. }
  16320. }
  16321. //Don't continue if unit or even group is expired and has been deleted.
  16322. if( !group || !unit->alive )
  16323. return 0;
  16324. dissonance = skill_dance_switch(unit, 0);
  16325. if( unit->range >= 0 && group->interval != -1 )
  16326. {
  16327. if( battle_config.skill_wall_check )
  16328. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16329. else
  16330. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16331. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  16332. group->unit_id = UNT_USED_TRAPS;
  16333. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  16334. unit->range = -1; //Disable processed cell.
  16335. if (--group->val1 <= 0) { // number of live cells
  16336. //All tiles were processed, disable skill.
  16337. group->target_flag=BCT_NOONE;
  16338. group->bl_flag= BL_NUL;
  16339. }
  16340. }
  16341. }
  16342. if( dissonance )
  16343. skill_dance_switch(unit, 1);
  16344. return 0;
  16345. }
  16346. /*==========================================
  16347. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  16348. *------------------------------------------*/
  16349. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  16350. {
  16351. map_freeblock_lock();
  16352. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  16353. map_freeblock_unlock();
  16354. return 0;
  16355. }
  16356. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  16357. /*==========================================
  16358. * flag :
  16359. * 1 : store that skill_unit in array
  16360. * 2 : clear that skill_unit
  16361. * 4 : call_on_left
  16362. *------------------------------------------*/
  16363. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  16364. {
  16365. struct skill_unit* unit = (struct skill_unit *)bl;
  16366. struct skill_unit_group* group = NULL;
  16367. struct block_list* target = va_arg(ap,struct block_list*);
  16368. unsigned int tick = va_arg(ap,unsigned int);
  16369. int flag = va_arg(ap,int);
  16370. bool dissonance;
  16371. uint16 skill_id;
  16372. int i;
  16373. nullpo_ret(unit);
  16374. nullpo_ret(target);
  16375. if( !unit->alive || target->prev == NULL )
  16376. return 0;
  16377. nullpo_ret(group = unit->group);
  16378. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  16379. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  16380. dissonance = skill_dance_switch(unit, 0);
  16381. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  16382. skill_id = group->skill_id;
  16383. if( group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  16384. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  16385. if( dissonance ) {
  16386. skill_dance_switch(unit, 1);
  16387. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  16388. }
  16389. return 0;
  16390. }
  16391. //Target-type check.
  16392. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  16393. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  16394. if( flag&1 ) {
  16395. if( flag&2 ) { //Clear this skill id.
  16396. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  16397. if( i < ARRAYLENGTH(skill_unit_temp) )
  16398. skill_unit_temp[i] = 0;
  16399. }
  16400. } else {
  16401. if( flag&2 ) { //Store this skill id.
  16402. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16403. if( i < ARRAYLENGTH(skill_unit_temp) )
  16404. skill_unit_temp[i] = skill_id;
  16405. else
  16406. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16407. }
  16408. }
  16409. if( flag&4 )
  16410. skill_unit_onleft(skill_id,target,tick);
  16411. }
  16412. if( dissonance )
  16413. skill_dance_switch(unit, 1);
  16414. return 0;
  16415. } else {
  16416. if( flag&1 ) {
  16417. int result = skill_unit_onplace(unit,target,tick);
  16418. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  16419. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  16420. if( i < ARRAYLENGTH(skill_unit_temp) )
  16421. skill_unit_temp[i] = 0;
  16422. }
  16423. } else {
  16424. int result = skill_unit_onout(unit,target,tick);
  16425. if( flag&2 && result ) { //Store this unit id.
  16426. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16427. if( i < ARRAYLENGTH(skill_unit_temp) )
  16428. skill_unit_temp[i] = skill_id;
  16429. else
  16430. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16431. }
  16432. }
  16433. //TODO: Normally, this is dangerous since the unit and group could be freed
  16434. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  16435. //cells do not get deleted within them. [Skotlex]
  16436. if( dissonance )
  16437. skill_dance_switch(unit, 1);
  16438. if( flag&4 )
  16439. skill_unit_onleft(skill_id,target,tick);
  16440. return 1;
  16441. }
  16442. }
  16443. /*==========================================
  16444. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  16445. * Flag values:
  16446. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  16447. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  16448. * units to figure out when they have left a group.
  16449. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  16450. *------------------------------------------*/
  16451. int skill_unit_move(struct block_list *bl, unsigned int tick, int flag)
  16452. {
  16453. nullpo_ret(bl);
  16454. if( bl->prev == NULL )
  16455. return 0;
  16456. if( flag&2 && !(flag&1) ) //Onout, clear data
  16457. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  16458. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  16459. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  16460. int i;
  16461. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  16462. if( skill_unit_temp[i] )
  16463. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  16464. }
  16465. return 0;
  16466. }
  16467. /*==========================================
  16468. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  16469. * @param bl Skill unit
  16470. * @param m Map
  16471. * @param dx
  16472. * @param dy
  16473. *------------------------------------------*/
  16474. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  16475. unsigned int tick = gettick();
  16476. struct skill_unit *su;
  16477. if (bl->type != BL_SKILL)
  16478. return;
  16479. if (!(su = (struct skill_unit *)bl))
  16480. return;
  16481. if (!su->alive)
  16482. return;
  16483. if (su->group && skill_get_unit_flag(su->group->skill_id)&UF_ENSEMBLE)
  16484. return; //Ensembles may not be moved around.
  16485. if (!bl->prev) {
  16486. bl->x = dx;
  16487. bl->y = dy;
  16488. return;
  16489. }
  16490. map_moveblock(bl, dx, dy, tick);
  16491. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  16492. clif_getareachar_skillunit(bl, su, AREA, 0);
  16493. return;
  16494. }
  16495. /**
  16496. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  16497. * @param group Skill Group
  16498. * @param m Map
  16499. * @param dx
  16500. * @param dy
  16501. */
  16502. void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  16503. {
  16504. int i, j;
  16505. unsigned int tick = gettick();
  16506. int *m_flag;
  16507. struct skill_unit *unit1;
  16508. struct skill_unit *unit2;
  16509. if (group == NULL)
  16510. return;
  16511. if (group->unit_count <= 0)
  16512. return;
  16513. if (group->unit == NULL)
  16514. return;
  16515. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  16516. return; //Ensembles may not be moved around.
  16517. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  16518. // m_flag
  16519. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  16520. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  16521. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  16522. // 3: Both 1+2.
  16523. for(i = 0; i < group->unit_count; i++) {
  16524. unit1 =& group->unit[i];
  16525. if (!unit1->alive || unit1->bl.m != m)
  16526. continue;
  16527. for(j = 0; j < group->unit_count; j++) {
  16528. unit2 = &group->unit[j];
  16529. if (!unit2->alive)
  16530. continue;
  16531. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  16532. m_flag[i] |= 0x1;
  16533. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  16534. m_flag[i] |= 0x2;
  16535. }
  16536. }
  16537. j = 0;
  16538. for (i = 0; i < group->unit_count; i++) {
  16539. unit1 = &group->unit[i];
  16540. if (!unit1->alive)
  16541. continue;
  16542. if (!(m_flag[i]&0x2)) {
  16543. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  16544. skill_dance_overlap(unit1, 0);
  16545. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  16546. }
  16547. //Move Cell using "smart" criteria (avoid useless moving around)
  16548. switch(m_flag[i]) {
  16549. case 0:
  16550. //Cell moves independently, safely move it.
  16551. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  16552. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  16553. break;
  16554. case 1:
  16555. //Cell moves unto another cell, look for a replacement cell that won't collide
  16556. //and has no cell moving into it (flag == 2)
  16557. for(; j < group->unit_count; j++) {
  16558. int dx2, dy2;
  16559. if(m_flag[j] != 2 || !group->unit[j].alive)
  16560. continue;
  16561. //Move to where this cell would had moved.
  16562. unit2 = &group->unit[j];
  16563. dx2 = unit2->bl.x + dx - unit1->bl.x;
  16564. dy2 = unit2->bl.y + dy - unit1->bl.y;
  16565. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  16566. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  16567. j++; //Skip this cell as we have used it.
  16568. break;
  16569. }
  16570. break;
  16571. case 2:
  16572. case 3:
  16573. break; //Don't move the cell as a cell will end on this tile anyway.
  16574. }
  16575. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  16576. if (group->state.song_dance&0x1) //Check for dissonance effect.
  16577. skill_dance_overlap(unit1, 1);
  16578. clif_getareachar_skillunit(&unit1->bl, unit1, AREA, 0);
  16579. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  16580. }
  16581. }
  16582. aFree(m_flag);
  16583. }
  16584. /**
  16585. * Checking product requirement in player's inventory.
  16586. * Checking if player has the item or not, the amount, and the weight limit.
  16587. * @param sd Player
  16588. * @param nameid Product requested
  16589. * @param trigger Trigger criteria to match will 'ItemLv'
  16590. * @param qty Amount of item will be created
  16591. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  16592. */
  16593. short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty)
  16594. {
  16595. short i, j;
  16596. nullpo_ret(sd);
  16597. if (!nameid || !itemdb_exists(nameid))
  16598. return 0;
  16599. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  16600. if (skill_produce_db[i].nameid == nameid) {
  16601. if ((j = skill_produce_db[i].req_skill) > 0 &&
  16602. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  16603. continue; // must iterate again to check other skills that produce it. [malufett]
  16604. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  16605. continue; // special case
  16606. break;
  16607. }
  16608. }
  16609. if (i >= MAX_SKILL_PRODUCE_DB)
  16610. return 0;
  16611. // Cannot carry the produced stuff
  16612. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  16613. return 0;
  16614. // Matching the requested produce list
  16615. if (trigger >= 0) {
  16616. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  16617. if (skill_produce_db[i].itemlv != trigger)
  16618. return 0;
  16619. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  16620. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  16621. return 0;
  16622. } else { // Weapon (itemlv must be higher or equal)
  16623. if (skill_produce_db[i].itemlv > trigger)
  16624. return 0;
  16625. }
  16626. }
  16627. // Check on player's inventory
  16628. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  16629. unsigned short nameid_produce;
  16630. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  16631. continue;
  16632. if (skill_produce_db[i].mat_amount[j] == 0) {
  16633. if (pc_search_inventory(sd,nameid_produce) < 0)
  16634. return 0;
  16635. } else {
  16636. unsigned short idx, amt;
  16637. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  16638. if (sd->status.inventory[idx].nameid == nameid_produce)
  16639. amt += sd->status.inventory[idx].amount;
  16640. if (amt < qty * skill_produce_db[i].mat_amount[j])
  16641. return 0;
  16642. }
  16643. }
  16644. return i + 1;
  16645. }
  16646. /**
  16647. * Attempt to produce an item
  16648. * @param sd Player
  16649. * @param skill_id Skill used
  16650. * @param nameid Requested product
  16651. * @param slot1
  16652. * @param slot2
  16653. * @param slot3
  16654. * @param qty Amount of requested item
  16655. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  16656. * @return True is success, False if failed
  16657. */
  16658. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  16659. {
  16660. int slot[3];
  16661. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  16662. int num = -1; // exclude the recipe
  16663. struct status_data *status;
  16664. struct item_data* data;
  16665. nullpo_ret(sd);
  16666. status = status_get_status_data(&sd->bl);
  16667. if( sd->skill_id_old == skill_id )
  16668. skill_lv = sd->skill_lv_old;
  16669. if (produce_idx == -1) {
  16670. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  16671. return false;
  16672. idx--;
  16673. }
  16674. else
  16675. idx = produce_idx;
  16676. if (qty < 1)
  16677. qty = 1;
  16678. if (!skill_id) //A skill can be specified for some override cases.
  16679. skill_id = skill_produce_db[idx].req_skill;
  16680. if( skill_id == GC_RESEARCHNEWPOISON )
  16681. skill_id = GC_CREATENEWPOISON;
  16682. slot[0] = slot1;
  16683. slot[1] = slot2;
  16684. slot[2] = slot3;
  16685. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  16686. short j;
  16687. if (slot[i] <= 0)
  16688. continue;
  16689. j = pc_search_inventory(sd,slot[i]);
  16690. if (j < 0)
  16691. continue;
  16692. if (slot[i] == ITEMID_STAR_CRUMB) {
  16693. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16694. sc++;
  16695. }
  16696. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  16697. static const int ele_table[4] = { 3, 1, 4, 2 };
  16698. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16699. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  16700. }
  16701. }
  16702. if (skill_id == RK_RUNEMASTERY) {
  16703. int temp_qty, runemastery_skill_lv = pc_checkskill(sd,skill_id);
  16704. data = itemdb_search(nameid);
  16705. if (runemastery_skill_lv >= 10) temp_qty = 1 + rnd()%3;
  16706. else if (runemastery_skill_lv > 5) temp_qty = 1 + rnd()%2;
  16707. else temp_qty = 1;
  16708. if (data->stack.inventory) {
  16709. for (i = 0; i < MAX_INVENTORY; i++) {
  16710. if (sd->status.inventory[i].nameid == nameid) {
  16711. if (sd->status.inventory[i].amount >= data->stack.amount) {
  16712. clif_msg(sd,RUNE_CANT_CREATE);
  16713. return 0;
  16714. } else {
  16715. // The amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  16716. if (temp_qty + sd->status.inventory[i].amount >= data->stack.amount)
  16717. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  16718. }
  16719. break;
  16720. }
  16721. }
  16722. }
  16723. qty = temp_qty;
  16724. }
  16725. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  16726. short id, x, j;
  16727. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  16728. continue;
  16729. num++;
  16730. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  16731. do {
  16732. int y = 0;
  16733. j = pc_search_inventory(sd,id);
  16734. if (j >= 0) {
  16735. y = sd->status.inventory[j].amount;
  16736. if (y > x)
  16737. y = x;
  16738. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  16739. } else {
  16740. ShowError("skill_produce_mix: material item error\n");
  16741. return false;
  16742. }
  16743. x -= y;
  16744. } while( j >= 0 && x > 0 );
  16745. }
  16746. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
  16747. wlv = itemdb_wlv(nameid);
  16748. if (!equip) {
  16749. switch (skill_id) {
  16750. case BS_IRON:
  16751. case BS_STEEL:
  16752. case BS_ENCHANTEDSTONE:
  16753. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  16754. i = pc_checkskill(sd,skill_id);
  16755. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  16756. switch (nameid) {
  16757. case ITEMID_IRON:
  16758. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  16759. break;
  16760. case ITEMID_STEEL:
  16761. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  16762. break;
  16763. case ITEMID_STAR_CRUMB:
  16764. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  16765. break;
  16766. default: // Enchanted Stones
  16767. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  16768. break;
  16769. }
  16770. break;
  16771. case ASC_CDP:
  16772. make_per = (2000 + 40*status->dex + 20*status->luk);
  16773. break;
  16774. case AL_HOLYWATER:
  16775. case AB_ANCILLA:
  16776. make_per = 100000; //100% success
  16777. break;
  16778. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  16779. case AM_TWILIGHT1:
  16780. case AM_TWILIGHT2:
  16781. case AM_TWILIGHT3:
  16782. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  16783. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  16784. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  16785. if (hom_is_active(sd->hd)) {//Player got a homun
  16786. int skill;
  16787. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  16788. make_per += skill*100; //+1% bonus per level
  16789. }
  16790. switch(nameid){
  16791. case ITEMID_RED_POTION:
  16792. case ITEMID_YELLOW_POTION:
  16793. case ITEMID_WHITE_POTION:
  16794. make_per += (1+rnd()%100)*10 + 2000;
  16795. break;
  16796. case ITEMID_ALCOHOL:
  16797. make_per += (1+rnd()%100)*10 + 1000;
  16798. break;
  16799. case ITEMID_FIRE_BOTTLE:
  16800. case ITEMID_ACID_BOTTLE:
  16801. case ITEMID_MAN_EATER_BOTTLE:
  16802. case ITEMID_MINI_BOTTLE:
  16803. make_per += (1+rnd()%100)*10;
  16804. break;
  16805. case ITEMID_YELLOW_SLIM_POTION:
  16806. make_per -= (1+rnd()%50)*10;
  16807. break;
  16808. case ITEMID_WHITE_SLIM_POTION:
  16809. case ITEMID_COATING_BOTTLE:
  16810. make_per -= (1+rnd()%100)*10;
  16811. break;
  16812. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  16813. case ITEMID_BLUE_POTION:
  16814. case ITEMID_RED_SLIM_POTION:
  16815. case ITEMID_ANODYNE:
  16816. case ITEMID_ALOEBERA:
  16817. default:
  16818. break;
  16819. }
  16820. if (battle_config.pp_rate != 100)
  16821. make_per = make_per * battle_config.pp_rate / 100;
  16822. break;
  16823. case SA_CREATECON: // Elemental Converter Creation
  16824. make_per = 100000; // should be 100% success rate
  16825. break;
  16826. case RK_RUNEMASTERY: {
  16827. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  16828. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  16829. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  16830. int D = 0;
  16831. switch (nameid) { //rune rank it_diff 9 craftable rune
  16832. case ITEMID_BERKANA:
  16833. D = -2000;
  16834. break; //Rank S
  16835. case ITEMID_NAUTHIZ:
  16836. case ITEMID_URUZ:
  16837. D = -1500;
  16838. break; //Rank A
  16839. case ITEMID_ISA:
  16840. case ITEMID_WYRD:
  16841. D = -1000;
  16842. break; //Rank B
  16843. case ITEMID_RAIDO:
  16844. case ITEMID_THURISAZ:
  16845. case ITEMID_HAGALAZ:
  16846. case ITEMID_OTHILA:
  16847. D = -500;
  16848. break; //Rank C
  16849. default:
  16850. D = -1500;
  16851. break; //not specified =-15%
  16852. }
  16853. make_per = A + B + C + D;
  16854. }
  16855. break;
  16856. case GC_CREATENEWPOISON:
  16857. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  16858. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  16859. break;
  16860. case GN_CHANGEMATERIAL:
  16861. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  16862. if (skill_changematerial_db[i].nameid == nameid) {
  16863. make_per = skill_changematerial_db[i].rate * 10;
  16864. break;
  16865. }
  16866. }
  16867. break;
  16868. case GN_S_PHARMACY:
  16869. {
  16870. int difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  16871. make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
  16872. (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
  16873. switch(nameid){// difficulty factor
  16874. case ITEMID_HP_INCREASE_POTION_SMALL:
  16875. case ITEMID_SP_INCREASE_POTION_SMALL:
  16876. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  16877. difficulty += 10;
  16878. break;
  16879. case ITEMID_BOMB_MUSHROOM_SPORE:
  16880. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  16881. difficulty += 15;
  16882. break;
  16883. case ITEMID_BANANA_BOMB:
  16884. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  16885. case ITEMID_SP_INCREASE_POTION_LARGE:
  16886. case ITEMID_VITATA500:
  16887. difficulty += 20;
  16888. break;
  16889. case ITEMID_SEED_OF_HORNY_PLANT:
  16890. case ITEMID_BLOODSUCK_PLANT_SEED:
  16891. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  16892. difficulty += 30;
  16893. break;
  16894. case ITEMID_HP_INCREASE_POTION_LARGE:
  16895. case ITEMID_CURE_FREE:
  16896. difficulty += 40;
  16897. break;
  16898. }
  16899. if( make_per >= 400 && make_per > difficulty)
  16900. qty = 10;
  16901. else if( make_per >= 300 && make_per > difficulty)
  16902. qty = 7;
  16903. else if( make_per >= 100 && make_per > difficulty)
  16904. qty = 6;
  16905. else if( make_per >= 1 && make_per > difficulty)
  16906. qty = 5;
  16907. else
  16908. qty = 4;
  16909. make_per = 10000;
  16910. }
  16911. break;
  16912. case GN_MAKEBOMB:
  16913. case GN_MIX_COOKING:
  16914. {
  16915. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  16916. make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3)
  16917. qty = ~(5 + rnd()%5) + 1;
  16918. switch(nameid){// difficulty factor
  16919. case ITEMID_APPLE_BOMB:
  16920. difficulty += 5;
  16921. break;
  16922. case ITEMID_COCONUT_BOMB:
  16923. case ITEMID_MELON_BOMB:
  16924. difficulty += 10;
  16925. break;
  16926. case ITEMID_SAVAGE_FULL_ROAST:
  16927. case ITEMID_COCKTAIL_WARG_BLOOD:
  16928. case ITEMID_MINOR_STEW:
  16929. case ITEMID_SIROMA_ICED_TEA:
  16930. case ITEMID_DROSERA_HERB_SALAD:
  16931. case ITEMID_PETITE_TAIL_NOODLES:
  16932. case ITEMID_PINEAPPLE_BOMB:
  16933. difficulty += 15;
  16934. break;
  16935. case ITEMID_BANANA_BOMB:
  16936. difficulty += 20;
  16937. break;
  16938. }
  16939. if( make_per >= 30 && make_per > difficulty)
  16940. qty = 10 + rnd()%2;
  16941. else if( make_per >= 10 && make_per > difficulty)
  16942. qty = 10;
  16943. else if( make_per == 10 && make_per > difficulty)
  16944. qty = 8;
  16945. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  16946. ;// Food/Bomb creation fails.
  16947. else if( make_per >= 30 && make_per < difficulty)
  16948. qty = 5;
  16949. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  16950. qty = ~qty + 1;
  16951. make_per = 0;
  16952. }
  16953. else
  16954. make_per = 10000;
  16955. qty = (skill_lv > 1 ? qty : 1);
  16956. }
  16957. break;
  16958. default:
  16959. if (sd->menuskill_id == AM_PHARMACY &&
  16960. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  16961. { //Assume Cooking Dish
  16962. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  16963. make_per = 10000; //100% Success
  16964. else
  16965. make_per = 1200 * (sd->menuskill_val - 10)
  16966. + 20 * (sd->status.base_level + 1)
  16967. + 20 * (status->dex + 1)
  16968. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  16969. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  16970. - 10 * (100 - status->luk + 1)
  16971. - 500 * (num - 1)
  16972. - 100 * (rnd()%4 + 1);
  16973. break;
  16974. }
  16975. make_per = 5000;
  16976. break;
  16977. }
  16978. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  16979. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  16980. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  16981. 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
  16982. 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
  16983. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
  16984. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5
  16985. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
  16986. else if (pc_search_inventory(sd,ITEMID_ANVIL) > 0) make_per+= 0; // Anvil: +0?
  16987. if (battle_config.wp_rate != 100)
  16988. make_per = make_per * battle_config.wp_rate / 100;
  16989. }
  16990. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  16991. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  16992. if (make_per < 1) make_per = 1;
  16993. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  16994. struct item tmp_item;
  16995. memset(&tmp_item,0,sizeof(tmp_item));
  16996. tmp_item.nameid = nameid;
  16997. tmp_item.amount = 1;
  16998. tmp_item.identify = 1;
  16999. if (equip) {
  17000. tmp_item.card[0] = CARD0_FORGE;
  17001. tmp_item.card[1] = ((sc*5)<<8)+ele;
  17002. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17003. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17004. } else {
  17005. //Flag is only used on the end, so it can be used here. [Skotlex]
  17006. switch (skill_id) {
  17007. case BS_DAGGER:
  17008. case BS_SWORD:
  17009. case BS_TWOHANDSWORD:
  17010. case BS_AXE:
  17011. case BS_MACE:
  17012. case BS_KNUCKLE:
  17013. case BS_SPEAR:
  17014. flag = battle_config.produce_item_name_input&0x1;
  17015. break;
  17016. case AM_PHARMACY:
  17017. case AM_TWILIGHT1:
  17018. case AM_TWILIGHT2:
  17019. case AM_TWILIGHT3:
  17020. flag = battle_config.produce_item_name_input&0x2;
  17021. break;
  17022. case AL_HOLYWATER:
  17023. case AB_ANCILLA:
  17024. flag = battle_config.produce_item_name_input&0x8;
  17025. break;
  17026. case ASC_CDP:
  17027. flag = battle_config.produce_item_name_input&0x10;
  17028. break;
  17029. default:
  17030. flag = battle_config.produce_item_name_input&0x80;
  17031. break;
  17032. }
  17033. if (flag) {
  17034. tmp_item.card[0] = CARD0_CREATE;
  17035. tmp_item.card[1] = 0;
  17036. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17037. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17038. }
  17039. }
  17040. // if(log_config.produce > 0)
  17041. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  17042. //TODO update PICKLOG
  17043. if (equip) {
  17044. clif_produceeffect(sd,0,nameid);
  17045. clif_misceffect(&sd->bl,3);
  17046. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  17047. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  17048. } else {
  17049. int fame = 0;
  17050. tmp_item.amount = 0;
  17051. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  17052. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  17053. tmp_item.amount = qty;
  17054. break;
  17055. }
  17056. if (qty == 1 || rnd()%10000 < make_per) { //Success
  17057. tmp_item.amount++;
  17058. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  17059. continue;
  17060. if (skill_id != AM_PHARMACY &&
  17061. skill_id != AM_TWILIGHT1 &&
  17062. skill_id != AM_TWILIGHT2 &&
  17063. skill_id != AM_TWILIGHT3)
  17064. continue;
  17065. //Add fame as needed.
  17066. switch(++sd->potion_success_counter) {
  17067. case 3:
  17068. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  17069. break;
  17070. case 5:
  17071. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  17072. break;
  17073. case 7:
  17074. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  17075. break;
  17076. case 10:
  17077. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  17078. sd->potion_success_counter = 0;
  17079. break;
  17080. }
  17081. } else //Failure
  17082. sd->potion_success_counter = 0;
  17083. }
  17084. if (fame)
  17085. pc_addfame(sd,fame);
  17086. //Visual effects and the like.
  17087. switch (skill_id) {
  17088. case AM_PHARMACY:
  17089. case AM_TWILIGHT1:
  17090. case AM_TWILIGHT2:
  17091. case AM_TWILIGHT3:
  17092. case ASC_CDP:
  17093. case GC_CREATENEWPOISON:
  17094. clif_produceeffect(sd,2,nameid);
  17095. clif_misceffect(&sd->bl,5);
  17096. break;
  17097. case BS_IRON:
  17098. case BS_STEEL:
  17099. case BS_ENCHANTEDSTONE:
  17100. clif_produceeffect(sd,0,nameid);
  17101. clif_misceffect(&sd->bl,3);
  17102. break;
  17103. case RK_RUNEMASTERY:
  17104. clif_produceeffect(sd,4,nameid);
  17105. clif_misceffect(&sd->bl,5);
  17106. break;
  17107. default: //Those that don't require a skill?
  17108. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  17109. clif_specialeffect(&sd->bl, 608, AREA);
  17110. if (sd->cook_mastery < 1999)
  17111. pc_setglobalreg(sd, add_str("COOK_MASTERY"), sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  17112. }
  17113. break;
  17114. }
  17115. }
  17116. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  17117. int j, k = 0, l;
  17118. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  17119. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  17120. if (skill_changematerial_db[i].nameid == nameid){
  17121. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  17122. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  17123. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  17124. tmp_item.amount = (isStackable ? total_qty : 1);
  17125. for (l = 0; l < total_qty; l += tmp_item.amount) {
  17126. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17127. clif_additem(sd,0,0,flag);
  17128. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17129. }
  17130. }
  17131. k++;
  17132. }
  17133. }
  17134. break;
  17135. }
  17136. }
  17137. if (k) {
  17138. clif_produceeffect(sd,6,nameid);
  17139. clif_misceffect(&sd->bl,5);
  17140. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17141. return true;
  17142. }
  17143. } else if (tmp_item.amount) { //Success
  17144. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17145. clif_additem(sd,0,0,flag);
  17146. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17147. }
  17148. if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) {
  17149. clif_produceeffect(sd,6,nameid);
  17150. clif_misceffect(&sd->bl,5);
  17151. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17152. }
  17153. return true;
  17154. }
  17155. }
  17156. //Failure
  17157. // if(log_config.produce)
  17158. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  17159. //TODO update PICKLOG
  17160. if (equip) {
  17161. clif_produceeffect(sd,1,nameid);
  17162. clif_misceffect(&sd->bl,2);
  17163. } else {
  17164. switch (skill_id) {
  17165. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  17166. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  17167. case AM_PHARMACY:
  17168. case AM_TWILIGHT1:
  17169. case AM_TWILIGHT2:
  17170. case AM_TWILIGHT3:
  17171. case GC_CREATENEWPOISON:
  17172. clif_produceeffect(sd,3,nameid);
  17173. clif_misceffect(&sd->bl,6);
  17174. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  17175. break;
  17176. case BS_IRON:
  17177. case BS_STEEL:
  17178. case BS_ENCHANTEDSTONE:
  17179. clif_produceeffect(sd,1,nameid);
  17180. clif_misceffect(&sd->bl,2);
  17181. break;
  17182. case RK_RUNEMASTERY:
  17183. clif_produceeffect(sd,5,nameid);
  17184. clif_misceffect(&sd->bl,6);
  17185. break;
  17186. case GN_MIX_COOKING:
  17187. {
  17188. struct item tmp_item;
  17189. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  17190. int rate = rnd()%500;
  17191. memset(&tmp_item,0,sizeof(tmp_item));
  17192. if (rate < 50) i = 4;
  17193. else if (rate < 100) i = 2+rnd()%1;
  17194. else if (rate < 250) i = 1;
  17195. else if (rate < 500) i = 0;
  17196. tmp_item.nameid = compensation[i];
  17197. tmp_item.amount = qty;
  17198. tmp_item.identify = 1;
  17199. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17200. clif_additem(sd,0,0,flag);
  17201. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17202. }
  17203. clif_produceeffect(sd,7,nameid);
  17204. clif_misceffect(&sd->bl,6);
  17205. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17206. }
  17207. break;
  17208. case GN_MAKEBOMB:
  17209. case GN_S_PHARMACY:
  17210. case GN_CHANGEMATERIAL:
  17211. clif_produceeffect(sd,7,nameid);
  17212. clif_misceffect(&sd->bl,6);
  17213. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17214. break;
  17215. default:
  17216. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  17217. clif_specialeffect(&sd->bl, 609, AREA);
  17218. if (sd->cook_mastery > 0)
  17219. pc_setglobalreg(sd, add_str("COOK_MASTERY"), sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  17220. }
  17221. break;
  17222. }
  17223. }
  17224. return false;
  17225. }
  17226. /**
  17227. * Attempt to create arrow by specified material
  17228. * @param sd Player
  17229. * @param nameid Item ID of material
  17230. * @return True if created, False is failed
  17231. */
  17232. bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid)
  17233. {
  17234. short i, j, idx = -1;
  17235. struct item tmp_item;
  17236. nullpo_ret(sd);
  17237. if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
  17238. return false;
  17239. for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
  17240. if (nameid == skill_arrow_db[i].nameid) {
  17241. idx = i;
  17242. break;
  17243. }
  17244. }
  17245. if (!idx || (j = pc_search_inventory(sd,nameid)) < 0)
  17246. return false;
  17247. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  17248. for (i = 0; i < MAX_ARROW_RESULT; i++) {
  17249. char flag = 0;
  17250. if (skill_arrow_db[idx].cre_id[i] == 0 || !itemdb_exists(skill_arrow_db[idx].cre_id[i]) || skill_arrow_db[idx].cre_amount[i] == 0)
  17251. continue;
  17252. memset(&tmp_item,0,sizeof(tmp_item));
  17253. tmp_item.identify = 1;
  17254. tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
  17255. tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
  17256. if (battle_config.produce_item_name_input&0x4) {
  17257. tmp_item.card[0] = CARD0_CREATE;
  17258. tmp_item.card[1] = 0;
  17259. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17260. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17261. }
  17262. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17263. clif_additem(sd,0,0,flag);
  17264. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17265. }
  17266. }
  17267. return true;
  17268. }
  17269. /**
  17270. * Enchant weapon with poison
  17271. * @param sd Player
  17272. * @nameid Item ID of poison type
  17273. */
  17274. int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid)
  17275. {
  17276. sc_type type;
  17277. int chance, i, val4 = 0;
  17278. //uint16 msg = 1443; //Official is using msgstringtable.txt
  17279. char output[CHAT_SIZE_MAX];
  17280. const char *msg;
  17281. nullpo_ret(sd);
  17282. if( !nameid || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17283. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17284. return 0;
  17285. }
  17286. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  17287. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  17288. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  17289. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  17290. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; val4 = sd->bl.id; break;
  17291. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  17292. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; val4 = sd->bl.id; break;
  17293. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; val4 = sd->bl.id; break;
  17294. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  17295. default:
  17296. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17297. return 0;
  17298. }
  17299. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  17300. sc_start4(&sd->bl,&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  17301. type, chance, val4, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  17302. sprintf(output, msg_txt(sd,721), msg);
  17303. clif_colormes(sd->fd,color_table[COLOR_WHITE],output);
  17304. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  17305. clif_msg(sd,msg);
  17306. #endif*/
  17307. return 0;
  17308. }
  17309. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  17310. {
  17311. struct status_change *sc = status_get_sc(bl);
  17312. // non-offensive and non-magic skills do not affect the status
  17313. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  17314. return;
  17315. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  17316. if (sc->data[SC_MAGICPOWER]->val4) {
  17317. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  17318. } else {
  17319. sc->data[SC_MAGICPOWER]->val4 = 1;
  17320. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  17321. #ifndef RENEWAL
  17322. if(bl->type == BL_PC){// update current display.
  17323. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  17324. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  17325. }
  17326. #endif
  17327. }
  17328. }
  17329. }
  17330. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
  17331. int x, y, i, class_, skill;
  17332. struct mob_data *md;
  17333. nullpo_ret(sd);
  17334. skill = sd->menuskill_val;
  17335. if( !nameid || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17336. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17337. return 0;
  17338. }
  17339. // Spawn Position
  17340. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  17341. x = sd->sc.comet_x;
  17342. y = sd->sc.comet_y;
  17343. sd->sc.comet_x = sd->sc.comet_y = 0;
  17344. sd->menuskill_val = 0;
  17345. // Item picked decides the mob class
  17346. switch(nameid) {
  17347. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  17348. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  17349. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  17350. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  17351. default:
  17352. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17353. return 0;
  17354. }
  17355. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  17356. if( md ) {
  17357. struct unit_data *ud = unit_bl2ud(&md->bl);
  17358. md->master_id = sd->bl.id;
  17359. md->special_state.ai = AI_FAW;
  17360. if(ud) {
  17361. ud->skill_id = NC_MAGICDECOY;
  17362. ud->skill_lv = skill;
  17363. }
  17364. if( md->deletetimer != INVALID_TIMER )
  17365. delete_timer(md->deletetimer, mob_timer_delete);
  17366. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  17367. mob_spawn(md);
  17368. }
  17369. return 0;
  17370. }
  17371. // Warlock Spellbooks. [LimitLine/3CeAM]
  17372. void skill_spellbook(struct map_session_data *sd, unsigned short nameid) {
  17373. int i, max_preserve, skill_id, point;
  17374. struct status_change *sc;
  17375. nullpo_retv(sd);
  17376. sc = status_get_sc(&sd->bl);
  17377. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  17378. for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  17379. if( sc && !sc->data[i] )
  17380. break;
  17381. }
  17382. if( i > SC_MAXSPELLBOOK ) {
  17383. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  17384. return;
  17385. }
  17386. if (!skill_spellbook_count)
  17387. return;
  17388. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  17389. if( i == MAX_SKILL_SPELLBOOK_DB )
  17390. return;
  17391. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill
  17392. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  17393. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  17394. return;
  17395. }
  17396. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  17397. point = skill_spellbook_db[i].point;
  17398. if( sc && sc->data[SC_FREEZE_SP] ) {
  17399. if( (sc->data[SC_FREEZE_SP]->val2 + point) > max_preserve ) {
  17400. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  17401. return;
  17402. }
  17403. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  17404. if( !sc->data[i] ){
  17405. sc->data[SC_FREEZE_SP]->val2 += point; // increase points
  17406. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17407. break;
  17408. }
  17409. }
  17410. } else {
  17411. sc_start2(&sd->bl,&sd->bl, SC_FREEZE_SP, 100, 0, point, INVALID_TIMER);
  17412. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17413. }
  17414. // Reading Spell Book SP cost same as the sealed spell.
  17415. status_zap(&sd->bl, 0, skill_get_sp(skill_id, pc_checkskill(sd, skill_id)));
  17416. }
  17417. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  17418. int lv, prob, aslvl = 0;
  17419. uint16 id, sk_idx = 0;
  17420. nullpo_ret(sd);
  17421. if (sd->sc.data[SC_STOP]) {
  17422. aslvl = sd->sc.data[SC_STOP]->val1;
  17423. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  17424. }
  17425. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  17426. return 0;
  17427. if( !(skill_get_inf2(skill_id)&INF2_AUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  17428. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  17429. return 0;
  17430. }
  17431. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  17432. lv = min(lv,sd->status.skill[sk_idx].lv);
  17433. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  17434. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  17435. return 0;
  17436. }
  17437. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  17438. int i;
  17439. nullpo_ret(sd);
  17440. nullpo_ret(item_list);
  17441. if( n <= 0 )
  17442. return 1;
  17443. for( i = 0; i < n; i++ ) {
  17444. unsigned short nameid;
  17445. int add_amount, del_amount, idx, product;
  17446. struct item tmp_item;
  17447. idx = item_list[i*2+0]-2;
  17448. del_amount = item_list[i*2+1];
  17449. if( skill_lv == 2 )
  17450. del_amount -= (del_amount % 10);
  17451. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  17452. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  17453. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17454. return 1;
  17455. }
  17456. switch( nameid ) {
  17457. // Level 1
  17458. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  17459. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  17460. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  17461. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  17462. // Level 2
  17463. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  17464. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  17465. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  17466. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  17467. default:
  17468. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17469. return 1;
  17470. }
  17471. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  17472. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17473. return 1;
  17474. }
  17475. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  17476. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17477. return 1;
  17478. }
  17479. memset(&tmp_item,0,sizeof(tmp_item));
  17480. tmp_item.nameid = product;
  17481. tmp_item.amount = add_amount;
  17482. tmp_item.identify = 1;
  17483. if( tmp_item.amount ) {
  17484. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  17485. if( flag != 0 ) {
  17486. clif_additem(sd,0,0,flag);
  17487. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17488. }
  17489. }
  17490. }
  17491. return 0;
  17492. }
  17493. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  17494. int i, j, k, c, p = 0, amount;
  17495. unsigned short nameid;
  17496. nullpo_ret(sd);
  17497. nullpo_ret(item_list);
  17498. // Search for objects that can be created.
  17499. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  17500. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  17501. p = 0;
  17502. do {
  17503. c = 0;
  17504. // Verification of overlap between the objects required and the list submitted.
  17505. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  17506. if( skill_produce_db[i].mat_id[j] > 0 ) {
  17507. for( k = 0; k < n; k++ ) {
  17508. int idx = item_list[k*2+0]-2;
  17509. nameid = sd->status.inventory[idx].nameid;
  17510. amount = item_list[k*2+1];
  17511. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  17512. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  17513. return 0;
  17514. }
  17515. if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
  17516. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  17517. c++; // match
  17518. }
  17519. }
  17520. else
  17521. break; // No more items required
  17522. }
  17523. p++;
  17524. } while(n == j && c == n);
  17525. p--;
  17526. if ( p > 0 ) {
  17527. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  17528. return 1;
  17529. }
  17530. }
  17531. }
  17532. if( p == 0)
  17533. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  17534. return 0;
  17535. }
  17536. /**
  17537. * For Royal Guard's LG_TRAMPLE
  17538. */
  17539. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  17540. {
  17541. struct skill_unit *su = (struct skill_unit *)bl;
  17542. struct skill_unit_group *sg = NULL;
  17543. unsigned int tick;
  17544. nullpo_ret(su);
  17545. tick = va_arg(ap, unsigned int);
  17546. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  17547. switch( sg->unit_id ) {
  17548. case UNT_CLAYMORETRAP:
  17549. case UNT_FIRINGTRAP:
  17550. case UNT_ICEBOUNDTRAP:
  17551. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  17552. break;
  17553. case UNT_LANDMINE:
  17554. case UNT_BLASTMINE:
  17555. case UNT_SHOCKWAVE:
  17556. case UNT_SANDMAN:
  17557. case UNT_FLASHER:
  17558. case UNT_FREEZINGTRAP:
  17559. case UNT_CLUSTERBOMB:
  17560. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  17561. break;
  17562. }
  17563. // Traps aren't recovered.
  17564. skill_delunit(su);
  17565. }
  17566. return 0;
  17567. }
  17568. /*==========================================
  17569. *
  17570. *------------------------------------------*/
  17571. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  17572. int i;
  17573. nullpo_retr(-1, sd);
  17574. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  17575. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  17576. }
  17577. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  17578. struct map_session_data *sd = map_id2sd(id);
  17579. int i = (int)data;
  17580. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  17581. return 0;
  17582. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  17583. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  17584. return 0;
  17585. }
  17586. aFree(sd->scd[i]);
  17587. sd->scd[i] = NULL;
  17588. return 1;
  17589. }
  17590. /**
  17591. * Flags a singular skill as being blocked from persistent usage.
  17592. * @param sd the player the skill delay affects
  17593. * @param skill_id the skill which should be delayed
  17594. * @param tick the length of time the delay should last
  17595. * @param load whether this assignment is being loaded upon player login
  17596. * @return 0 if successful, -1 otherwise
  17597. */
  17598. int skill_blockpc_start(struct map_session_data *sd, int skill_id, int tick) {
  17599. int i;
  17600. nullpo_retr(-1, sd);
  17601. if (!skill_id || tick < 1)
  17602. return -1;
  17603. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  17604. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  17605. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17606. aFree(sd->scd[i]);
  17607. sd->scd[i] = NULL;
  17608. }
  17609. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  17610. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  17611. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  17612. sd->scd[i]->skill_id = skill_id;
  17613. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  17614. if (battle_config.display_status_timers && tick > 0)
  17615. clif_skill_cooldown(sd, skill_id, tick);
  17616. return 1;
  17617. } else {
  17618. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  17619. return 0;
  17620. }
  17621. }
  17622. int skill_blockpc_clear(struct map_session_data *sd) {
  17623. int i;
  17624. nullpo_ret(sd);
  17625. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  17626. if (!sd->scd[i])
  17627. continue;
  17628. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17629. aFree(sd->scd[i]);
  17630. sd->scd[i] = NULL;
  17631. }
  17632. return 1;
  17633. }
  17634. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17635. {
  17636. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  17637. if (data <= 0 || data >= SKILL_MAX_DB())
  17638. return 0;
  17639. if (hd)
  17640. hd->blockskill[data] = 0;
  17641. return 1;
  17642. }
  17643. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  17644. {
  17645. uint16 idx = skill_get_index(skill_id);
  17646. nullpo_retr(-1, hd);
  17647. if (!idx)
  17648. return -1;
  17649. if (tick < 1) {
  17650. hd->blockskill[idx] = 0;
  17651. return -1;
  17652. }
  17653. hd->blockskill[idx] = 1;
  17654. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  17655. }
  17656. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17657. {
  17658. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  17659. if( data <= 0 || data >= SKILL_MAX_DB() )
  17660. return 0;
  17661. if( md )
  17662. md->blockskill[data] = 0;
  17663. return 1;
  17664. }
  17665. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  17666. {
  17667. uint16 idx = skill_get_index(skill_id);
  17668. nullpo_retr(-1, md);
  17669. if( !idx )
  17670. return -1;
  17671. if( tick < 1 ) {
  17672. md->blockskill[idx] = 0;
  17673. return -1;
  17674. }
  17675. md->blockskill[idx] = 1;
  17676. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  17677. }
  17678. /**
  17679. * Adds a new skill unit entry for this player to recast after map load
  17680. * @param sd: Player
  17681. * @param skill_id: Skill ID to save
  17682. * @param skill_lv: Skill level to save
  17683. */
  17684. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  17685. {
  17686. struct skill_usave *sus = NULL;
  17687. if (idb_exists(skillusave_db,sd->status.char_id))
  17688. idb_remove(skillusave_db,sd->status.char_id);
  17689. CREATE(sus, struct skill_usave, 1);
  17690. idb_put(skillusave_db, sd->status.char_id, sus);
  17691. sus->skill_id = skill_id;
  17692. sus->skill_lv = skill_lv;
  17693. }
  17694. /**
  17695. * Loads saved skill unit entries for this player after map load
  17696. * @param sd: Player
  17697. */
  17698. void skill_usave_trigger(struct map_session_data *sd)
  17699. {
  17700. struct skill_usave *sus = NULL;
  17701. struct skill_unit_group *group = NULL;
  17702. if (!(sus = idb_get(skillusave_db,sd->status.char_id)))
  17703. return;
  17704. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  17705. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  17706. sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
  17707. idb_remove(skillusave_db, sd->status.char_id);
  17708. }
  17709. /*
  17710. *
  17711. */
  17712. int skill_split_str (char *str, char **val, int num)
  17713. {
  17714. int i;
  17715. for( i = 0; i < num && str; i++ ) {
  17716. val[i] = str;
  17717. str = strchr(str,',');
  17718. if( str )
  17719. *str++ = 0;
  17720. }
  17721. return i;
  17722. }
  17723. /**
  17724. * Split the string with ':' as separator and put each value for a skilllv
  17725. * if no more value found put the latest to fill the array
  17726. * @param str : string to split
  17727. * @param val : array of MAX_SKILL_LEVEL to put value into
  17728. * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL)
  17729. */
  17730. int skill_split_atoi (char *str, int *val)
  17731. {
  17732. int i, j, step = 1;
  17733. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  17734. if (!str) break;
  17735. val[i] = atoi(str);
  17736. str = strchr(str,':');
  17737. if (str)
  17738. *str++=0;
  17739. }
  17740. if(i==0) //No data found.
  17741. return 0;
  17742. if(i==1) { //Single value, have the whole range have the same value.
  17743. for (; i < MAX_SKILL_LEVEL; i++)
  17744. val[i] = val[i-1];
  17745. return i;
  17746. }
  17747. //Check for linear change with increasing steps until we reach half of the data acquired.
  17748. for (step = 1; step <= i/2; step++) {
  17749. int diff = val[i-1] - val[i-step-1];
  17750. for(j = i-1; j >= step; j--)
  17751. if ((val[j]-val[j-step]) != diff)
  17752. break;
  17753. if (j>=step) //No match, try next step.
  17754. continue;
  17755. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  17756. val[i] = val[i-step]+diff;
  17757. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  17758. { val[i] = 1; diff = 0; step = 1; }
  17759. }
  17760. return i;
  17761. }
  17762. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  17763. for (;i<MAX_SKILL_LEVEL; i++)
  17764. val[i] = val[i-1];
  17765. return i;
  17766. }
  17767. /*
  17768. *
  17769. */
  17770. void skill_init_unit_layout (void) {
  17771. int i,j,pos = 0;
  17772. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  17773. // standard square layouts go first
  17774. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  17775. int size = i*2+1;
  17776. skill_unit_layout[i].count = size*size;
  17777. for (j=0; j<size*size; j++) {
  17778. skill_unit_layout[i].dx[j] = (j%size-i);
  17779. skill_unit_layout[i].dy[j] = (j/size-i);
  17780. }
  17781. }
  17782. // afterwards add special ones
  17783. pos = i;
  17784. for (i = 0; i < SKILL_MAX_DB(); i++) {
  17785. uint16 skill_id = 0;
  17786. if (!skill_db[i])
  17787. continue;
  17788. if (!skill_db[i]->unit_id[0] || skill_db[i]->unit_layout_type[0] != -1)
  17789. continue;
  17790. skill_id = skill_idx2id(i);
  17791. if( skill_id == EL_FIRE_MANTLE ) {
  17792. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  17793. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  17794. skill_unit_layout[pos].count = 8;
  17795. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17796. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17797. } else {
  17798. switch (skill_id) {
  17799. case MG_FIREWALL:
  17800. case WZ_ICEWALL:
  17801. case WL_EARTHSTRAIN:
  17802. case RL_FIRE_RAIN:
  17803. // these will be handled later
  17804. break;
  17805. case PR_SANCTUARY:
  17806. case NPC_EVILLAND: {
  17807. static const int dx[] = {
  17808. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  17809. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  17810. static const int dy[]={
  17811. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  17812. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  17813. skill_unit_layout[pos].count = 21;
  17814. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17815. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17816. }
  17817. break;
  17818. case PR_MAGNUS: {
  17819. static const int dx[] = {
  17820. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17821. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17822. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  17823. static const int dy[] = {
  17824. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17825. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17826. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  17827. skill_unit_layout[pos].count = 33;
  17828. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17829. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17830. }
  17831. break;
  17832. case AS_VENOMDUST: {
  17833. static const int dx[] = {-1, 0, 0, 0, 1};
  17834. static const int dy[] = { 0,-1, 0, 1, 0};
  17835. skill_unit_layout[pos].count = 5;
  17836. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17837. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17838. }
  17839. break;
  17840. case CR_GRANDCROSS:
  17841. case NPC_GRANDDARKNESS: {
  17842. static const int dx[] = {
  17843. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  17844. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  17845. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  17846. static const int dy[] = {
  17847. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  17848. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  17849. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  17850. skill_unit_layout[pos].count = 29;
  17851. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17852. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17853. }
  17854. break;
  17855. case PF_FOGWALL: {
  17856. static const int dx[] = {
  17857. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  17858. static const int dy[] = {
  17859. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  17860. skill_unit_layout[pos].count = 15;
  17861. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17862. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17863. }
  17864. break;
  17865. case PA_GOSPEL: {
  17866. static const int dx[] = {
  17867. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17868. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17869. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  17870. -1, 0, 1};
  17871. static const int dy[] = {
  17872. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17873. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17874. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  17875. 3, 3, 3};
  17876. skill_unit_layout[pos].count = 33;
  17877. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17878. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17879. }
  17880. break;
  17881. case NJ_KAENSIN: {
  17882. 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};
  17883. 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};
  17884. skill_unit_layout[pos].count = 24;
  17885. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17886. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17887. }
  17888. break;
  17889. case NJ_TATAMIGAESHI: {
  17890. //Level 1 (count 4, cross of 3x3)
  17891. static const int dx1[] = {-1, 1, 0, 0};
  17892. static const int dy1[] = { 0, 0,-1, 1};
  17893. //Level 2-3 (count 8, cross of 5x5)
  17894. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  17895. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  17896. //Level 4-5 (count 12, cross of 7x7
  17897. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  17898. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  17899. //lv1
  17900. j = 0;
  17901. skill_unit_layout[pos].count = 4;
  17902. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  17903. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  17904. skill_db[i]->unit_layout_type[j] = pos;
  17905. //lv2/3
  17906. j++;
  17907. pos++;
  17908. skill_unit_layout[pos].count = 8;
  17909. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  17910. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  17911. skill_db[i]->unit_layout_type[j] = pos;
  17912. skill_db[i]->unit_layout_type[++j] = pos;
  17913. //lv4/5
  17914. j++;
  17915. pos++;
  17916. skill_unit_layout[pos].count = 12;
  17917. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  17918. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  17919. skill_db[i]->unit_layout_type[j] = pos;
  17920. skill_db[i]->unit_layout_type[++j] = pos;
  17921. //Fill in the rest using lv 5.
  17922. for (;j<MAX_SKILL_LEVEL;j++)
  17923. skill_db[i]->unit_layout_type[j] = pos;
  17924. //Skip, this way the check below will fail and continue to the next skill.
  17925. pos++;
  17926. }
  17927. break;
  17928. case GN_WALLOFTHORN: {
  17929. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  17930. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  17931. skill_unit_layout[pos].count = 16;
  17932. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17933. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17934. }
  17935. break;
  17936. default:
  17937. ShowError("unknown unit layout at skill %d\n",i);
  17938. break;
  17939. }
  17940. }
  17941. if (!skill_unit_layout[pos].count)
  17942. continue;
  17943. for (j=0;j<MAX_SKILL_LEVEL;j++)
  17944. skill_db[i]->unit_layout_type[j] = pos;
  17945. pos++;
  17946. }
  17947. // firewall and icewall have 8 layouts (direction-dependent)
  17948. firewall_unit_pos = pos;
  17949. for (i=0;i<8;i++) {
  17950. if (i&1) {
  17951. skill_unit_layout[pos].count = 5;
  17952. if (i&0x2) {
  17953. int dx[] = {-1,-1, 0, 0, 1};
  17954. int dy[] = { 1, 0, 0,-1,-1};
  17955. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17956. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17957. } else {
  17958. int dx[] = { 1, 1 ,0, 0,-1};
  17959. int dy[] = { 1, 0, 0,-1,-1};
  17960. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17961. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17962. }
  17963. } else {
  17964. skill_unit_layout[pos].count = 3;
  17965. if (i%4==0) {
  17966. int dx[] = {-1, 0, 1};
  17967. int dy[] = { 0, 0, 0};
  17968. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17969. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17970. } else {
  17971. int dx[] = { 0, 0, 0};
  17972. int dy[] = {-1, 0, 1};
  17973. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17974. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17975. }
  17976. }
  17977. pos++;
  17978. }
  17979. icewall_unit_pos = pos;
  17980. for (i=0;i<8;i++) {
  17981. skill_unit_layout[pos].count = 5;
  17982. if (i&1) {
  17983. if (i&0x2) {
  17984. int dx[] = {-2,-1, 0, 1, 2};
  17985. int dy[] = { 2, 1, 0,-1,-2};
  17986. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17987. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17988. } else {
  17989. int dx[] = { 2, 1 ,0,-1,-2};
  17990. int dy[] = { 2, 1, 0,-1,-2};
  17991. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17992. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17993. }
  17994. } else {
  17995. if (i%4==0) {
  17996. int dx[] = {-2,-1, 0, 1, 2};
  17997. int dy[] = { 0, 0, 0, 0, 0};
  17998. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17999. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18000. } else {
  18001. int dx[] = { 0, 0, 0, 0, 0};
  18002. int dy[] = {-2,-1, 0, 1, 2};
  18003. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18004. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18005. }
  18006. }
  18007. pos++;
  18008. }
  18009. earthstrain_unit_pos = pos;
  18010. for( i = 0; i < 8; i++ )
  18011. { // For each Direction
  18012. skill_unit_layout[pos].count = 15;
  18013. switch( i )
  18014. {
  18015. case 0: case 1: case 3: case 4: case 5: case 7:
  18016. {
  18017. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18018. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18019. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18020. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18021. }
  18022. break;
  18023. case 2:
  18024. case 6:
  18025. {
  18026. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18027. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18028. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18029. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18030. }
  18031. break;
  18032. }
  18033. pos++;
  18034. }
  18035. firerain_unit_pos = pos;
  18036. for( i = 0; i < 8; i++ ) {
  18037. skill_unit_layout[pos].count = 3;
  18038. switch( i ) {
  18039. case 0: case 1: case 3: case 4: case 5: case 7:
  18040. {
  18041. static const int dx[] = {-1, 0, 1};
  18042. static const int dy[] = { 0, 0, 0};
  18043. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18044. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18045. }
  18046. break;
  18047. case 2:
  18048. case 6:
  18049. {
  18050. static const int dx[] = { 0, 0, 0};
  18051. static const int dy[] = {-1, 0, 1};
  18052. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18053. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18054. }
  18055. break;
  18056. }
  18057. pos++;
  18058. }
  18059. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  18060. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18061. }
  18062. void skill_init_nounit_layout (void) {
  18063. int i, pos = 0;
  18064. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  18065. overbrand_nounit_pos = pos;
  18066. for( i = 0; i < 8; i++ ) {
  18067. if( i&1 ) {
  18068. skill_nounit_layout[pos].count = 33;
  18069. if( i&2 ) {
  18070. if( i&4 ) { // 7
  18071. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  18072. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  18073. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18074. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18075. } else { // 3
  18076. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  18077. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  18078. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18079. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18080. }
  18081. } else {
  18082. if( i&4 ) { // 5
  18083. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  18084. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  18085. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18086. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18087. } else { // 1
  18088. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  18089. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  18090. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18091. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18092. }
  18093. }
  18094. } else {
  18095. skill_nounit_layout[pos].count = 21;
  18096. if( i&2 ) {
  18097. if( i&4 ) { // 6
  18098. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  18099. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18100. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18101. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18102. } else { // 2
  18103. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  18104. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18105. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18106. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18107. }
  18108. } else {
  18109. if( i&4 ) { // 4
  18110. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18111. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  18112. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18113. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18114. } else { // 0
  18115. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18116. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  18117. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18118. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18119. }
  18120. }
  18121. }
  18122. pos++;
  18123. }
  18124. overbrand_brandish_nounit_pos = pos;
  18125. for( i = 0; i < 8; i++ ) {
  18126. if( i&1 ) {
  18127. skill_nounit_layout[pos].count = 74;
  18128. if( i&2 ) {
  18129. if( i&4 ) { // 7
  18130. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18131. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  18132. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  18133. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18134. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18135. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18136. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18137. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18138. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18139. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18140. } else { // 3
  18141. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18142. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18143. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18144. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18145. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18146. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18147. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18148. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18149. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18150. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18151. }
  18152. } else {
  18153. if( i&4 ) { // 5
  18154. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18155. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18156. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18157. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18158. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18159. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18160. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18161. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18162. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18163. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18164. } else { // 1
  18165. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18166. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18167. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18168. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18169. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18170. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  18171. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  18172. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18173. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18174. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18175. }
  18176. }
  18177. } else {
  18178. skill_nounit_layout[pos].count = 44;
  18179. if( i&2 ) {
  18180. if( i&4 ) { // 6
  18181. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  18182. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  18183. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18184. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18185. } else { // 2
  18186. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  18187. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  18188. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18189. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18190. }
  18191. } else {
  18192. if( i&4 ) { // 4
  18193. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18194. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18195. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18196. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18197. } else { // 0
  18198. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18199. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18200. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18201. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18202. }
  18203. }
  18204. }
  18205. pos++;
  18206. }
  18207. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  18208. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18209. }
  18210. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  18211. int inf = 0;
  18212. int inf3 = 0;
  18213. struct status_change *sc = status_get_sc(bl);
  18214. if( !sc || !bl || !skill_id )
  18215. return 0; // Can do it
  18216. inf3 = skill_get_inf3(skill_id);
  18217. switch (type) {
  18218. case SC_ANKLE:
  18219. if (skill_id == AL_TELEPORT)
  18220. return 1;
  18221. break;
  18222. case SC_STASIS:
  18223. inf = skill_get_inf2(skill_id);
  18224. if( inf == INF2_SONG_DANCE || skill_get_inf2(skill_id) == INF2_CHORUS_SKILL || inf == INF2_SPIRIT_SKILL )
  18225. return 1; // Can't do it.
  18226. if( inf3&INF3_STATIS_BL)
  18227. return 1;
  18228. break;
  18229. case SC_KAGEHUMI:
  18230. if( inf3&INF3_KAGEHUMI_BL)
  18231. return 1;
  18232. break;
  18233. }
  18234. return 0;
  18235. }
  18236. /* Determines whether a skill is currently active or not
  18237. * Used for purposes of cancelling SP usage when disabling a skill
  18238. */
  18239. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  18240. {
  18241. switch( skill_id ) { //HP & SP Consumption Check
  18242. case BS_MAXIMIZE:
  18243. case NV_TRICKDEAD:
  18244. case TF_HIDING:
  18245. case AS_CLOAKING:
  18246. case GC_CLOAKINGEXCEED:
  18247. case ST_CHASEWALK:
  18248. case CR_DEFENDER:
  18249. case CR_SHRINK:
  18250. case CR_AUTOGUARD:
  18251. case ML_DEFENDER:
  18252. case ML_AUTOGUARD:
  18253. case PA_GOSPEL:
  18254. case GS_GATLINGFEVER:
  18255. case TK_READYCOUNTER:
  18256. case TK_READYDOWN:
  18257. case TK_READYSTORM:
  18258. case TK_READYTURN:
  18259. case TK_RUN:
  18260. case SG_FUSION:
  18261. case KO_YAMIKUMO:
  18262. case RA_WUGDASH:
  18263. case RA_CAMOUFLAGE:
  18264. if( sc->data[status_skill2sc(skill_id)] )
  18265. return 1;
  18266. break;
  18267. // These 2 skills contain a master and are not correctly pulled using skill2sc
  18268. case NC_NEUTRALBARRIER:
  18269. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  18270. return 1;
  18271. break;
  18272. case NC_STEALTHFIELD:
  18273. if( sc->data[SC_STEALTHFIELD_MASTER] )
  18274. return 1;
  18275. break;
  18276. }
  18277. return 0;
  18278. }
  18279. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  18280. int type = 0;
  18281. switch( skill_id ) {
  18282. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  18283. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  18284. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  18285. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  18286. }
  18287. type += skill_lv - 1;
  18288. return type;
  18289. }
  18290. /*==========================================
  18291. * sub-function of DB reading.
  18292. * skill_db.txt
  18293. *------------------------------------------*/
  18294. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  18295. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  18296. uint16 skill_id = atoi(split[0]);
  18297. uint16 idx = skill_get_index2(skill_id);
  18298. if (!idx) {
  18299. if (SKILL_MAX_DB() >= MAX_SKILL) {
  18300. ShowError("Cannot add new skill. Limit is reached '%d' (mmo.h::MAX_SKILL).\n", MAX_SKILL);
  18301. return false;
  18302. }
  18303. idx = skill_db_create(skill_id);
  18304. }
  18305. skill_split_atoi(split[1],skill_db[idx]->range);
  18306. skill_db[idx]->hit = atoi(split[2]);
  18307. skill_db[idx]->inf = atoi(split[3]);
  18308. skill_split_atoi(split[4],skill_db[idx]->element);
  18309. skill_db[idx]->nk = (uint8)strtol(split[5], NULL, 0);
  18310. skill_split_atoi(split[6],skill_db[idx]->splash);
  18311. skill_db[idx]->max = atoi(split[7]);
  18312. skill_split_atoi(split[8],skill_db[idx]->num);
  18313. if( strcmpi(split[9],"yes") == 0 )
  18314. skill_db[idx]->castcancel = true;
  18315. else
  18316. skill_db[idx]->castcancel = false;
  18317. skill_db[idx]->cast_def_rate = atoi(split[10]);
  18318. skill_db[idx]->inf2 = (unsigned int)strtol(split[11], NULL, 0);
  18319. skill_split_atoi(split[12],skill_db[idx]->maxcount);
  18320. if( strcmpi(split[13],"weapon") == 0 )
  18321. skill_db[idx]->skill_type = BF_WEAPON;
  18322. else if( strcmpi(split[13],"magic") == 0 )
  18323. skill_db[idx]->skill_type = BF_MAGIC;
  18324. else if( strcmpi(split[13],"misc") == 0 )
  18325. skill_db[idx]->skill_type = BF_MISC;
  18326. else
  18327. skill_db[idx]->skill_type = 0;
  18328. skill_split_atoi(split[14],skill_db[idx]->blewcount);
  18329. skill_db[idx]->inf3 = (unsigned int)strtol(split[15], NULL,0);
  18330. safestrncpy(skill_db[idx]->name, trim(split[16]), sizeof(skill_db[idx]->name));
  18331. safestrncpy(skill_db[idx]->desc, trim(split[17]), sizeof(skill_db[idx]->desc));
  18332. strdb_iput(skilldb_name2id, skill_db[idx]->name, skill_id);
  18333. return true;
  18334. }
  18335. /**
  18336. * Split string to int by constant value (const.txt) or atoi()
  18337. * @param *str: String input
  18338. * @param *val: Temporary storage
  18339. * @param *delim: Delimiter (for multiple value support)
  18340. * @param min_value: Minimum value. If the splitted value is less or equal than this, will be skipped
  18341. * @param max: Maximum number that can be allocated
  18342. * @return count: Number of success
  18343. */
  18344. uint8 skill_split_atoi2(char *str, int *val, const char *delim, int min_value, uint16 max) {
  18345. uint8 i = 0;
  18346. char *p = strtok(str, delim);
  18347. while (p != NULL) {
  18348. int n = min_value;
  18349. trim(p);
  18350. if (ISDIGIT(p[0])) // If using numeric
  18351. n = atoi(p);
  18352. else if (!script_get_constant(p, &n)) { // If using constant value
  18353. ShowError("skill_split_atoi2: Invalid value: '%s'\n", p);
  18354. p = strtok(NULL, delim);
  18355. continue;
  18356. }
  18357. if (n > min_value) {
  18358. val[i] = n;
  18359. i++;
  18360. if (i >= max)
  18361. break;
  18362. }
  18363. p = strtok(NULL, delim);
  18364. }
  18365. return i;
  18366. }
  18367. /// Clear status data from skill requirement
  18368. static void skill_destroy_requirement(uint16 idx) {
  18369. if (skill_db[idx]->require.status_count)
  18370. aFree(skill_db[idx]->require.status);
  18371. skill_db[idx]->require.status = NULL;
  18372. skill_db[idx]->require.status_count = 0;
  18373. if (skill_db[idx]->require.eqItem_count)
  18374. aFree(skill_db[idx]->require.eqItem);
  18375. skill_db[idx]->require.eqItem = NULL;
  18376. skill_db[idx]->require.eqItem_count = 0;
  18377. }
  18378. /**
  18379. * Read skill requirement from skill_require_db.txt
  18380. * Structure: skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuses,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10,RequiredEquipment
  18381. */
  18382. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  18383. {
  18384. char* p;
  18385. uint16 idx, i;
  18386. idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18387. skill_split_atoi(split[1],skill_db[idx]->require.hp);
  18388. skill_split_atoi(split[2],skill_db[idx]->require.mhp);
  18389. skill_split_atoi(split[3],skill_db[idx]->require.sp);
  18390. skill_split_atoi(split[4],skill_db[idx]->require.hp_rate);
  18391. skill_split_atoi(split[5],skill_db[idx]->require.sp_rate);
  18392. skill_split_atoi(split[6],skill_db[idx]->require.zeny);
  18393. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  18394. p = split[7];
  18395. while (p) {
  18396. int l = atoi(p);
  18397. if( l == 99 ) { // Any weapon
  18398. skill_db[idx]->require.weapon = 0;
  18399. break;
  18400. } else
  18401. skill_db[idx]->require.weapon |= 1<<l;
  18402. p = strchr(p,':');
  18403. if(!p)
  18404. break;
  18405. p++;
  18406. }
  18407. //Ammo type that required, see doc/item_db for ammo types (View column)
  18408. p = split[8];
  18409. while (p) {
  18410. int l = atoi(p);
  18411. if( l == 99 ) { // Any ammo type
  18412. skill_db[idx]->require.ammo = AMMO_TYPE_ALL;
  18413. break;
  18414. } else if( l ) // 0 stands for no requirement
  18415. skill_db[idx]->require.ammo |= 1<<l;
  18416. p = strchr(p,':');
  18417. if( !p )
  18418. break;
  18419. p++;
  18420. }
  18421. skill_split_atoi(split[9],skill_db[idx]->require.ammo_qty);
  18422. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx]->require.state = ST_HIDDEN;
  18423. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx]->require.state = ST_RIDING;
  18424. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx]->require.state = ST_FALCON;
  18425. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx]->require.state = ST_CART;
  18426. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx]->require.state = ST_SHIELD;
  18427. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx]->require.state = ST_RECOV_WEIGHT_RATE;
  18428. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx]->require.state = ST_MOVE_ENABLE;
  18429. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx]->require.state = ST_WATER;
  18430. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx]->require.state = ST_RIDINGDRAGON;
  18431. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx]->require.state = ST_WUG;
  18432. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx]->require.state = ST_RIDINGWUG;
  18433. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx]->require.state = ST_MADO;
  18434. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT;
  18435. else if( strcmpi(split[10],"elementalspirit2") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT2;
  18436. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx]->require.state = ST_PECO;
  18437. else skill_db[idx]->require.state = ST_NONE; // Unknown or no state
  18438. //Status requirements
  18439. //FIXME: Default entry should be -1/SC_ALL in skill_require_db.txt but it's 0/SC_STONE.
  18440. trim(split[11]);
  18441. if (split[11][0] != '\0' || atoi(split[11])) {
  18442. int require[MAX_SKILL_STATUS_REQUIRE];
  18443. if ((skill_db[idx]->require.status_count = skill_split_atoi2(split[11], require, ":", SC_STONE, ARRAYLENGTH(require)))) {
  18444. CREATE(skill_db[idx]->require.status, enum sc_type, skill_db[idx]->require.status_count);
  18445. for (i = 0; i < skill_db[idx]->require.status_count; i++)
  18446. skill_db[idx]->require.status[i] = (sc_type)require[i];
  18447. }
  18448. }
  18449. skill_split_atoi(split[12],skill_db[idx]->require.spiritball);
  18450. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  18451. if (atoi(split[13 + 2 * i]) > 0 && !itemdb_exists(atoi(split[13 + 2 * i]))) {
  18452. ShowError("skill_parse_row_requiredb: Invalid item %d for skill %d.\n", atoi(split[13 + 2 * i]), atoi(split[0]));
  18453. return false;
  18454. }
  18455. skill_db[idx]->require.itemid[i] = atoi(split[13+ 2*i]);
  18456. skill_db[idx]->require.amount[i] = atoi(split[14+ 2*i]);
  18457. }
  18458. //Equipped Item requirements.
  18459. trim(split[33]);
  18460. if (split[33][0] != '\0' || atoi(split[33])) {
  18461. int require[MAX_SKILL_EQUIP_REQUIRE];
  18462. if ((skill_db[idx]->require.eqItem_count = skill_split_atoi2(split[33], require, ":", 500, ARRAYLENGTH(require)))) {
  18463. if (require[i] > 0 && !itemdb_exists(require[i])) {
  18464. ShowError("skill_parse_row_requiredb: Invalid item %d for skill %d.\n", require[i], atoi(split[0]));
  18465. return false;
  18466. }
  18467. CREATE(skill_db[idx]->require.eqItem, uint16, skill_db[idx]->require.eqItem_count);
  18468. for (i = 0; i < skill_db[idx]->require.eqItem_count; i++)
  18469. skill_db[idx]->require.eqItem[i] = require[i];
  18470. }
  18471. }
  18472. return true;
  18473. }
  18474. /** Reads skill cast db
  18475. * Structure: SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast}
  18476. */
  18477. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  18478. {
  18479. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18480. skill_split_atoi(split[1],skill_db[idx]->cast);
  18481. skill_split_atoi(split[2],skill_db[idx]->delay);
  18482. skill_split_atoi(split[3],skill_db[idx]->walkdelay);
  18483. skill_split_atoi(split[4],skill_db[idx]->upkeep_time);
  18484. skill_split_atoi(split[5],skill_db[idx]->upkeep_time2);
  18485. skill_split_atoi(split[6],skill_db[idx]->cooldown);
  18486. #ifdef RENEWAL_CAST
  18487. skill_split_atoi(split[7],skill_db[idx]->fixed_cast);
  18488. #endif
  18489. return true;
  18490. }
  18491. /** Reads skill cast no dex db
  18492. * Structure: SkillID,Cast,Delay (optional)
  18493. */
  18494. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  18495. {
  18496. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18497. skill_db[idx]->castnodex = atoi(split[1]);
  18498. if( split[2] ) // optional column
  18499. skill_db[idx]->delaynodex = atoi(split[2]);
  18500. return true;
  18501. }
  18502. /** Reads skill no cast db
  18503. * Structure: SkillID,Flag
  18504. */
  18505. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  18506. {
  18507. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18508. skill_db[idx]->nocast |= atoi(split[1]);
  18509. return true;
  18510. }
  18511. /** Reads skill unit db
  18512. * Structure: ID,unit ID,unit ID 2,layout,range,interval,target,flag
  18513. */
  18514. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  18515. {
  18516. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18517. skill_db[idx]->unit_id[0] = (uint16)strtol(split[1],NULL,16);
  18518. skill_db[idx]->unit_id[1] = (uint16)strtol(split[2],NULL,16);
  18519. skill_split_atoi(split[3],skill_db[idx]->unit_layout_type);
  18520. skill_split_atoi(split[4],skill_db[idx]->unit_range);
  18521. skill_db[idx]->unit_interval = atoi(split[5]);
  18522. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  18523. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  18524. else if( strcmpi(split[6],"party")==0 ) skill_db[idx]->unit_target = BCT_PARTY;
  18525. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx]->unit_target = BCT_PARTY|BCT_GUILD;
  18526. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx]->unit_target = BCT_GUILD;
  18527. else if( strcmpi(split[6],"all")==0 ) skill_db[idx]->unit_target = BCT_ALL;
  18528. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx]->unit_target = BCT_ENEMY;
  18529. else if( strcmpi(split[6],"self")==0 ) skill_db[idx]->unit_target = BCT_SELF;
  18530. else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx]->unit_target = BCT_GUILD|BCT_SAMEGUILD;
  18531. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx]->unit_target = BCT_NOONE;
  18532. else skill_db[idx]->unit_target = strtol(split[6],NULL,16);
  18533. skill_db[idx]->unit_flag = strtol(split[7],NULL,16);
  18534. if (skill_db[idx]->unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  18535. skill_db[idx]->unit_target = BCT_NOENEMY;
  18536. //By default, target just characters.
  18537. skill_db[idx]->unit_target |= BL_CHAR;
  18538. if (skill_db[idx]->unit_flag&UF_NOPC)
  18539. skill_db[idx]->unit_target &= ~BL_PC;
  18540. if (skill_db[idx]->unit_flag&UF_NOMOB)
  18541. skill_db[idx]->unit_target &= ~BL_MOB;
  18542. if (skill_db[idx]->unit_flag&UF_SKILL)
  18543. skill_db[idx]->unit_target |= BL_SKILL;
  18544. return true;
  18545. }
  18546. /** Reads Produce db
  18547. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  18548. */
  18549. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  18550. {
  18551. unsigned short x, y;
  18552. unsigned short id = atoi(split[0]);
  18553. unsigned short nameid = 0;
  18554. bool found = false;
  18555. if (id >= ARRAYLENGTH(skill_produce_db)) {
  18556. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  18557. return false;
  18558. }
  18559. // Clear previous data, for importing support
  18560. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  18561. // Import just for clearing/disabling from original data
  18562. if (!(nameid = atoi(split[1]))) {
  18563. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  18564. return true;
  18565. }
  18566. if (!itemdb_exists(nameid)) {
  18567. ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
  18568. return false;
  18569. }
  18570. skill_produce_db[id].nameid = nameid;
  18571. skill_produce_db[id].itemlv = atoi(split[2]);
  18572. skill_produce_db[id].req_skill = atoi(split[3]);
  18573. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  18574. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  18575. skill_produce_db[id].mat_id[y] = atoi(split[x]);
  18576. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  18577. }
  18578. if (!found)
  18579. skill_produce_count++;
  18580. return true;
  18581. }
  18582. /** Reads create arrow db
  18583. * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  18584. */
  18585. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  18586. {
  18587. unsigned short x, y, i, material_id = atoi(split[0]);
  18588. if (!(itemdb_exists(material_id))) {
  18589. ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
  18590. return false;
  18591. }
  18592. //search if we override something, (if not i=last idx)
  18593. ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
  18594. if (i >= ARRAYLENGTH(skill_arrow_db)) {
  18595. ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
  18596. return false;
  18597. }
  18598. // Import just for clearing/disabling from original data
  18599. if (atoi(split[1]) == 0) {
  18600. memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
  18601. //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
  18602. return true;
  18603. }
  18604. skill_arrow_db[i].nameid = material_id;
  18605. for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
  18606. skill_arrow_db[i].cre_id[y] = atoi(split[x]);
  18607. skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
  18608. }
  18609. if (i == skill_arrow_count)
  18610. skill_arrow_count++;
  18611. return true;
  18612. }
  18613. /** Reads Spell book db
  18614. * Structure: SkillID,PreservePoints,RequiredBook
  18615. */
  18616. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  18617. {
  18618. unsigned short skill_id = atoi(split[0]),
  18619. points = atoi(split[1]),
  18620. nameid = atoi(split[2]);
  18621. if (!skill_get_index(skill_id) || !skill_get_max(skill_id))
  18622. ShowError("skill_parse_row_spellbookdb: Invalid skill ID %d\n", skill_id);
  18623. if (!skill_get_inf(skill_id))
  18624. ShowError("skill_parse_row_spellbookdb: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18625. else {
  18626. unsigned short i;
  18627. ARR_FIND(0, skill_spellbook_count, i, skill_spellbook_db[i].skill_id == skill_id);
  18628. if (i >= ARRAYLENGTH(skill_spellbook_db)) {
  18629. ShowError("skill_parse_row_spellbookdb: Maximum db entries reached.\n");
  18630. return false;
  18631. }
  18632. // Import just for clearing/disabling from original data
  18633. if (points == 0) {
  18634. memset(&skill_spellbook_db[i], 0, sizeof(skill_spellbook_db[i]));
  18635. //ShowInfo("skill_parse_row_spellbookdb: Skill %d removed from list.\n", skill_id);
  18636. return true;
  18637. }
  18638. skill_spellbook_db[i].skill_id = skill_id;
  18639. skill_spellbook_db[i].point = points;
  18640. skill_spellbook_db[i].nameid = nameid;
  18641. if (i == skill_spellbook_count)
  18642. skill_spellbook_count++;
  18643. return true;
  18644. }
  18645. return false;
  18646. }
  18647. /** Reads improvise db
  18648. * Structure: SkillID,Rate
  18649. */
  18650. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  18651. {
  18652. unsigned short skill_id = atoi(split[0]), per = atoi(split[1]), i;
  18653. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  18654. ShowError("skill_parse_row_improvisedb: Invalid skill ID %d\n", skill_id);
  18655. return false;
  18656. }
  18657. if ( !skill_get_inf(skill_id) ) {
  18658. ShowError("skill_parse_row_improvisedb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18659. return false;
  18660. }
  18661. ARR_FIND(0, skill_improvise_count, i, skill_improvise_db[i].skill_id == skill_id);
  18662. if (i >= ARRAYLENGTH(skill_improvise_db)) {
  18663. ShowError("skill_parse_row_improvisedb: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  18664. return false;
  18665. }
  18666. // Import just for clearing/disabling from original data
  18667. if (per == 0) {
  18668. memset(&skill_improvise_db[i], 0, sizeof(skill_improvise_db[i]));
  18669. //ShowInfo("skill_parse_row_improvisedb: Skill %d removed from list.\n", skill_id);
  18670. return true;
  18671. }
  18672. skill_improvise_db[i].skill_id = skill_id;
  18673. skill_improvise_db[i].per = per; // Still need confirm it.
  18674. if (i == skill_improvise_count)
  18675. skill_improvise_count++;
  18676. return true;
  18677. }
  18678. /** Reads Magic mushroom db
  18679. * Structure: SkillID
  18680. */
  18681. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  18682. {
  18683. unsigned short i, skill_id = atoi(split[0]);
  18684. bool rem = (atoi(split[1]) == 1 ? true : false);
  18685. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  18686. ShowError("skill_parse_row_magicmushroomdb: Invalid skill ID %d\n", skill_id);
  18687. return false;
  18688. }
  18689. if (!skill_get_inf(skill_id)) {
  18690. ShowError("skill_parse_row_magicmushroomdb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18691. return false;
  18692. }
  18693. ARR_FIND(0, skill_magicmushroom_count, i, skill_magicmushroom_db[i].skill_id==skill_id);
  18694. if (i >= ARRAYLENGTH(skill_magicmushroom_db)) {
  18695. ShowError("skill_parse_row_magicmushroomdb: Maximum db entries reached.\n");
  18696. return false;
  18697. }
  18698. // Import just for clearing/disabling from original data
  18699. if (rem) {
  18700. memset(&skill_magicmushroom_db[i], 0, sizeof(skill_magicmushroom_db[i]));
  18701. //ShowInfo("skill_parse_row_magicmushroomdb: Skill %d removed from list.\n", skill_id);
  18702. return true;
  18703. }
  18704. skill_magicmushroom_db[i].skill_id = skill_id;
  18705. if (i == skill_magicmushroom_count)
  18706. skill_magicmushroom_count++;
  18707. return true;
  18708. }
  18709. /** Reads db of copyable skill
  18710. * Structure: SkillName,Option{,JobAllowed{,RequirementRemoved}}
  18711. * SkillID,Option{,JobAllowed{,RequirementRemoved}}
  18712. */
  18713. static bool skill_parse_row_copyabledb(char* split[], int column, int current)
  18714. {
  18715. int16 id = 0;
  18716. uint8 option = 0;
  18717. trim(split[0]);
  18718. if (ISDIGIT(split[0][0]))
  18719. id = atoi(split[0]);
  18720. else
  18721. id = skill_name2id(split[0]);
  18722. id = skill_db_isset(id, __FUNCTION__);
  18723. if ((option = atoi(split[1])) > 3) {
  18724. ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]);
  18725. return false;
  18726. }
  18727. // Import just for clearing/disabling from original data
  18728. if (option == 0) {
  18729. memset(&skill_db[id]->copyable, 0, sizeof(skill_db[id]->copyable));
  18730. //ShowInfo("skill_parse_row_copyabledb: Skill %s removed from list.\n", split[0]);
  18731. return true;
  18732. }
  18733. skill_db[id]->copyable.option = option;
  18734. skill_db[id]->copyable.joballowed = 63;
  18735. if (atoi(split[2]))
  18736. skill_db[id]->copyable.joballowed = cap_value(atoi(split[2]),1,63);
  18737. skill_db[id]->copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
  18738. return true;
  18739. }
  18740. /** Reads additional range for distance checking from NPC [Cydh]
  18741. * Structure: SkillName,AdditionalRange{,NPC Type}
  18742. * SkillID,AdditionalRange{,NPC Type}
  18743. */
  18744. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current)
  18745. {
  18746. uint16 id = 0;
  18747. trim(split[0]);
  18748. if (ISDIGIT(split[0][0]))
  18749. id = atoi(split[0]);
  18750. else
  18751. id = skill_name2id(split[0]);
  18752. id = skill_db_isset(id, __FUNCTION__);
  18753. skill_db[id]->unit_nonearnpc_range = max(atoi(split[1]),0);
  18754. skill_db[id]->unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  18755. return true;
  18756. }
  18757. /** Reads skill chance by Abracadabra/Hocus Pocus spell
  18758. * Structure: SkillID,DummyName,RatePerLvl
  18759. */
  18760. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  18761. {
  18762. unsigned short i, skill_id = atoi(split[0]);
  18763. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  18764. ShowError("skill_parse_row_abradb: Invalid skill ID %d\n", skill_id);
  18765. return false;
  18766. }
  18767. if (!skill_get_inf(skill_id)) {
  18768. ShowError("skill_parse_row_abradb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18769. return false;
  18770. }
  18771. ARR_FIND(0, skill_abra_count, i, skill_abra_db[i].skill_id==skill_id);
  18772. if (i >= ARRAYLENGTH(skill_abra_db)) {
  18773. ShowError("skill_parse_row_abradb: Maximum db entries reached.\n");
  18774. return false;
  18775. }
  18776. // Import just for clearing/disabling from original data
  18777. if (strcmp(split[1],"clear") == 0) {
  18778. memset(&skill_abra_db[i], 0, sizeof(skill_abra_db[i]));
  18779. //ShowInfo("skill_parse_row_abradb: Skill %d removed from list.\n", skill_id);
  18780. return true;
  18781. }
  18782. skill_abra_db[i].skill_id = skill_id;
  18783. safestrncpy(skill_abra_db[i].name, trim(split[1]), sizeof(skill_abra_db[i].name)); //store dummyname
  18784. skill_split_atoi(split[2],skill_abra_db[i].per);
  18785. if (i == skill_abra_count)
  18786. skill_abra_count++;
  18787. return true;
  18788. }
  18789. /** Reads change material db
  18790. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  18791. */
  18792. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  18793. {
  18794. uint16 id = atoi(split[0]), nameid = atoi(split[1]);
  18795. short rate = atoi(split[2]);
  18796. bool found = false;
  18797. int x, y;
  18798. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  18799. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  18800. return false;
  18801. }
  18802. // Clear previous data, for importing support
  18803. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  18804. found = true;
  18805. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  18806. }
  18807. // Import just for clearing/disabling from original data
  18808. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  18809. if (nameid == 0) {
  18810. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  18811. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  18812. return true;
  18813. }
  18814. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  18815. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  18816. if (skill_produce_db[x].nameid == nameid)
  18817. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  18818. break;
  18819. }
  18820. if (x >= MAX_SKILL_PRODUCE_DB) {
  18821. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid);
  18822. return false;
  18823. }
  18824. skill_changematerial_db[id].nameid = nameid;
  18825. skill_changematerial_db[id].rate = rate;
  18826. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  18827. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  18828. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  18829. }
  18830. if (!found)
  18831. skill_changematerial_count++;
  18832. return true;
  18833. }
  18834. #ifdef ADJUST_SKILL_DAMAGE
  18835. /**
  18836. * Reads skill damage adjustment
  18837. * @author [Lilith]
  18838. */
  18839. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  18840. {
  18841. uint16 id = 0;
  18842. trim(split[0]);
  18843. if (ISDIGIT(split[0][0]))
  18844. id = atoi(split[0]);
  18845. else
  18846. id = skill_name2id(split[0]);
  18847. id = skill_db_isset(id, __FUNCTION__);
  18848. memset(&skill_db[id]->damage,0,sizeof(struct s_skill_damage));
  18849. skill_db[id]->damage.caster |= atoi(split[1]);
  18850. skill_db[id]->damage.map |= atoi(split[2]);
  18851. skill_db[id]->damage.pc = cap_value(atoi(split[3]),-100,INT_MAX);
  18852. if (split[3])
  18853. skill_db[id]->damage.mob = cap_value(atoi(split[4]),-100,INT_MAX);
  18854. if (split[4])
  18855. skill_db[id]->damage.boss = cap_value(atoi(split[5]),-100,INT_MAX);
  18856. if (split[5])
  18857. skill_db[id]->damage.other = cap_value(atoi(split[6]),-100,INT_MAX);
  18858. return true;
  18859. }
  18860. #endif
  18861. /**
  18862. * Init dummy skill db also init Skill DB allocation
  18863. * @param skill_id
  18864. * @return Skill Index
  18865. **/
  18866. static uint16 skill_db_create(uint16 skill_id) {
  18867. if (skill_num >= MAX_SKILL) {
  18868. ShowError("Cannot add more skill. Limit is reached '%d'. Change 'MAX_SKILL' in mmo.h\n", MAX_SKILL);
  18869. return 0;
  18870. }
  18871. if (!skill_num)
  18872. CREATE(skill_db, struct s_skill_db *, 1);
  18873. else
  18874. RECREATE(skill_db, struct s_skill_db *, skill_num+1);
  18875. CREATE(skill_db[skill_num], struct s_skill_db, 1);
  18876. if (skill_id > 0) {
  18877. safestrncpy(skill_db[skill_num]->name, "UNKNOWN_SKILL", sizeof(skill_db[skill_num]->name));
  18878. safestrncpy(skill_db[skill_num]->desc, "Unknown Skill", sizeof(skill_db[skill_num]->desc));
  18879. }
  18880. skill_db[skill_num]->nameid = skill_id;
  18881. uidb_iput(skilldb_id2idx, skill_id, skill_num);
  18882. return skill_next_idx();
  18883. }
  18884. static void skill_db_destroy(void) {
  18885. uint16 i;
  18886. for (i = 0; i < SKILL_MAX_DB(); i++) {
  18887. if (skill_db[i]) {
  18888. skill_destroy_requirement(i);
  18889. aFree(skill_db[i]);
  18890. }
  18891. skill_db[i] = NULL;
  18892. }
  18893. skill_num = 0;
  18894. aFree(skill_db);
  18895. skill_db = NULL;
  18896. }
  18897. /*===============================
  18898. * DB reading.
  18899. * skill_db.txt
  18900. * skill_require_db.txt
  18901. * skill_cast_db.txt
  18902. * skill_castnodex_db.txt
  18903. * skill_nocast_db.txt
  18904. * skill_unit_db.txt
  18905. * produce_db.txt
  18906. * create_arrow_db.txt
  18907. * abra_db.txt
  18908. *------------------------------*/
  18909. static void skill_readdb(void)
  18910. {
  18911. int i;
  18912. const char* dbsubpath[] = {
  18913. "",
  18914. "/"DBIMPORT,
  18915. //add other path here
  18916. };
  18917. db_clear(skilldb_name2id);
  18918. db_clear(skilldb_id2idx);
  18919. skill_db_destroy();
  18920. skill_db_create(0);
  18921. memset(skill_produce_db,0,sizeof(skill_produce_db));
  18922. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  18923. memset(skill_abra_db,0,sizeof(skill_abra_db));
  18924. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  18925. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  18926. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  18927. skill_produce_count = skill_arrow_count = skill_abra_count = skill_improvise_count =
  18928. skill_changematerial_count = skill_spellbook_count = skill_magicmushroom_count = 0;
  18929. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  18930. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  18931. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  18932. char* dbsubpath1 = (char*)aMalloc(n1+1);
  18933. char* dbsubpath2 = (char*)aMalloc(n2+1);
  18934. if (i == 0) {
  18935. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  18936. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  18937. } else {
  18938. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  18939. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  18940. }
  18941. sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, -1, skill_parse_row_skilldb, i);
  18942. sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, -1, skill_parse_row_requiredb, i);
  18943. sv_readdb(dbsubpath2, "skill_cast_db.txt" , ',', 7, 8, -1, skill_parse_row_castdb, i);
  18944. sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, -1, skill_parse_row_castnodexdb, i);
  18945. sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, -1, skill_parse_row_unitdb, i);
  18946. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i);
  18947. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i);
  18948. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i);
  18949. sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i);
  18950. sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i);
  18951. sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 2, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i);
  18952. sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, -1, skill_parse_row_copyabledb, i);
  18953. sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i);
  18954. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i);
  18955. sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, -1, skill_parse_row_nonearnpcrangedb, i);
  18956. #ifdef ADJUST_SKILL_DAMAGE
  18957. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 7, -1, skill_parse_row_skilldamage, i);
  18958. #endif
  18959. aFree(dbsubpath1);
  18960. aFree(dbsubpath2);
  18961. }
  18962. skill_init_unit_layout();
  18963. skill_init_nounit_layout();
  18964. }
  18965. void skill_reload (void) {
  18966. struct s_mapiterator *iter;
  18967. struct map_session_data *sd;
  18968. skill_readdb();
  18969. initChangeTables(); // Re-init Status Change tables
  18970. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  18971. iter = mapit_getallusers();
  18972. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  18973. pc_validate_skill(sd);
  18974. clif_skillinfoblock(sd);
  18975. }
  18976. mapit_free(iter);
  18977. }
  18978. /*==========================================
  18979. *
  18980. *------------------------------------------*/
  18981. void do_init_skill(void)
  18982. {
  18983. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  18984. skilldb_id2idx = uidb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA);
  18985. skill_readdb();
  18986. skillunit_group_db = idb_alloc(DB_OPT_BASE);
  18987. skillunit_db = idb_alloc(DB_OPT_BASE);
  18988. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  18989. bowling_db = idb_alloc(DB_OPT_BASE);
  18990. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_CACHE_OPTIONS);
  18991. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_CACHE_OPTIONS);
  18992. ers_chunk_size(skill_unit_ers, 150);
  18993. ers_chunk_size(skill_timer_ers, 150);
  18994. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  18995. add_timer_func_list(skill_castend_id,"skill_castend_id");
  18996. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  18997. add_timer_func_list(skill_timerskill,"skill_timerskill");
  18998. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  18999. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  19000. }
  19001. void do_final_skill(void)
  19002. {
  19003. db_destroy(skilldb_name2id);
  19004. db_destroy(skilldb_id2idx);
  19005. db_destroy(skillunit_group_db);
  19006. db_destroy(skillunit_db);
  19007. db_destroy(skillusave_db);
  19008. db_destroy(bowling_db);
  19009. skill_db_destroy();
  19010. ers_destroy(skill_unit_ers);
  19011. ers_destroy(skill_timer_ers);
  19012. }