skill.c 678 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 struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  55. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  56. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  57. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  58. /**
  59. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  60. */
  61. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  62. struct skill_usave {
  63. uint16 skill_id, skill_lv;
  64. };
  65. struct s_skill_db skill_db[MAX_SKILL_DB];
  66. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  67. static unsigned short skill_produce_count;
  68. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  69. static unsigned short skill_arrow_count;
  70. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  71. unsigned short skill_abra_count;
  72. struct s_skill_improvise_db {
  73. uint16 skill_id;
  74. unsigned short per;//1-10000
  75. };
  76. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  77. static unsigned short skill_improvise_count;
  78. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  79. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  80. struct s_skill_changematerial_db {
  81. unsigned short nameid;
  82. unsigned short rate;
  83. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  84. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  85. };
  86. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  87. static unsigned short skill_changematerial_count;
  88. //Warlock
  89. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  90. unsigned short skill_spellbook_count;
  91. //Guillotine Cross
  92. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  93. unsigned short skill_magicmushroom_count;
  94. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  95. int firewall_unit_pos;
  96. int icewall_unit_pos;
  97. int earthstrain_unit_pos;
  98. int firerain_unit_pos;
  99. int wallofthorn_unit_pos;
  100. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  101. int overbrand_nounit_pos;
  102. int overbrand_brandish_nounit_pos;
  103. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  104. //early declaration
  105. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  106. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  107. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  108. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  109. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  110. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require);
  111. //Since only mob-casted splash skills can hit ice-walls
  112. static inline int splash_target(struct block_list* bl) {
  113. #ifndef RENEWAL
  114. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  115. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  116. return BL_SKILL|BL_CHAR;
  117. #endif
  118. }
  119. /// Returns the id of the skill, or 0 if not found.
  120. int skill_name2id(const char* name) {
  121. if( name == NULL )
  122. return 0;
  123. return strdb_iget(skilldb_name2id, name);
  124. }
  125. /// Maps skill ids to skill db offsets.
  126. /// Returns the skill's array index, or 0 (Unknown Skill).
  127. int skill_get_index( uint16 skill_id ) {
  128. // avoid ranges reserved for mapping guild/homun/mercenary skills
  129. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  130. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  131. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  132. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) )
  133. return 0;
  134. // map skill id to skill db index
  135. if( skill_id >= GD_SKILLBASE )
  136. skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE;
  137. else if( skill_id >= EL_SKILLBASE )
  138. skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE;
  139. else if( skill_id >= MC_SKILLBASE )
  140. skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE;
  141. else if( skill_id >= HM_SKILLBASE )
  142. skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE;
  143. // validate result
  144. if( !skill_id || skill_id >= MAX_SKILL_DB )
  145. return 0;
  146. return skill_id;
  147. }
  148. const char* skill_get_name( uint16 skill_id ) {
  149. return skill_db[skill_get_index(skill_id)].name;
  150. }
  151. const char* skill_get_desc( uint16 skill_id ) {
  152. return skill_db[skill_get_index(skill_id)].desc;
  153. }
  154. /// out of bounds error checking [celest]
  155. static void skill_chk(uint16 *skill_id) {
  156. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  157. }
  158. // checks/adjusts level
  159. static void skill_chk2(uint16 *skill_lv) {
  160. *skill_lv = (*skill_lv < 1) ? 1 : (*skill_lv > MAX_SKILL_LEVEL) ? MAX_SKILL_LEVEL : *skill_lv;
  161. }
  162. // checks/adjusts index. make sure we don't use negative index
  163. static void skill_chk3(int *idx) {
  164. if (*idx < 0) *idx = 0;
  165. }
  166. #define skill_get(var,id) { skill_chk(&id); if(!id) return 0; return var; }
  167. #define skill_get2(var,id,lv) { skill_chk(&id); if (!id) return 0; skill_chk2(&lv); return var; }
  168. #define skill_get3(var,id,x) { skill_chk(&id); if (!id) return 0; skill_chk3(&x); return var; }
  169. // Skill DB
  170. int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id); }
  171. int skill_get_inf( uint16 skill_id ) { skill_get (skill_db[skill_id].inf, skill_id); }
  172. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].element[skill_lv-1], skill_id, skill_lv); }
  173. int skill_get_nk( uint16 skill_id ) { skill_get (skill_db[skill_id].nk, skill_id); }
  174. int skill_get_max( uint16 skill_id ) { skill_get (skill_db[skill_id].max, skill_id); }
  175. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].range[skill_lv-1], skill_id, skill_lv); }
  176. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill_db[skill_id].splash[skill_lv-1]>=0?skill_db[skill_id].splash[skill_lv-1]:AREA_SIZE), skill_id, skill_lv); }
  177. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].num[skill_lv-1], skill_id, skill_lv); }
  178. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cast[skill_lv-1], skill_id, skill_lv); }
  179. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].delay[skill_lv-1], skill_id, skill_lv); }
  180. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].walkdelay[skill_lv-1], skill_id, skill_lv); }
  181. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time[skill_lv-1], skill_id, skill_lv); }
  182. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time2[skill_lv-1], skill_id, skill_lv); }
  183. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_db[skill_id].cast_def_rate, skill_id); }
  184. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_db[skill_id].inf2, skill_id); }
  185. int skill_get_inf3( uint16 skill_id ) { skill_get (skill_db[skill_id].inf3, skill_id); }
  186. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_db[skill_id].castcancel, skill_id); }
  187. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].maxcount[skill_lv-1], skill_id, skill_lv); }
  188. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].blewcount[skill_lv-1], skill_id, skill_lv); }
  189. int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].castnodex[skill_lv-1], skill_id, skill_lv); }
  190. int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].delaynodex[skill_lv-1], skill_id, skill_lv); }
  191. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_db[skill_id].nocast, skill_id); }
  192. int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id); }
  193. int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get3 (skill_db[skill_id].unit_id[flag], skill_id, flag); }
  194. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id); }
  195. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); }
  196. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id); }
  197. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id); }
  198. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id); }
  199. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_layout_type[skill_lv-1], skill_id, skill_lv); }
  200. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cooldown[skill_lv-1], skill_id, skill_lv); }
  201. #ifdef RENEWAL_CAST
  202. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].fixed_cast[skill_lv-1], skill_id, skill_lv); }
  203. #endif
  204. // Skill requirements
  205. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.hp[skill_lv-1], skill_id, skill_lv); }
  206. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.mhp[skill_lv-1], skill_id, skill_lv); }
  207. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.sp[skill_lv-1], skill_id, skill_lv); }
  208. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.hp_rate[skill_lv-1], skill_id, skill_lv); }
  209. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.sp_rate[skill_lv-1], skill_id, skill_lv); }
  210. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.zeny[skill_lv-1], skill_id, skill_lv); }
  211. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_db[skill_id].require.weapon, skill_id); }
  212. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_db[skill_id].require.ammo, skill_id); }
  213. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.ammo_qty[skill_lv-1], skill_id, skill_lv); }
  214. int skill_get_state( uint16 skill_id ) { skill_get (skill_db[skill_id].require.state, skill_id); }
  215. //int skill_get_status( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.status[idx], skill_id, idx); }
  216. int skill_get_status_count( uint16 skill_id ) { skill_get (skill_db[skill_id].require.status_count, skill_id); }
  217. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ){ skill_get2 (skill_db[skill_id].require.spiritball[skill_lv-1], skill_id, skill_lv); }
  218. int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.itemid[idx], skill_id, idx); }
  219. int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.amount[idx], skill_id, idx); }
  220. int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.eqItem[idx], skill_id, idx); }
  221. int skill_tree_get_max(uint16 skill_id, int b_class)
  222. {
  223. int i;
  224. b_class = pc_class2idx(b_class);
  225. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
  226. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
  227. return skill_tree[b_class][i].max;
  228. else
  229. return skill_get_max(skill_id);
  230. }
  231. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  232. int skill_attack_area(struct block_list *bl,va_list ap);
  233. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  234. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  235. int skill_greed(struct block_list *bl, va_list ap);
  236. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
  237. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  238. static int skill_trap_splash(struct block_list *bl, va_list ap);
  239. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  240. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  241. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  242. static int skill_unit_effect(struct block_list *bl,va_list ap);
  243. static int skill_bind_trap(struct block_list *bl, va_list ap);
  244. int skill_get_casttype (uint16 skill_id) {
  245. int inf = skill_get_inf(skill_id);
  246. if (inf&(INF_GROUND_SKILL))
  247. return CAST_GROUND;
  248. if (inf&INF_SUPPORT_SKILL)
  249. return CAST_NODAMAGE;
  250. if (inf&INF_SELF_SKILL) {
  251. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  252. return CAST_DAMAGE; //Combo skill.
  253. return CAST_NODAMAGE;
  254. }
  255. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  256. return CAST_NODAMAGE;
  257. return CAST_DAMAGE;
  258. }
  259. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  260. int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  261. int range, inf3=0;
  262. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  263. return 9; //Mobs have a range of 9 regardless of skill used.
  264. range = skill_get_range(skill_id, skill_lv);
  265. if( range < 0 ) {
  266. if( battle_config.use_weapon_skill_range&bl->type )
  267. return status_get_range(bl);
  268. range *=-1;
  269. }
  270. inf3 = skill_get_inf3(skill_id);
  271. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  272. if( bl->type == BL_PC ) {
  273. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  274. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  275. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  276. } else
  277. range += 10; //Assume level 10?
  278. }
  279. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  280. if( bl->type == BL_PC ) {
  281. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  282. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  283. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  284. }
  285. }
  286. if( !range && bl->type != BL_PC )
  287. return 9; // Enable non players to use self skills on others. [Skotlex]
  288. return range;
  289. }
  290. /**
  291. * Calculates heal value of skill's effect
  292. * @param src
  293. * @param target
  294. * @param skill_id
  295. * @param skill_lv
  296. * @param heal
  297. * @return modified heal value
  298. */
  299. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  300. int skill, hp = 0;
  301. struct map_session_data *sd = BL_CAST(BL_PC, src);
  302. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  303. struct status_change *sc, *tsc;
  304. sc = status_get_sc(src);
  305. tsc = status_get_sc(target);
  306. switch( skill_id ) {
  307. case BA_APPLEIDUN:
  308. #ifdef RENEWAL
  309. hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  310. #else
  311. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  312. #endif
  313. if( sd )
  314. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  315. break;
  316. case PR_SANCTUARY:
  317. hp = (skill_lv>6)?777:skill_lv*100;
  318. break;
  319. case NPC_EVILLAND:
  320. hp = (skill_lv>6)?666:skill_lv*100;
  321. break;
  322. default:
  323. if (skill_lv >= battle_config.max_heal_lv)
  324. return battle_config.max_heal;
  325. #ifdef RENEWAL
  326. /**
  327. * Renewal Heal Formula
  328. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  329. */
  330. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * (skill_id == AB_HIGHNESSHEAL ? ((sd) ? pc_checkskill(sd,AL_HEAL) : skill_get_max(AL_HEAL)) : skill_lv) / 10;
  331. #else
  332. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + ( (skill_id == AB_HIGHNESSHEAL ? ((sd) ? pc_checkskill(sd,AL_HEAL) : skill_get_max(AL_HEAL)) : skill_lv) * 8));
  333. #endif
  334. if (skill_id == AB_HIGHNESSHEAL)
  335. hp = hp * ( 17 + 3 * skill_lv ) / 10;
  336. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  337. hp += hp * skill * 2 / 100;
  338. else if( src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  339. hp += hp * skill * 2 / 100;
  340. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && sd->class_&JOBL_SUPER_NOVICE && sd->status.sex == 0 )
  341. hp *= 2;
  342. break;
  343. }
  344. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  345. hp >>= 1;
  346. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  347. hp += hp*skill/100;
  348. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  349. hp += hp*skill/100;
  350. if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL ||
  351. skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
  352. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  353. if( tsc && tsc->count ) {
  354. if( heal && tsc->data[SC_CRITICALWOUND] ) //Critical Wound has no effect on offensive heal. [Inkfish]
  355. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  356. if( heal && tsc->data[SC_DEATHHURT] )
  357. hp -= hp * 20/100;
  358. if( tsc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  359. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  360. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  361. hp += hp / 10;
  362. }
  363. #ifdef RENEWAL
  364. // MATK part of the RE heal formula [malufett]
  365. // Note: in this part matk bonuses from items or skills are not applied
  366. switch( skill_id ) {
  367. case BA_APPLEIDUN: case PR_SANCTUARY:
  368. case NPC_EVILLAND: break;
  369. default:
  370. {
  371. struct status_data *status = status_get_status_data(src);
  372. int min, max;
  373. min = max = status_base_matk(status, status_get_lv(src));
  374. if( status->rhw.matk > 0 ){
  375. int wMatk, variance;
  376. wMatk = status->rhw.matk;
  377. variance = wMatk * status->rhw.wlv / 10;
  378. min += wMatk - variance;
  379. max += wMatk + variance;
  380. }
  381. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  382. min = max;
  383. if( sd && sd->right_weapon.overrefine > 0 ){
  384. min++;
  385. max += sd->right_weapon.overrefine - 1;
  386. }
  387. if(max > min)
  388. hp += min+rnd()%(max-min);
  389. else
  390. hp += min;
  391. }
  392. }
  393. #endif
  394. return hp;
  395. }
  396. /**
  397. * Making Plagiarism and Reproduce check their own function
  398. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  399. * @param sd: Player who will copy the skill
  400. * @param skill_id: Target skill
  401. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  402. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  403. */
  404. static char skill_isCopyable(struct map_session_data *sd, uint16 skill_id) {
  405. uint16 idx = skill_get_index(skill_id);
  406. // Only copy skill that player doesn't have or the skill is old clone
  407. if (sd->status.skill[idx].id != 0 && sd->status.skill[idx].flag != SKILL_FLAG_PLAGIARIZED)
  408. return 0;
  409. // Check if the skill is copyable by class
  410. if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) {
  411. uint16 job_allowed = skill_db[idx].copyable.joballowed;
  412. while (1) {
  413. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  414. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  415. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  416. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  417. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  418. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  419. return 0;
  420. }
  421. }
  422. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  423. if (skill_db[idx].copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  424. return 1;
  425. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  426. if (skill_db[idx].copyable.option&2 && pc_checkskill(sd,SC_REPRODUCE) && &sd->sc && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  427. return 2;
  428. return 0;
  429. }
  430. /**
  431. * Check if the skill is ok to cast and when.
  432. * Done before check_condition_begin, requirement
  433. * @param skill_id: Skill ID that casted
  434. * @param sd: Player who casted
  435. * @return true: Skill cannot be used, false: otherwise
  436. * @author [MouseJstr]
  437. */
  438. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  439. {
  440. int16 idx,m;
  441. nullpo_retr(1,sd);
  442. m = sd->bl.m;
  443. idx = skill_get_index(skill_id);
  444. if (idx == 0)
  445. return true; // invalid skill id
  446. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  447. return false; // can do any damn thing they want
  448. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  449. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  450. if (map[m].flag.noskill)
  451. return true;
  452. // Epoque:
  453. // This code will compare the player's attack motion value which is influenced by ASPD before
  454. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  455. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  456. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  457. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  458. {// attempted to cast a skill before the attack motion has finished
  459. return true;
  460. }
  461. if (skill_blockpc_get(sd, skill_id) != -1){
  462. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  463. return true;
  464. }
  465. /**
  466. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  467. * 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
  468. */
  469. if( sd->skillitem == skill_id )
  470. return false;
  471. // Check skill restrictions [Celest]
  472. if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
  473. (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
  474. (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
  475. (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
  476. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
  477. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  478. return true;
  479. }
  480. if( &sd->sc && sd->sc.data[SC_ALL_RIDING] )
  481. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  482. switch (skill_id) {
  483. case AL_WARP:
  484. case RETURN_TO_ELDICASTES:
  485. case ALL_GUARDIAN_RECALL:
  486. case ECLAGE_RECALL:
  487. if(map[m].flag.nowarp) {
  488. clif_skill_teleportmessage(sd,0);
  489. return true;
  490. }
  491. return false;
  492. case AL_TELEPORT:
  493. case SC_FATALMENACE:
  494. case SC_DIMENSIONDOOR:
  495. case ALL_ODINS_RECALL:
  496. if(map[m].flag.noteleport) {
  497. clif_skill_teleportmessage(sd,0);
  498. return true;
  499. }
  500. return false; // gonna be checked in 'skill_castend_nodamage_id'
  501. case WE_CALLPARTNER:
  502. case WE_CALLPARENT:
  503. case WE_CALLBABY:
  504. if (map[m].flag.nomemo) {
  505. clif_skill_teleportmessage(sd,1);
  506. return true;
  507. }
  508. break;
  509. case MC_VENDING:
  510. case ALL_BUYING_STORE:
  511. if( map[sd->bl.m].flag.novending ) {
  512. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  513. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  514. return true;
  515. }
  516. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  517. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  518. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  519. return true;
  520. }
  521. if( npc_isnear(&sd->bl) ) {
  522. // uncomment to send msg_txt.
  523. //char output[150];
  524. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  525. //clif_displaymessage(sd->fd, output);
  526. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  527. return true;
  528. }
  529. case MC_IDENTIFY:
  530. return false; // always allowed
  531. case WZ_ICEWALL:
  532. // noicewall flag [Valaris]
  533. if (map[m].flag.noicewall) {
  534. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  535. return true;
  536. }
  537. break;
  538. case GC_DARKILLUSION:
  539. if( map_flag_gvg(m) ) {
  540. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  541. return true;
  542. }
  543. break;
  544. case GD_EMERGENCYCALL:
  545. case GD_ITEMEMERGENCYCALL:
  546. if (
  547. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  548. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  549. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  550. ) {
  551. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  552. return true;
  553. }
  554. break;
  555. case WM_SIRCLEOFNATURE:
  556. case WM_SOUND_OF_DESTRUCTION:
  557. case WM_LULLABY_DEEPSLEEP:
  558. case WM_SATURDAY_NIGHT_FEVER:
  559. if( !map_flag_vs(m) ) {
  560. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  561. return true;
  562. }
  563. break;
  564. }
  565. return false;
  566. }
  567. /**
  568. * Check if the homunculus skill is ok to be processed
  569. * After checking from Homunculus side, also check the master condition
  570. * @param skill_id: Skill ID that casted
  571. * @param hd: Homunculus who casted
  572. * @return true: Skill cannot be used, false: otherwise
  573. */
  574. bool skill_isNotOk_hom(uint16 skill_id, struct homun_data *hd)
  575. {
  576. uint16 idx = skill_get_index(skill_id);
  577. nullpo_retr(1,hd);
  578. if (idx == 0)
  579. return true; // invalid skill id
  580. if (hd->blockskill[idx] > 0)
  581. return true;
  582. switch(skill_id) {
  583. case MH_LIGHT_OF_REGENE: //must be cordial
  584. if (hom_get_intimacy_grade(hd) != 4) {
  585. if (hd->master)
  586. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  587. return true;
  588. }
  589. break;
  590. case MH_GOLDENE_FERSE: //cant be used with angriff
  591. if(&hd->sc && hd->sc.data[SC_ANGRIFFS_MODUS]) return true;
  592. break;
  593. case MH_ANGRIFFS_MODUS:
  594. if(&hd->sc && hd->sc.data[SC_GOLDENE_FERSE]) return true;
  595. break;
  596. case MH_TINDER_BREAKER: //must be in grappling mode
  597. if(!&hd->sc
  598. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)
  599. || !hd->homunculus.spiritball) return true;
  600. break;
  601. case MH_SONIC_CRAW: //must be in fighting mode
  602. if(!&hd->sc
  603. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)
  604. || !hd->homunculus.spiritball) return true;
  605. break;
  606. case MH_SILVERVEIN_RUSH:
  607. if(!&hd->sc
  608. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW)
  609. || hd->homunculus.spiritball < 2) return true;
  610. break;
  611. case MH_MIDNIGHT_FRENZY:
  612. if(!&hd->sc
  613. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)
  614. || !hd->homunculus.spiritball) return true;
  615. break;
  616. case MH_CBC:
  617. if(!&hd->sc
  618. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER)
  619. || hd->homunculus.spiritball < 2) return true;
  620. break;
  621. case MH_EQC:
  622. if(!&hd->sc
  623. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC)
  624. || hd->homunculus.spiritball < 3) return true;
  625. break;
  626. }
  627. //Use master's criteria.
  628. return skill_isNotOk(skill_id, hd->master);
  629. }
  630. /**
  631. * Check if the mercenary skill is ok to be processed
  632. * After checking from Homunculus side, also check the master condition
  633. * @param skill_id: Skill ID that casted
  634. * @param md: Mercenary who casted
  635. * @return true: Skill cannot be used, false: otherwise
  636. */
  637. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  638. {
  639. uint16 idx = skill_get_index(skill_id);
  640. nullpo_retr(1, md);
  641. if (!idx)
  642. return true; // Invalid Skill ID
  643. if (md->blockskill[idx] > 0)
  644. return true;
  645. return skill_isNotOk(skill_id, md->master);
  646. }
  647. /**
  648. * Check if the skill can be casted near NPC or not
  649. * @param src Object who casted
  650. * @param skill_id Skill ID that casted
  651. * @param skill_lv Skill Lv
  652. * @param pos_x Position x of the target
  653. * @param pos_y Position y of the target
  654. * @return true: Skill cannot be used, false: otherwise
  655. * @author [Cydh]
  656. */
  657. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  658. int inf;
  659. if (!src || !skill_get_index(skill_id))
  660. return false;
  661. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  662. return false;
  663. inf = skill_get_inf(skill_id);
  664. //if self skill
  665. if (inf&INF_SELF_SKILL) {
  666. pos_x = src->x;
  667. pos_y = src->y;
  668. }
  669. if (pos_x <= 0) pos_x = src->x;
  670. if (pos_y <= 0) pos_y = src->y;
  671. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true);
  672. }
  673. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  674. {
  675. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  676. uint8 dir;
  677. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  678. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  679. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  680. }
  681. if (pos != -1) // simple single-definition layout
  682. return &skill_unit_layout[pos];
  683. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  684. if (skill_id == MG_FIREWALL)
  685. return &skill_unit_layout [firewall_unit_pos + dir];
  686. else if (skill_id == WZ_ICEWALL)
  687. return &skill_unit_layout [icewall_unit_pos + dir];
  688. else if( skill_id == WL_EARTHSTRAIN )
  689. return &skill_unit_layout [earthstrain_unit_pos + dir];
  690. else if( skill_id == RL_FIRE_RAIN )
  691. return &skill_unit_layout[firerain_unit_pos + dir];
  692. else if( skill_id == GN_WALLOFTHORN )
  693. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  694. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  695. return &skill_unit_layout[0]; // default 1x1 layout
  696. }
  697. 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)
  698. {
  699. if( skill_id == LG_OVERBRAND )
  700. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  701. else if( skill_id == LG_OVERBRAND_BRANDISH )
  702. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  703. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  704. return &skill_nounit_layout[0];
  705. }
  706. /*==========================================
  707. * Add effect to skill when hit succesfully target
  708. *------------------------------------------*/
  709. 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)
  710. {
  711. struct map_session_data *sd, *dstsd;
  712. struct mob_data *md, *dstmd;
  713. struct status_data *sstatus, *tstatus;
  714. struct status_change *sc, *tsc;
  715. enum sc_type status;
  716. int skill;
  717. int rate;
  718. int chorusbonus = 0;
  719. nullpo_ret(src);
  720. nullpo_ret(bl);
  721. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  722. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  723. return 0;
  724. sd = BL_CAST(BL_PC, src);
  725. md = BL_CAST(BL_MOB, src);
  726. dstsd = BL_CAST(BL_PC, bl);
  727. dstmd = BL_CAST(BL_MOB, bl);
  728. sc = status_get_sc(src);
  729. tsc = status_get_sc(bl);
  730. sstatus = status_get_status_data(src);
  731. tstatus = status_get_status_data(bl);
  732. if (!tsc) //skill additional effect is about adding effects to the target...
  733. //So if the target can't be inflicted with statuses, this is pointless.
  734. return 0;
  735. // Minstrel/Wanderer number check for chorus skills.
  736. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  737. if( sd && sd->status.party_id ) {
  738. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  739. if( chorusbonus > 7 )
  740. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  741. else if( chorusbonus > 2 )
  742. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  743. }
  744. if( sd )
  745. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  746. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  747. // Trigger status effects
  748. enum sc_type type;
  749. int i;
  750. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  751. rate = sd->addeff[i].rate;
  752. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  753. rate += sd->addeff[i].arrow_rate;
  754. if( !rate ) continue;
  755. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  756. // Trigger has attack type consideration.
  757. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  758. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  759. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  760. else
  761. continue;
  762. }
  763. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  764. // Trigger has range consideration.
  765. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  766. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  767. continue; //Range Failed.
  768. }
  769. type = sd->addeff[i].id;
  770. skill = skill_get_time2(status_sc2skill(type),7);
  771. if (sd->addeff[i].flag&ATF_TARGET)
  772. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,SCSTART_NONE);
  773. if (sd->addeff[i].flag&ATF_SELF)
  774. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,SCSTART_NONE);
  775. }
  776. }
  777. if( skill_id ) {
  778. // Trigger status effects on skills
  779. enum sc_type type;
  780. int i;
  781. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) {
  782. if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  783. continue;
  784. type = sd->addeff3[i].id;
  785. skill = skill_get_time2(status_sc2skill(type),7);
  786. if( sd->addeff3[i].target&ATF_TARGET )
  787. status_change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,skill,SCSTART_NONE);
  788. if( sd->addeff3[i].target&ATF_SELF )
  789. status_change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,skill,SCSTART_NONE);
  790. }
  791. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  792. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  793. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  794. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  795. clif_emotion(bl,E_OMG);
  796. }
  797. }
  798. }
  799. if( dmg_lv < ATK_DEF ) // no damage, return;
  800. return 0;
  801. switch(skill_id) {
  802. case 0:
  803. { // Normal attacks (no skill used)
  804. if( attack_type&BF_SKILL )
  805. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  806. if(sd) {
  807. // Automatic trigger of Blitz Beat
  808. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  809. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  810. rate=(sd->status.job_level+9)/10;
  811. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  812. }
  813. // Automatic trigger of Warg Strike [Jobbie]
  814. if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  815. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  816. // Gank
  817. if(dstmd && sd->status.weapon != W_BOW &&
  818. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  819. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  820. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  821. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  822. else
  823. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  824. }
  825. // Chance to trigger Taekwon kicks [Dralnu]
  826. if(sc && !sc->data[SC_COMBO]) {
  827. if(sc->data[SC_READYSTORM] &&
  828. sc_start4(src,src,SC_COMBO, 15, TK_STORMKICK,
  829. bl->id, 2, 0,
  830. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  831. ; //Stance triggered
  832. else if(sc->data[SC_READYDOWN] &&
  833. sc_start4(src,src,SC_COMBO, 15, TK_DOWNKICK,
  834. bl->id, 2, 0,
  835. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  836. ; //Stance triggered
  837. else if(sc->data[SC_READYTURN] &&
  838. sc_start4(src,src,SC_COMBO, 15, TK_TURNKICK,
  839. bl->id, 2, 0,
  840. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  841. ; //Stance triggered
  842. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  843. rate = 20;
  844. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  845. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  846. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  847. }
  848. sc_start4(src,src, SC_COMBO, rate, TK_COUNTER,
  849. bl->id, 2, 0,
  850. (2000 - 4*sstatus->agi - 2*sstatus->dex))
  851. ; //Stance triggered
  852. }
  853. }
  854. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  855. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  856. }
  857. if (sc) {
  858. struct status_change_entry *sce;
  859. // Enchant Poison gives a chance to poison attacked enemies
  860. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  861. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  862. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  863. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  864. if((sce=sc->data[SC_EDP]))
  865. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  866. skill_get_time2(ASC_EDP,sce->val1));
  867. }
  868. }
  869. break;
  870. case SM_BASH:
  871. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  872. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  873. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  874. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  875. }
  876. break;
  877. case MER_CRASH:
  878. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  879. break;
  880. case AS_VENOMKNIFE:
  881. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  882. skill_lv = pc_checkskill(sd, TF_POISON);
  883. case TF_POISON:
  884. case AS_SPLASHER:
  885. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  886. && sd && skill_id==TF_POISON
  887. )
  888. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  889. break;
  890. case AS_SONICBLOW:
  891. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  892. break;
  893. case WZ_FIREPILLAR:
  894. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  895. break;
  896. case MG_FROSTDIVER:
  897. if(!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  898. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  899. break;
  900. case WZ_FROSTNOVA:
  901. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  902. break;
  903. case WZ_STORMGUST:
  904. // Storm Gust counter was dropped in renewal
  905. #ifdef RENEWAL
  906. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  907. #else
  908. //On third hit, there is a 150% to freeze the target
  909. if(tsc->sg_counter >= 3 &&
  910. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  911. tsc->sg_counter = 0;
  912. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  913. else if( tsc->sg_counter > 250 )
  914. tsc->sg_counter = 0;
  915. #endif
  916. break;
  917. case WZ_METEOR:
  918. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  919. break;
  920. case WZ_VERMILION:
  921. sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  922. break;
  923. case HT_FREEZINGTRAP:
  924. case MA_FREEZINGTRAP:
  925. sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv));
  926. break;
  927. case HT_FLASHER:
  928. sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  929. break;
  930. case HT_LANDMINE:
  931. case MA_LANDMINE:
  932. sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  933. break;
  934. case HT_SHOCKWAVE:
  935. status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
  936. break;
  937. case HT_SANDMAN:
  938. case MA_SANDMAN:
  939. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  940. break;
  941. case TF_SPRINKLESAND:
  942. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  943. break;
  944. case TF_THROWSTONE:
  945. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  946. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  947. break;
  948. case NPC_DARKCROSS:
  949. case CR_HOLYCROSS:
  950. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  951. break;
  952. case CR_GRANDCROSS:
  953. case NPC_GRANDDARKNESS:
  954. //Chance to cause blind status vs demon and undead element, but not against players
  955. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  956. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  957. attack_type |= BF_WEAPON;
  958. break;
  959. case AM_ACIDTERROR:
  960. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  961. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  962. clif_emotion(bl,E_OMG);
  963. break;
  964. case AM_DEMONSTRATION:
  965. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  966. break;
  967. case CR_SHIELDCHARGE:
  968. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  969. break;
  970. case PA_PRESSURE:
  971. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  972. break;
  973. case RG_RAID:
  974. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  975. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  976. #ifdef RENEWAL
  977. sc_start(src,bl,SC_RAID,100,7,5000);
  978. break;
  979. case RG_BACKSTAP:
  980. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  981. #endif
  982. break;
  983. case BA_FROSTJOKER:
  984. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  985. break;
  986. case DC_SCREAM:
  987. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  988. break;
  989. case BD_LULLABY:
  990. 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
  991. break;
  992. case DC_UGLYDANCE:
  993. rate = 5+5*skill_lv;
  994. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  995. rate += 5+skill;
  996. status_zap(bl, 0, rate);
  997. break;
  998. case SL_STUN:
  999. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1000. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1001. break;
  1002. case NPC_PETRIFYATTACK:
  1003. sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv,
  1004. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1005. skill_get_time2(skill_id,skill_lv));
  1006. break;
  1007. case NPC_CURSEATTACK:
  1008. case NPC_SLEEPATTACK:
  1009. case NPC_BLINDATTACK:
  1010. case NPC_POISON:
  1011. case NPC_SILENCEATTACK:
  1012. case NPC_STUNATTACK:
  1013. case NPC_HELLPOWER:
  1014. sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1015. break;
  1016. case NPC_ACIDBREATH:
  1017. case NPC_ICEBREATH:
  1018. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1019. break;
  1020. case NPC_BLEEDING:
  1021. sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1022. break;
  1023. case NPC_MENTALBREAKER:
  1024. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1025. //equal to Matk*skLevel.
  1026. rate = sstatus->matk_min;
  1027. if (rate < sstatus->matk_max)
  1028. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1029. rate*=skill_lv;
  1030. status_zap(bl, 0, rate);
  1031. break;
  1032. }
  1033. // Equipment breaking monster skills [Celest]
  1034. case NPC_WEAPONBRAKER:
  1035. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1036. break;
  1037. case NPC_ARMORBRAKE:
  1038. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1039. break;
  1040. case NPC_HELMBRAKE:
  1041. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1042. break;
  1043. case NPC_SHIELDBRAKE:
  1044. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1045. break;
  1046. case CH_TIGERFIST:
  1047. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  1048. break;
  1049. case LK_SPIRALPIERCE:
  1050. case ML_SPIRALPIERCE:
  1051. if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
  1052. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1053. break;
  1054. case ST_REJECTSWORD:
  1055. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1056. break;
  1057. case PF_FOGWALL:
  1058. if (src != bl && !tsc->data[SC_DELUGE])
  1059. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1060. break;
  1061. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1062. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1063. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1064. break;
  1065. case LK_JOINTBEAT:
  1066. status = status_skill2sc(skill_id);
  1067. if (tsc->jb_flag) {
  1068. 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));
  1069. tsc->jb_flag = 0;
  1070. }
  1071. break;
  1072. case ASC_METEORASSAULT:
  1073. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1074. switch(rnd()%3) {
  1075. case 0:
  1076. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1077. break;
  1078. case 1:
  1079. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1080. break;
  1081. default:
  1082. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1083. }
  1084. break;
  1085. case HW_NAPALMVULCAN:
  1086. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1087. break;
  1088. case WS_CARTTERMINATION: // Cart termination
  1089. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1090. break;
  1091. case CR_ACIDDEMONSTRATION:
  1092. case GN_FIRE_EXPANSION_ACID:
  1093. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1094. break;
  1095. case TK_DOWNKICK:
  1096. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1097. break;
  1098. case TK_JUMPKICK:
  1099. // debuff the following statuses
  1100. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1101. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1102. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1103. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1104. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1105. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1106. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1107. }
  1108. break;
  1109. case TK_TURNKICK:
  1110. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1111. if(attack_type&BF_MISC) //70% base stun chance...
  1112. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1113. break;
  1114. case GS_BULLSEYE: //0.1% coma rate.
  1115. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1116. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1117. break;
  1118. case GS_PIERCINGSHOT:
  1119. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1120. break;
  1121. case NJ_HYOUSYOURAKU:
  1122. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1123. break;
  1124. case GS_FLING:
  1125. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1126. break;
  1127. case GS_DISARM:
  1128. rate = 3*skill_lv;
  1129. if (sstatus->dex > tstatus->dex)
  1130. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1131. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1132. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1133. break;
  1134. case NPC_EVILLAND:
  1135. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1136. break;
  1137. case NPC_HELLJUDGEMENT:
  1138. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1139. break;
  1140. case NPC_CRITICALWOUND:
  1141. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1142. break;
  1143. case RK_WINDCUTTER:
  1144. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1145. break;
  1146. case RK_DRAGONBREATH:
  1147. sc_start4(src,bl,SC_BURNING,5+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1148. break;
  1149. case RK_DRAGONBREATH_WATER:
  1150. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1151. break;
  1152. case AB_ADORAMUS:
  1153. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1154. 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));
  1155. break;
  1156. case WL_CRIMSONROCK:
  1157. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1158. break;
  1159. case WL_COMET:
  1160. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1161. break;
  1162. case WL_EARTHSTRAIN:
  1163. {
  1164. int i;
  1165. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1166. for( i = 0; i < skill_lv; i++ )
  1167. skill_strip_equip(src,bl,pos[i],5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1168. }
  1169. break;
  1170. case WL_JACKFROST:
  1171. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1172. break;
  1173. case RA_WUGBITE: {
  1174. 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);
  1175. if (wug_rate < 50)
  1176. wug_rate = 50;
  1177. 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))) );
  1178. }
  1179. break;
  1180. case RA_SENSITIVEKEEN:
  1181. if( rnd()%100 < 8 * skill_lv )
  1182. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1183. break;
  1184. case RA_FIRINGTRAP:
  1185. case RA_ICEBOUNDTRAP:
  1186. sc_start(src,bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 50 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1187. break;
  1188. case NC_PILEBUNKER:
  1189. if( rnd()%100 < 25 + 15*skill_lv ) {
  1190. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1191. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1192. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1193. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1194. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1195. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1196. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1197. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1198. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1199. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1200. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1201. }
  1202. break;
  1203. case NC_FLAMELAUNCHER:
  1204. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1205. break;
  1206. case NC_COLDSLOWER:
  1207. sc_start(src,bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1208. sc_start(src,bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1209. break;
  1210. case NC_POWERSWING:
  1211. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1212. if( rnd()%100 < 5*skill_lv )
  1213. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1214. break;
  1215. case GC_WEAPONCRUSH:
  1216. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1217. break;
  1218. case LG_SHIELDPRESS:
  1219. 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));
  1220. break;
  1221. case LG_PINPOINTATTACK:
  1222. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1223. switch( skill_lv ) {
  1224. case 1:
  1225. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1226. break;
  1227. case 2:
  1228. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1229. break;
  1230. case 3:
  1231. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1232. break;
  1233. case 4:
  1234. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1235. break;
  1236. case 5:
  1237. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1238. break;
  1239. }
  1240. break;
  1241. case LG_MOONSLASHER:
  1242. rate = 32 + 8 * skill_lv;
  1243. 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.
  1244. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1245. else if( dstmd && !is_boss(bl) )
  1246. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1247. break;
  1248. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1249. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1250. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1251. break;
  1252. case LG_EARTHDRIVE:
  1253. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1254. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1255. break;
  1256. case LG_HESPERUSLIT:
  1257. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1258. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
  1259. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1260. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1261. break;
  1262. case SR_DRAGONCOMBO:
  1263. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1264. break;
  1265. case SR_FALLENEMPIRE:
  1266. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1267. break;
  1268. case SR_WINDMILL:
  1269. if( dstsd )
  1270. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1271. else if( dstmd && !is_boss(bl) )
  1272. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1273. break;
  1274. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1275. 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));
  1276. break;
  1277. case SR_EARTHSHAKER:
  1278. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1279. break;
  1280. case SR_HOWLINGOFLION:
  1281. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1282. break;
  1283. case WM_SOUND_OF_DESTRUCTION:
  1284. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1285. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1286. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1287. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1288. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1289. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1290. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * chorusbonus) {
  1291. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1292. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1293. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1294. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1295. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1296. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1297. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1298. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1299. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1300. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1301. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1302. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1303. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1304. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1305. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1306. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1307. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1308. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1309. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1310. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1311. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1312. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1313. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1314. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1315. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1316. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1317. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1318. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1319. }
  1320. break;
  1321. case SO_EARTHGRAVE:
  1322. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1323. break;
  1324. case SO_DIAMONDDUST:
  1325. rate = 5 + 5 * skill_lv;
  1326. if( sc && sc->data[SC_COOLER_OPTION] )
  1327. rate += (sd ? sd->status.job_level / 5 : 0);
  1328. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1329. break;
  1330. case SO_VARETYR_SPEAR:
  1331. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1332. break;
  1333. case GN_SLINGITEM_RANGEMELEEATK:
  1334. if( sd ) {
  1335. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1336. case ITEMID_COCONUT_BOMB:
  1337. sc_start(src,bl, SC_STUN, 100, skill_lv, 10000);
  1338. sc_start2(src,bl, SC_BLEEDING, 100, skill_lv, src->id, 10000);
  1339. break;
  1340. case ITEMID_MELON_BOMB:
  1341. sc_start(src,bl, SC_MELON_BOMB, 100, skill_lv, 60000);
  1342. break;
  1343. case ITEMID_BANANA_BOMB:
  1344. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 60000);
  1345. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, sd->status.job_level + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status_get_lv(bl) + status_get_lv(src), skill_lv, 3000);
  1346. break;
  1347. }
  1348. sd->itemid = -1;
  1349. }
  1350. break;
  1351. case GN_HELLS_PLANT_ATK:
  1352. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1353. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1354. break;
  1355. case EL_WIND_SLASH: // Non confirmed rate.
  1356. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1357. break;
  1358. case EL_STONE_HAMMER:
  1359. rate = 10 * skill_lv;
  1360. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1361. break;
  1362. case EL_ROCK_CRUSHER:
  1363. case EL_ROCK_CRUSHER_ATK:
  1364. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1365. break;
  1366. case EL_TYPOON_MIS:
  1367. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1368. break;
  1369. case KO_JYUMONJIKIRI:
  1370. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1371. break;
  1372. case KO_SETSUDAN:
  1373. status_change_end(bl,SC_SPIRIT,INVALID_TIMER);
  1374. break;
  1375. case KO_MAKIBISHI:
  1376. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1377. break;
  1378. case MH_LAVA_SLIDE:
  1379. if (tsc && !tsc->data[SC_BURNING]) sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
  1380. break;
  1381. case MH_STAHL_HORN:
  1382. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1383. break;
  1384. case MH_NEEDLE_OF_PARALYZE:
  1385. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1386. break;
  1387. case MH_SILVERVEIN_RUSH:
  1388. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1389. break;
  1390. case MH_MIDNIGHT_FRENZY:
  1391. {
  1392. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1393. int spiritball = (hd?hd->homunculus.spiritball:1);
  1394. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1395. }
  1396. break;
  1397. case MH_XENO_SLASHER:
  1398. sc_start4(src,bl,SC_BLEEDING,10 * skill_lv,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv)); //@TODO need real duration
  1399. break;
  1400. case WL_HELLINFERNO:
  1401. sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1402. break;
  1403. case NC_MAGMA_ERUPTION:
  1404. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1405. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1406. break;
  1407. case GC_DARKCROW:
  1408. sc_start(src,bl,SC_DARKCROW,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1409. break;
  1410. case GN_ILLUSIONDOPING:
  1411. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1412. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1413. break;
  1414. case RL_MASS_SPIRAL:
  1415. sc_start(src,bl,SC_BLEEDING,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1416. break;
  1417. case RL_SLUGSHOT:
  1418. if (bl->type != BL_PC)
  1419. sc_start(src,bl,SC_STUN,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1420. break;
  1421. case RL_BANISHING_BUSTER:
  1422. {
  1423. //kRO update 2014-02-12. 100% chance to remove random buff(s) (1/2/3/4/5)
  1424. //TODO:
  1425. //- Confirm the removeable buffs. I'm using SA_DISPEL behavior
  1426. //- Make this removes 'random' buffs
  1427. uint16 i, n = skill_lv;
  1428. if (!tsc || !tsc->count)
  1429. break;
  1430. if (status_isimmune(bl))
  1431. break;
  1432. if (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  1433. if (sd)
  1434. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1435. break;
  1436. }
  1437. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1438. if (!tsc->data[i])
  1439. continue;
  1440. switch (i) {
  1441. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1442. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1443. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1444. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1445. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1446. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1447. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1448. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  1449. case SC_EDP: case SC_AUTOBERSERK:
  1450. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1451. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1452. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1453. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1454. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1455. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1456. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1457. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1458. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1459. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1460. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1461. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1462. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1463. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1464. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1465. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1466. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  1467. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1468. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  1469. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  1470. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  1471. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  1472. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  1473. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  1474. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  1475. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1476. case SC_HAWKEYES: case SC_PUSH_CART:
  1477. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  1478. case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
  1479. case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
  1480. case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
  1481. case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
  1482. case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  1483. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  1484. case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1485. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  1486. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  1487. case SC_H_MINE: case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2:
  1488. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1489. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_GN_CARTBOOST:
  1490. #ifdef RENEWAL
  1491. case SC_EXTREMITYFIST2:
  1492. #endif
  1493. continue;
  1494. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1495. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1496. case SC_FORTUNE: case SC_SERVICE4U:
  1497. if(tsc->data[i]->val4==0)
  1498. continue; //if in song-area don't end it
  1499. break;
  1500. case SC_ASSUMPTIO:
  1501. if( bl->type == BL_MOB )
  1502. continue;
  1503. break;
  1504. }
  1505. 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.
  1506. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  1507. n--;
  1508. }
  1509. //Remove bonus_script by Banishing Buster
  1510. if (dstsd)
  1511. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1512. }
  1513. break;
  1514. case RL_S_STORM:
  1515. //kRO update 2014-02-12. Break 1 Equipment by minimum chance 5%/10%/15%/20%/25%
  1516. {
  1517. 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 };
  1518. skill_break_equip(src,bl,pos[rnd()%ARRAYLENGTH(pos)],
  1519. max(skill_lv * 500,(sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), //(custom)
  1520. BCT_ENEMY);
  1521. }
  1522. break;
  1523. case RL_AM_BLAST:
  1524. sc_start(src,bl,SC_ANTI_M_BLAST,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1525. break;
  1526. case RL_HAMMER_OF_GOD:
  1527. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1528. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  1529. break;
  1530. } //end switch skill_id
  1531. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1532. { //Pass heritage to Master for status causing effects. [Skotlex]
  1533. sd = map_id2sd(md->master_id);
  1534. src = sd?&sd->bl:src;
  1535. }
  1536. if( attack_type&BF_WEAPON )
  1537. { // Coma, Breaking Equipment
  1538. if( sd && sd->special_state.bonus_coma )
  1539. {
  1540. rate = sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1541. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1542. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1543. if (rate)
  1544. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1545. }
  1546. if( sd && battle_config.equip_self_break_rate )
  1547. { // Self weapon breaking
  1548. rate = battle_config.equip_natural_break_rate;
  1549. if( sc )
  1550. {
  1551. if(sc->data[SC_GIANTGROWTH])
  1552. rate += 10;
  1553. if(sc->data[SC_OVERTHRUST])
  1554. rate += 10;
  1555. if(sc->data[SC_MAXOVERTHRUST])
  1556. rate += 10;
  1557. }
  1558. if( rate )
  1559. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1560. }
  1561. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1562. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1563. // Target weapon breaking
  1564. rate = 0;
  1565. if( sd )
  1566. rate += sd->bonus.break_weapon_rate;
  1567. if( sc && sc->data[SC_MELTDOWN] )
  1568. rate += sc->data[SC_MELTDOWN]->val2;
  1569. if( rate )
  1570. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1571. // Target armor breaking
  1572. rate = 0;
  1573. if( sd )
  1574. rate += sd->bonus.break_armor_rate;
  1575. if( sc && sc->data[SC_MELTDOWN] )
  1576. rate += sc->data[SC_MELTDOWN]->val3;
  1577. if( rate )
  1578. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1579. }
  1580. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1581. if (sd->def_set_race[tstatus->race].rate)
  1582. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1583. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1584. if (sd->def_set_race[tstatus->race].rate)
  1585. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1586. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1587. }
  1588. }
  1589. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1590. struct unit_data *ud = unit_bl2ud(src);
  1591. if( sc->data[SC_WILD_STORM_OPTION] )
  1592. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1593. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1594. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1595. else if( sc->data[SC_TROPIC_OPTION] )
  1596. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1597. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1598. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1599. else
  1600. skill = 0;
  1601. if ( rnd()%100 < 25 && skill ){
  1602. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1603. if (ud) {
  1604. rate = skill_delayfix(src, skill, skill_lv);
  1605. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1606. ud->canact_tick = tick+rate;
  1607. if ( battle_config.display_status_timers )
  1608. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1609. }
  1610. }
  1611. }
  1612. }
  1613. // Autospell when attacking
  1614. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1615. {
  1616. struct block_list *tbl;
  1617. struct unit_data *ud;
  1618. int i, autospl_skill_lv, type;
  1619. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1620. if(!( ((sd->autospell[i].flag)&attack_type)&BF_WEAPONMASK &&
  1621. ((sd->autospell[i].flag)&attack_type)&BF_RANGEMASK &&
  1622. ((sd->autospell[i].flag)&attack_type)&BF_SKILLMASK))
  1623. continue; // one or more trigger conditions were not fulfilled
  1624. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1625. sd->state.autocast = 1;
  1626. if ( skill_isNotOk(skill, sd) )
  1627. continue;
  1628. sd->state.autocast = 0;
  1629. autospl_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1630. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1631. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1632. if (rnd()%1000 >= rate)
  1633. continue;
  1634. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1635. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1636. int maxcount = 0;
  1637. if( !(BL_PC&battle_config.skill_reiteration) &&
  1638. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1639. skill_check_unit_range(src,tbl->x,tbl->y,skill,autospl_skill_lv)
  1640. )
  1641. continue;
  1642. if( BL_PC&battle_config.skill_nofootset &&
  1643. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1644. skill_check_unit_range2(src,tbl->x,tbl->y,skill,autospl_skill_lv,false)
  1645. )
  1646. continue;
  1647. if( BL_PC&battle_config.land_skill_limit &&
  1648. (maxcount = skill_get_maxcount(skill, autospl_skill_lv)) > 0
  1649. ) {
  1650. int v;
  1651. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1652. if(sd->ud.skillunit[v]->skill_id == skill)
  1653. maxcount--;
  1654. }
  1655. if( maxcount == 0 )
  1656. continue;
  1657. }
  1658. }
  1659. if( battle_config.autospell_check_range &&
  1660. !battle_check_range(src, tbl, skill_get_range2(src, skill,autospl_skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1661. continue;
  1662. if (skill == AS_SONICBLOW)
  1663. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1664. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1665. type = CAST_GROUND;
  1666. sd->state.autocast = 1;
  1667. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  1668. skill_toggle_magicpower(src, skill);
  1669. switch (type) {
  1670. case CAST_GROUND:
  1671. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  1672. break;
  1673. case CAST_NODAMAGE:
  1674. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1675. break;
  1676. case CAST_DAMAGE:
  1677. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1678. break;
  1679. }
  1680. sd->state.autocast = 0;
  1681. //Set canact delay. [Skotlex]
  1682. ud = unit_bl2ud(src);
  1683. if (ud) {
  1684. rate = skill_delayfix(src, skill, autospl_skill_lv);
  1685. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1686. ud->canact_tick = tick+rate;
  1687. if ( battle_config.display_status_timers && sd )
  1688. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1689. }
  1690. }
  1691. }
  1692. }
  1693. //Autobonus when attacking
  1694. if( sd && sd->autobonus[0].rate )
  1695. {
  1696. int i;
  1697. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1698. {
  1699. if( rnd()%1000 >= sd->autobonus[i].rate )
  1700. continue;
  1701. if( sd->autobonus[i].active != INVALID_TIMER )
  1702. continue;
  1703. if(!( ((sd->autobonus[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1704. ((sd->autobonus[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1705. ((sd->autobonus[i].atk_type)&attack_type)&BF_SKILLMASK))
  1706. continue; // one or more trigger conditions were not fulfilled
  1707. pc_exeautobonus(sd,&sd->autobonus[i]);
  1708. }
  1709. }
  1710. //Polymorph
  1711. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1712. dstmd && !(tstatus->mode&MD_BOSS) &&
  1713. (rnd()%10000 < sd->bonus.classchange))
  1714. {
  1715. struct mob_db *mob;
  1716. int class_;
  1717. skill = 0;
  1718. do {
  1719. do {
  1720. class_ = rnd() % MAX_MOB_DB;
  1721. } while (!mobdb_checkid(class_));
  1722. rate = rnd() % 1000000;
  1723. mob = mob_db(class_);
  1724. } while (
  1725. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1726. (skill++) < 2000);
  1727. if (skill < 2000)
  1728. mob_class_change(dstmd,class_);
  1729. }
  1730. return 0;
  1731. }
  1732. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1733. uint8 i;
  1734. struct block_list *tbl;
  1735. if( sd == NULL || !skill_id )
  1736. return 0;
  1737. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1738. int skill, skill_lv, type;
  1739. if( sd->autospell3[i].flag != skill_id )
  1740. continue;
  1741. if( sd->autospell3[i].lock )
  1742. continue; // autospell already being executed
  1743. skill = sd->autospell3[i].id;
  1744. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  1745. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) )
  1746. continue;
  1747. sd->state.autocast = 0;
  1748. if( skill >= 0 && bl == NULL )
  1749. continue; // No target
  1750. if( rnd()%1000 >= sd->autospell3[i].rate )
  1751. continue;
  1752. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1753. if( skill < 0 ) {
  1754. tbl = &sd->bl;
  1755. skill *= -1;
  1756. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  1757. }
  1758. else
  1759. tbl = bl;
  1760. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1761. int maxcount = 0;
  1762. if( !(BL_PC&battle_config.skill_reiteration) &&
  1763. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1764. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  1765. continue;
  1766. if( BL_PC&battle_config.skill_nofootset &&
  1767. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1768. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  1769. continue;
  1770. if( BL_PC&battle_config.land_skill_limit &&
  1771. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
  1772. {
  1773. int v;
  1774. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1775. if(sd->ud.skillunit[v]->skill_id == skill)
  1776. maxcount--;
  1777. }
  1778. if( maxcount == 0 )
  1779. continue;
  1780. }
  1781. }
  1782. if( battle_config.autospell_check_range &&
  1783. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1784. continue;
  1785. sd->state.autocast = 1;
  1786. sd->autospell3[i].lock = true;
  1787. skill_consume_requirement(sd,skill,skill_lv,1);
  1788. switch( type ) {
  1789. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  1790. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1791. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1792. }
  1793. sd->autospell3[i].lock = false;
  1794. sd->state.autocast = 0;
  1795. }
  1796. if( sd && sd->autobonus3[0].rate ) {
  1797. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  1798. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1799. continue;
  1800. if( sd->autobonus3[i].active != INVALID_TIMER )
  1801. continue;
  1802. if( sd->autobonus3[i].atk_type != skill_id )
  1803. continue;
  1804. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1805. }
  1806. }
  1807. return 1;
  1808. }
  1809. /* Splitted off from skill_additional_effect, which is never called when the
  1810. * attack skill kills the enemy. Place in this function counter status effects
  1811. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1812. * from cards) that will take effect on the source, not the target. [Skotlex]
  1813. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1814. * type of skills, so not every instance of skill_additional_effect needs a call
  1815. * to this one.
  1816. */
  1817. 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)
  1818. {
  1819. int rate;
  1820. struct map_session_data *sd=NULL;
  1821. struct map_session_data *dstsd=NULL;
  1822. nullpo_ret(src);
  1823. nullpo_ret(bl);
  1824. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1825. sd = BL_CAST(BL_PC, src);
  1826. dstsd = BL_CAST(BL_PC, bl);
  1827. if(dstsd && attack_type&BF_WEAPON)
  1828. { //Counter effects.
  1829. enum sc_type type;
  1830. int i, time;
  1831. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1832. {
  1833. rate = dstsd->addeff2[i].rate;
  1834. if (attack_type&BF_LONG)
  1835. rate+=dstsd->addeff2[i].arrow_rate;
  1836. if (!rate) continue;
  1837. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1838. { //Trigger has range consideration.
  1839. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1840. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1841. continue; //Range Failed.
  1842. }
  1843. type = dstsd->addeff2[i].id;
  1844. time = skill_get_time2(status_sc2skill(type),7);
  1845. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1846. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  1847. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1848. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  1849. }
  1850. }
  1851. switch(skill_id) {
  1852. case MO_EXTREMITYFIST:
  1853. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1854. break;
  1855. case GS_FULLBUSTER:
  1856. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1857. break;
  1858. case HFLI_SBR44: //[orn]
  1859. case HVAN_EXPLOSION:
  1860. if(src->type == BL_HOM){
  1861. TBL_HOM *hd = (TBL_HOM*)src;
  1862. hd->homunculus.intimacy = 200;
  1863. if (hd->master)
  1864. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1865. }
  1866. break;
  1867. case CR_GRANDCROSS:
  1868. case NPC_GRANDDARKNESS:
  1869. attack_type |= BF_WEAPON;
  1870. break;
  1871. case LG_HESPERUSLIT:
  1872. {
  1873. struct status_change *sc = status_get_sc(src);
  1874. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  1875. char i;
  1876. for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  1877. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  1878. }
  1879. }
  1880. break;
  1881. }
  1882. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1883. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  1884. 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);
  1885. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  1886. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1887. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1888. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1889. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1890. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1891. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1892. }
  1893. if( sd && status_isdead(bl) ) {
  1894. int sp = 0, hp = 0;
  1895. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  1896. sp += sd->bonus.sp_gain_value;
  1897. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  1898. hp += sd->bonus.hp_gain_value;
  1899. }
  1900. if( attack_type&BF_MAGIC ) {
  1901. sp += sd->bonus.magic_sp_gain_value;
  1902. hp += sd->bonus.magic_hp_gain_value;
  1903. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  1904. struct status_change *sc = NULL;
  1905. if( ( sc = status_get_sc(src) ) ) {
  1906. if(sc->data[SC_SPIRIT] &&
  1907. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1908. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  1909. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1910. }
  1911. }
  1912. }
  1913. if( hp || sp ) { // updated to force healing to allow healing through berserk
  1914. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1915. }
  1916. }
  1917. // Trigger counter-spells to retaliate against damage causing skills.
  1918. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1919. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  1920. {
  1921. struct block_list *tbl;
  1922. struct unit_data *ud;
  1923. int i, autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  1924. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1925. if(!( ((dstsd->autospell2[i].flag)&attack_type)&BF_WEAPONMASK &&
  1926. ((dstsd->autospell2[i].flag)&attack_type)&BF_RANGEMASK &&
  1927. ((dstsd->autospell2[i].flag)&attack_type)&BF_SKILLMASK))
  1928. continue; // one or more trigger conditions were not fulfilled
  1929. autospl_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1930. autospl_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1931. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1932. autospl_rate = dstsd->autospell2[i].rate;
  1933. //Physical range attacks only trigger autospells half of the time
  1934. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  1935. autospl_rate>>=1;
  1936. dstsd->state.autocast = 1;
  1937. if ( skill_isNotOk(autospl_skill_id, dstsd) )
  1938. continue;
  1939. dstsd->state.autocast = 0;
  1940. if (rnd()%1000 >= autospl_rate)
  1941. continue;
  1942. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1943. if( (type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND ) {
  1944. int maxcount = 0;
  1945. if( !(BL_PC&battle_config.skill_reiteration) &&
  1946. skill_get_unit_flag(autospl_skill_id)&UF_NOREITERATION &&
  1947. skill_check_unit_range(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv)
  1948. )
  1949. continue;
  1950. if( BL_PC&battle_config.skill_nofootset &&
  1951. skill_get_unit_flag(autospl_skill_id)&UF_NOFOOTSET &&
  1952. skill_check_unit_range2(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv,false)
  1953. )
  1954. continue;
  1955. if( BL_PC&battle_config.land_skill_limit &&
  1956. (maxcount = skill_get_maxcount(autospl_skill_id, autospl_skill_lv)) > 0
  1957. ) {
  1958. int v;
  1959. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  1960. if(dstsd->ud.skillunit[v]->skill_id == autospl_skill_id)
  1961. maxcount--;
  1962. }
  1963. if( maxcount == 0 ) {
  1964. continue;
  1965. }
  1966. }
  1967. }
  1968. 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 )
  1969. continue;
  1970. dstsd->state.autocast = 1;
  1971. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  1972. switch (type) {
  1973. case CAST_GROUND:
  1974. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  1975. break;
  1976. case CAST_NODAMAGE:
  1977. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  1978. break;
  1979. case CAST_DAMAGE:
  1980. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  1981. break;
  1982. }
  1983. dstsd->state.autocast = 0;
  1984. //Set canact delay. [Skotlex]
  1985. ud = unit_bl2ud(bl);
  1986. if (ud) {
  1987. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  1988. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  1989. ud->canact_tick = tick+autospl_rate;
  1990. if ( battle_config.display_status_timers && dstsd )
  1991. clif_status_change(bl, SI_ACTIONDELAY, 1, autospl_rate, 0, 0, 0);
  1992. }
  1993. }
  1994. }
  1995. }
  1996. //Autobonus when attacked
  1997. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  1998. int i;
  1999. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  2000. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  2001. continue;
  2002. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  2003. continue;
  2004. if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  2005. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK &&
  2006. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK))
  2007. continue; // one or more trigger conditions were not fulfilled
  2008. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  2009. }
  2010. }
  2011. return 0;
  2012. }
  2013. /*=========================================================================
  2014. Breaks equipment. On-non players causes the corresponding strip effect.
  2015. - rate goes from 0 to 10000 (100.00%)
  2016. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2017. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2018. --------------------------------------------------------------------------*/
  2019. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2020. {
  2021. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2022. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2023. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2024. struct status_change *sc = status_get_sc(bl);
  2025. int i;
  2026. TBL_PC *sd;
  2027. sd = BL_CAST(BL_PC, bl);
  2028. if (sc && !sc->count)
  2029. sc = NULL;
  2030. if (sd) {
  2031. if (sd->bonus.unbreakable_equip)
  2032. where &= ~sd->bonus.unbreakable_equip;
  2033. if (sd->bonus.unbreakable)
  2034. rate -= rate*sd->bonus.unbreakable/100;
  2035. if (where&EQP_WEAPON) {
  2036. switch (sd->status.weapon) {
  2037. case W_FIST: //Bare fists should not break :P
  2038. case W_1HAXE:
  2039. case W_2HAXE:
  2040. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2041. case W_2HMACE:
  2042. case W_STAFF:
  2043. case W_2HSTAFF:
  2044. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2045. case W_HUUMA:
  2046. where &= ~EQP_WEAPON;
  2047. }
  2048. }
  2049. }
  2050. if (flag&BCT_ENEMY) {
  2051. if (battle_config.equip_skill_break_rate != 100)
  2052. rate = rate*battle_config.equip_skill_break_rate/100;
  2053. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2054. if (battle_config.equip_self_break_rate != 100)
  2055. rate = rate*battle_config.equip_self_break_rate/100;
  2056. }
  2057. for (i = 0; i < 4; i++) {
  2058. if (where&where_list[i]) {
  2059. if (sc && sc->count && sc->data[scdef[i]])
  2060. where&=~where_list[i];
  2061. else if (rnd()%10000 >= rate)
  2062. where&=~where_list[i];
  2063. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  2064. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2065. }
  2066. }
  2067. if (!where) //Nothing to break.
  2068. return 0;
  2069. if (sd) {
  2070. for (i = 0; i < EQI_MAX; i++) {
  2071. short j = sd->equip_index[i];
  2072. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  2073. continue;
  2074. switch(i) {
  2075. case EQI_HEAD_TOP: //Upper Head
  2076. flag = (where&EQP_HELM);
  2077. break;
  2078. case EQI_ARMOR: //Body
  2079. flag = (where&EQP_ARMOR);
  2080. break;
  2081. case EQI_HAND_R: //Left/Right hands
  2082. case EQI_HAND_L:
  2083. flag = (
  2084. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2085. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2086. break;
  2087. case EQI_SHOES:
  2088. flag = (where&EQP_SHOES);
  2089. break;
  2090. case EQI_GARMENT:
  2091. flag = (where&EQP_GARMENT);
  2092. break;
  2093. default:
  2094. continue;
  2095. }
  2096. if (flag) {
  2097. sd->status.inventory[j].attribute = 1;
  2098. pc_unequipitem(sd, j, 3);
  2099. }
  2100. }
  2101. clif_equiplist(sd);
  2102. }
  2103. return where; //Return list of pieces broken.
  2104. }
  2105. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  2106. {
  2107. struct status_change *sc;
  2108. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2109. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2110. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2111. int i;
  2112. if (rnd()%100 >= rate)
  2113. return 0;
  2114. sc = status_get_sc(bl);
  2115. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  2116. return 0;
  2117. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2118. if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
  2119. where&=~pos[i];
  2120. }
  2121. if (!where) return 0;
  2122. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2123. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  2124. where&=~pos[i];
  2125. }
  2126. return where?1:0;
  2127. }
  2128. /* Stores temporary values.
  2129. * Common usages:
  2130. * [0] holds number of targets in area
  2131. * [1] holds the id of the original target
  2132. * [2] counts how many targets have already been processed
  2133. */
  2134. static int skill_area_temp[8];
  2135. /**
  2136. Used to knock back players, monsters, traps, etc
  2137. * @param src Object that give knock back
  2138. * @param target Object that receive knock back
  2139. * @param count Number of knock back cell requested
  2140. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2141. * @param flag
  2142. 0x01 - position update packets must not be sent;
  2143. 0x02 - ignores players' special_state.no_knockback;
  2144. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2145. 0x04 - at WOE/BG map;
  2146. 0x08 - if target is MD_KNOCKBACK_IMMUNE|MD_BOSS;
  2147. 0x10 - if target has 'special_state.no_knockback';
  2148. 0x20 - if target is in Basilica area;
  2149. * @return Number of knocked back cells done
  2150. */
  2151. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, unsigned char flag)
  2152. {
  2153. int dx = 0, dy = 0;
  2154. int reason = 0, checkflag = 0;
  2155. nullpo_ret(src);
  2156. nullpo_ret(target);
  2157. if (!count)
  2158. return count; // Actual knockback distance is 0.
  2159. // Create flag needed in unit_blown_immune
  2160. if(src != target)
  2161. checkflag |= 0x1; // Offensive
  2162. if(!(flag&0x2))
  2163. checkflag |= 0x2; // Knockback type
  2164. if(is_boss(src))
  2165. checkflag |= 0x4; // Boss attack
  2166. // Get reason and check for flags
  2167. reason = unit_blown_immune(target, checkflag);
  2168. switch(reason) {
  2169. case 1: return ((flag&0x04) ? count : 0); // No knocking back in WoE / BG
  2170. case 2: return count; // Emperium can't be knocked back
  2171. case 3: return ((flag&0x08) ? count : 0); // Bosses or immune can't be knocked back
  2172. case 4: return ((flag&0x20) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2173. case 5: return ((flag&0x10) ? count : 0); // Target has special_state.no_knockback (equip)
  2174. case 6: return count; // Trap cannot be knocked back
  2175. }
  2176. if (dir == -1) // <optimized>: do the computation here instead of outside
  2177. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2178. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2179. dx = -dirx[dir];
  2180. dy = -diry[dir];
  2181. }
  2182. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2183. }
  2184. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2185. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2186. // In case of success returns type of reflection, otherwise 0
  2187. // 1 - Regular reflection (Maya)
  2188. // 2 - SL_KAITE reflection
  2189. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2190. {
  2191. struct status_change *sc = status_get_sc(bl);
  2192. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2193. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  2194. return 0;
  2195. // item-based reflection
  2196. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  2197. return 1;
  2198. if( is_boss(src) )
  2199. return 0;
  2200. // status-based reflection
  2201. if( !sc || sc->count == 0 )
  2202. return 0;
  2203. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  2204. return 1;
  2205. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  2206. {// Kaite only works against non-players if they are low-level.
  2207. clif_specialeffect(bl, 438, AREA);
  2208. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2209. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2210. return 2;
  2211. }
  2212. return 0;
  2213. }
  2214. /**
  2215. * Checks whether a skill can be used in combos or not
  2216. * @param skill_id: Target skill
  2217. * @return true: Skill is a combo, false: otherwise
  2218. * @author Panikon
  2219. */
  2220. bool skill_is_combo(uint16 skill_id) {
  2221. switch(skill_id) {
  2222. case MO_CHAINCOMBO:
  2223. case MO_COMBOFINISH:
  2224. case CH_TIGERFIST:
  2225. case CH_CHAINCRUSH:
  2226. case MO_EXTREMITYFIST:
  2227. case TK_TURNKICK:
  2228. case TK_STORMKICK:
  2229. case TK_DOWNKICK:
  2230. case TK_COUNTER:
  2231. case TK_JUMPKICK:
  2232. case HT_POWER:
  2233. case GC_COUNTERSLASH:
  2234. case GC_WEAPONCRUSH:
  2235. case SR_FALLENEMPIRE:
  2236. case SR_DRAGONCOMBO:
  2237. case SR_TIGERCANNON:
  2238. case SR_GATEOFHELL:
  2239. return true;
  2240. }
  2241. return false;
  2242. }
  2243. /*
  2244. * Combo handler, start stop combo status
  2245. */
  2246. void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2247. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2248. switch (skill_id) {
  2249. case MH_MIDNIGHT_FRENZY:
  2250. case MH_EQC:{
  2251. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2252. int idx = skill_id2 - HM_SKILLBASE;
  2253. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2254. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2255. sd = hd->master;
  2256. hd->homunculus.hskill[idx].flag= flag;
  2257. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2258. }
  2259. break;
  2260. case MO_COMBOFINISH:
  2261. case CH_TIGERFIST:
  2262. case CH_CHAINCRUSH:
  2263. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2264. break;
  2265. case TK_JUMPKICK:
  2266. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2267. break;
  2268. case MO_TRIPLEATTACK:
  2269. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2270. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2271. break;
  2272. case SR_FALLENEMPIRE:
  2273. if (sd){
  2274. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2275. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2276. }
  2277. break;
  2278. }
  2279. }
  2280. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2281. int duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2282. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2283. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2284. struct status_change_entry *sce;
  2285. TBL_PC *sd = BL_CAST(BL_PC,src);
  2286. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2287. struct status_change *sc = status_get_sc(src);
  2288. if(sc == NULL) return;
  2289. //End previous combo state after skill is invoked
  2290. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2291. switch (skill_id) {
  2292. case TK_TURNKICK:
  2293. case TK_STORMKICK:
  2294. case TK_DOWNKICK:
  2295. case TK_COUNTER:
  2296. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2297. sce->val1 = skill_id; //Update combo-skill
  2298. sce->val3 = skill_id;
  2299. if( sce->timer != INVALID_TIMER )
  2300. delete_timer(sce->timer, status_change_timer);
  2301. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2302. break;
  2303. }
  2304. unit_cancel_combo(src); // Cancel combo wait
  2305. break;
  2306. default:
  2307. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2308. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2309. }
  2310. }
  2311. //start new combo
  2312. if(sd){ //player only
  2313. switch(skill_id) {
  2314. case MO_TRIPLEATTACK:
  2315. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2316. duration = 1;
  2317. break;
  2318. case MO_CHAINCOMBO:
  2319. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2320. duration = 1;
  2321. break;
  2322. case MO_COMBOFINISH:
  2323. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2324. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2325. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2326. duration = 1;
  2327. case CH_TIGERFIST:
  2328. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2329. duration = 1;
  2330. case CH_CHAINCRUSH:
  2331. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2332. duration = 1;
  2333. break;
  2334. case AC_DOUBLE:
  2335. if( pc_checkskill(sd, HT_POWER)) {
  2336. duration = 2000;
  2337. nodelay = 1; //Neither gives walk nor attack delay
  2338. target_id = 0; //Does not need to be used on previous target
  2339. }
  2340. break;
  2341. case SR_DRAGONCOMBO:
  2342. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2343. duration = 1;
  2344. break;
  2345. case SR_FALLENEMPIRE:
  2346. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2347. duration = 1;
  2348. break;
  2349. }
  2350. }
  2351. else { //other
  2352. switch(skill_id) {
  2353. case MH_TINDER_BREAKER:
  2354. case MH_CBC:
  2355. case MH_SONIC_CRAW:
  2356. case MH_SILVERVEIN_RUSH:
  2357. if(hd->homunculus.spiritball > 0) duration = 2000;
  2358. nodelay = 1;
  2359. break;
  2360. case MH_EQC:
  2361. case MH_MIDNIGHT_FRENZY:
  2362. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2363. nodelay = 1;
  2364. break;
  2365. }
  2366. }
  2367. if (duration) { //Possible to chain
  2368. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2369. duration = max(status_get_amotion(src),duration); //Never less than aMotion
  2370. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2371. clif_combo_delay(src, duration);
  2372. }
  2373. }
  2374. /**
  2375. * Copy skill by Plagiarism or Reproduce
  2376. * @param src: The caster
  2377. * @param bl: The target
  2378. * @param skill_id: Skill that casted
  2379. * @param skill_lv: Skill level of the casted skill
  2380. */
  2381. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2382. {
  2383. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2384. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2385. return;
  2386. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2387. else if (&tsd->sc && tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2388. return;
  2389. else {
  2390. uint16 idx;
  2391. unsigned char lv;
  2392. // Copy Referal: dummy skills should point to their source upon copying
  2393. switch (skill_id) {
  2394. case AB_DUPLELIGHT_MELEE:
  2395. case AB_DUPLELIGHT_MAGIC:
  2396. skill_id = AB_DUPLELIGHT;
  2397. break;
  2398. case WL_CHAINLIGHTNING_ATK:
  2399. skill_id = WL_CHAINLIGHTNING;
  2400. break;
  2401. case LG_OVERBRAND_BRANDISH:
  2402. case LG_OVERBRAND_PLUSATK:
  2403. skill_id = LG_OVERBRAND;
  2404. break;
  2405. case WM_REVERBERATION_MELEE:
  2406. case WM_REVERBERATION_MAGIC:
  2407. skill_id = WM_REVERBERATION;
  2408. break;
  2409. case WM_SEVERE_RAINSTORM_MELEE:
  2410. skill_id = WM_SEVERE_RAINSTORM;
  2411. break;
  2412. case GN_CRAZYWEED_ATK:
  2413. skill_id = GN_CRAZYWEED;
  2414. break;
  2415. case GN_HELLS_PLANT_ATK:
  2416. skill_id = GN_HELLS_PLANT;
  2417. break;
  2418. case GN_SLINGITEM_RANGEMELEEATK:
  2419. skill_id = GN_SLINGITEM;
  2420. break;
  2421. }
  2422. //Use skill index, avoiding out-of-bound array [Cydh]
  2423. if (!(idx = skill_get_index(skill_id)))
  2424. return;
  2425. switch (skill_isCopyable(tsd,skill_id)) {
  2426. case 1: //Copied by Plagiarism
  2427. {
  2428. if (tsd->cloneskill_idx >= 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2429. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2430. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2431. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2432. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2433. }
  2434. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2435. tsd->cloneskill_idx = idx;
  2436. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM,skill_id);
  2437. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM_LV,lv);
  2438. }
  2439. break;
  2440. case 2: //Copied by Reproduce
  2441. {
  2442. struct status_change *tsc = status_get_sc(bl);
  2443. //Already did SC check
  2444. //Skill level copied depends on Reproduce skill that used
  2445. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2446. if( tsd->reproduceskill_idx >= 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2447. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2448. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2449. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2450. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2451. }
  2452. //Level dependent and limitation.
  2453. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2454. lv = min(lv,skill_get_max(skill_id));
  2455. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2456. lv = min(lv,skill_lv);
  2457. tsd->reproduceskill_idx = idx;
  2458. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE,skill_id);
  2459. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE_LV,lv);
  2460. }
  2461. break;
  2462. default: return;
  2463. }
  2464. tsd->status.skill[idx].id = skill_id;
  2465. tsd->status.skill[idx].lv = lv;
  2466. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2467. clif_addskill(tsd,skill_id);
  2468. }
  2469. }
  2470. /**
  2471. * Knockback the target on skill_attack
  2472. * @param src is the master behind the attack
  2473. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2474. * @param target is the target to be attacked.
  2475. * @param blewcount
  2476. * @param skill_id
  2477. * @param skill_lv
  2478. * @param damage
  2479. * @param tick
  2480. * @param flag can hold a bunch of information:
  2481. */
  2482. 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) {
  2483. int8 dir = -1; // Default direction
  2484. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2485. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2486. if (!blewcount || target == dsrc || status_isdead(target))
  2487. return;
  2488. // Skill specific direction
  2489. switch (skill_id) {
  2490. case MG_FIREWALL:
  2491. case PR_SANCTUARY:
  2492. case GN_WALLOFTHORN:
  2493. case EL_FIRE_MANTLE:
  2494. dir = unit_getdir(target); // Backwards
  2495. break;
  2496. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2497. case WZ_STORMGUST:
  2498. if(!battle_config.stormgust_knockback)
  2499. dir = rand()%8;
  2500. break;
  2501. case WL_CRIMSONROCK:
  2502. dir = map_calc_dir(target,skill_area_temp[4],skill_area_temp[5]);
  2503. break;
  2504. case MC_CARTREVOLUTION:
  2505. if (battle_config.cart_revo_knockback)
  2506. dir = 6; // Official servers push target to the West
  2507. break;
  2508. case AC_SHOWER:
  2509. if (!battle_config.arrow_shower_knockback)
  2510. dir = map_calc_dir(target, src->x, src->y);
  2511. break;
  2512. }
  2513. // Blown-specific handling
  2514. switch( skill_id ) {
  2515. case LG_OVERBRAND_BRANDISH:
  2516. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2517. if (skill_blown(dsrc,target,blewcount,dir,0x04|0x08|0x10|0x20) < blewcount)
  2518. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2519. break;
  2520. case SR_KNUCKLEARROW:
  2521. {
  2522. short x = target->x, y = target->y;
  2523. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2524. // Boss & Immune Knockback (mode or from bonus bNoKnockBack) target still remains the damage bonus
  2525. // (bugreport:9096)
  2526. if (skill_blown(dsrc, target, blewcount, dir_ka, 0x04) < blewcount)
  2527. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2528. dir_ka = -1;
  2529. // Move attacker to the target position after knocked back
  2530. if ((target->x != x || target->y != y) && unit_movepos(src,target->x,target->y,1,1))
  2531. clif_blown(src);
  2532. }
  2533. break;
  2534. case RL_R_TRIP:
  2535. if (skill_blown(dsrc,target,blewcount,dir,0) < blewcount)
  2536. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2537. break;
  2538. case RL_SLUGSHOT:
  2539. skill_blown(dsrc,target,blewcount,dir, 0);
  2540. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag|SD_ANIMATION);
  2541. break;
  2542. default:
  2543. skill_blown(dsrc,target,blewcount,dir, 0);
  2544. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2545. TBL_SKILL *su = (TBL_SKILL*)target;
  2546. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2547. skill_blown(src, target, 3, -1, 0);
  2548. }
  2549. break;
  2550. }
  2551. clif_fixpos(target);
  2552. }
  2553. /*
  2554. * =========================================================================
  2555. * Does a skill attack with the given properties.
  2556. * @param src is the master behind the attack (player/mob/pet)
  2557. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2558. * @param bl is the target to be attacked.
  2559. * @param flag can hold a bunch of information:
  2560. * flag&1
  2561. * flag&2 - Disable re-triggered by double casting
  2562. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2563. *
  2564. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  2565. * (usually holds number of targets, or just 1 for simple splash attacks)
  2566. *
  2567. * flag&0xF000 - Values from enum e_skill_display
  2568. * flag&0x3F0000 - Values from enum e_battle_check_target
  2569. *
  2570. * flag&0x1000000 - Return 0 if damage was reflected
  2571. *-------------------------------------------------------------------------*/
  2572. 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)
  2573. {
  2574. struct Damage dmg;
  2575. struct status_data *sstatus, *tstatus;
  2576. struct status_change *tsc;
  2577. struct map_session_data *sd, *tsd;
  2578. int64 damage;
  2579. int8 rmdamage = 0;//magic reflected
  2580. int type;
  2581. bool shadow_flag = false;
  2582. bool additional_effects = true;
  2583. if(skill_id > 0 && !skill_lv)
  2584. return 0;
  2585. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2586. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2587. nullpo_ret(bl); //Target to be attacked.
  2588. if (src != dsrc) {
  2589. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2590. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2591. return 0;
  2592. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2593. //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]
  2594. if (!status_check_skilluse(src, bl, skill_id, 2))
  2595. return 0;
  2596. }
  2597. sd = BL_CAST(BL_PC, src);
  2598. tsd = BL_CAST(BL_PC, bl);
  2599. sstatus = status_get_status_data(src);
  2600. tstatus = status_get_status_data(bl);
  2601. tsc= status_get_sc(bl);
  2602. if (tsc && !tsc->count) tsc = NULL; //Don't need it.
  2603. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2604. if (tsc && tsc->data[SC_TRICKDEAD])
  2605. return 0;
  2606. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2607. //Skotlex: Adjusted to the new system
  2608. if( src->type == BL_PET ) { // [Valaris]
  2609. struct pet_data *pd = (TBL_PET*)src;
  2610. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) {
  2611. int element = skill_get_ele(skill_id, skill_lv);
  2612. /*if (skill_id == -1) Does it ever worked?
  2613. element = sstatus->rhw.ele;*/
  2614. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2615. dmg.damage=battle_attr_fix(src, bl, skill_lv, element, tstatus->def_ele, tstatus->ele_lv);
  2616. else
  2617. dmg.damage= skill_lv;
  2618. dmg.damage2=0;
  2619. dmg.div_= pd->a_skill->div_;
  2620. }
  2621. }
  2622. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2623. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2624. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2625. { //Magic reflection, switch caster/target
  2626. struct block_list *tbl = bl;
  2627. rmdamage = 1;
  2628. bl = src;
  2629. src = tbl;
  2630. dsrc = tbl;
  2631. sd = BL_CAST(BL_PC, src);
  2632. tsd = BL_CAST(BL_PC, bl);
  2633. tsc = status_get_sc(bl);
  2634. if (tsc && !tsc->count)
  2635. tsc = NULL; //Don't need it.
  2636. /* bugreport:2564 flag&2 disables double casting trigger */
  2637. flag |= 2;
  2638. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  2639. flag |= 4;
  2640. //Spirit of Wizard blocks Kaite's reflection
  2641. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2642. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2643. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  2644. if (type >= 0) {
  2645. if ( tsd )
  2646. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2647. dmg.damage = dmg.damage2 = 0;
  2648. dmg.dmg_lv = ATK_MISS;
  2649. tsc->data[SC_SPIRIT]->val3 = skill_id;
  2650. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  2651. }
  2652. } else if( type != 2 ) /* Kaite bypasses */
  2653. additional_effects = false;
  2654. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2655. #if MAGIC_REFLECTION_TYPE
  2656. #ifdef RENEWAL
  2657. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  2658. #else
  2659. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  2660. // regardless of caster's equipment (Aegis 11.1)
  2661. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  2662. #endif
  2663. short s_ele = skill_get_ele(skill_id, skill_lv);
  2664. if (s_ele == -1) // the skill takes the weapon's element
  2665. s_ele = sstatus->rhw.ele;
  2666. else if (s_ele == -2) //Use status element
  2667. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2668. else if( s_ele == -3 ) //Use random element
  2669. s_ele = rnd()%ELE_ALL;
  2670. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2671. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  2672. struct status_data *status = status_get_status_data(bl);
  2673. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2674. per /=20; //Uses 20% SP intervals.
  2675. //SP Cost: 1% + 0.5% per every 20% SP
  2676. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2677. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2678. //Reduction: 6% + 6% every 20%
  2679. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2680. }
  2681. }
  2682. #endif
  2683. }
  2684. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  2685. int sp = skill_get_sp(skill_id,skill_lv);
  2686. dmg.damage = dmg.damage2 = 0;
  2687. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2688. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  2689. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2690. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2691. status_heal(bl, 0, sp, 2);
  2692. }
  2693. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rand()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  2694. dmg.damage = dmg.damage2 = 0;
  2695. dmg.dmg_lv = ATK_MISS;
  2696. }
  2697. }
  2698. damage = dmg.damage + dmg.damage2;
  2699. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2700. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2701. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2702. damage = 1;
  2703. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2704. struct block_list *nbl;
  2705. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2706. if( nbl ){ // Only one target is chosen.
  2707. damage = damage / 2; // Deflect half of the damage to a target nearby
  2708. 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);
  2709. }
  2710. }
  2711. //Skill hit type
  2712. type = (skill_id == 0) ? 5 : skill_get_hit(skill_id);
  2713. switch( skill_id ) {
  2714. case SC_TRIANGLESHOT:
  2715. if( rnd()%100 > (1 + skill_lv) )
  2716. dmg.blewcount = 0;
  2717. break;
  2718. default:
  2719. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2720. dmg.blewcount = 0; //only pushback when it hit for other
  2721. break;
  2722. }
  2723. switch( skill_id ) {
  2724. case CR_GRANDCROSS:
  2725. case NPC_GRANDDARKNESS:
  2726. if( battle_config.gx_disptype)
  2727. dsrc = src;
  2728. if( src == bl)
  2729. type = 4;
  2730. else
  2731. flag|= SD_ANIMATION;
  2732. break;
  2733. case NJ_TATAMIGAESHI: //For correct knockback.
  2734. dsrc = src;
  2735. flag|= SD_ANIMATION;
  2736. break;
  2737. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  2738. int level;
  2739. if( sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  2740. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2741. }
  2742. break;
  2743. case SL_STIN:
  2744. case SL_STUN:
  2745. if (skill_lv >= 7) {
  2746. struct status_change *sc = status_get_sc(src);
  2747. if (sc && !sc->data[SC_SMA])
  2748. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2749. }
  2750. break;
  2751. case GS_FULLBUSTER:
  2752. if (sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  2753. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2754. break;
  2755. }
  2756. //combo handling
  2757. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  2758. //Display damage.
  2759. switch( skill_id ) {
  2760. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2761. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2762. break;
  2763. //Skills that need be passed as a normal attack for the client to display correctly.
  2764. case HVAN_EXPLOSION:
  2765. case NPC_SELFDESTRUCTION:
  2766. if(src->type == BL_PC)
  2767. dmg.blewcount = 10;
  2768. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2769. // fall through
  2770. case KN_AUTOCOUNTER:
  2771. case NPC_CRITICALSLASH:
  2772. case TF_DOUBLE:
  2773. case GS_CHAINACTION:
  2774. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,(enum e_damage_type)dmg.type,dmg.damage2);
  2775. break;
  2776. case AS_SPLASHER:
  2777. if( flag&SD_ANIMATION ) // the surrounding targets
  2778. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
  2779. else // the central target doesn't display an animation
  2780. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
  2781. break;
  2782. case WL_HELLINFERNO:
  2783. case SR_EARTHSHAKER:
  2784. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
  2785. break;
  2786. case WL_SOULEXPANSION:
  2787. case WL_COMET:
  2788. case KO_MUCHANAGE:
  2789. case NJ_HUUMA:
  2790. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
  2791. break;
  2792. case WL_CHAINLIGHTNING_ATK:
  2793. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2794. break;
  2795. case LG_OVERBRAND:
  2796. case LG_OVERBRAND_BRANDISH:
  2797. dmg.amotion = status_get_amotion(src) * 2;
  2798. case LG_OVERBRAND_PLUSATK:
  2799. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2800. break;
  2801. case EL_FIRE_BOMB:
  2802. case EL_FIRE_BOMB_ATK:
  2803. case EL_FIRE_WAVE:
  2804. case EL_FIRE_WAVE_ATK:
  2805. case EL_FIRE_MANTLE:
  2806. case EL_CIRCLE_OF_FIRE:
  2807. case EL_FIRE_ARROW:
  2808. case EL_ICE_NEEDLE:
  2809. case EL_WATER_SCREW:
  2810. case EL_WATER_SCREW_ATK:
  2811. case EL_WIND_SLASH:
  2812. case EL_TIDAL_WEAPON:
  2813. case EL_ROCK_CRUSHER:
  2814. case EL_ROCK_CRUSHER_ATK:
  2815. case EL_HURRICANE:
  2816. case EL_HURRICANE_ATK:
  2817. case KO_BAKURETSU:
  2818. case GN_CRAZYWEED_ATK:
  2819. case NC_MAGMA_ERUPTION:
  2820. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2821. break;
  2822. case GN_FIRE_EXPANSION_ACID:
  2823. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, 8);
  2824. break;
  2825. case GN_SLINGITEM_RANGEMELEEATK:
  2826. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2827. break;
  2828. case EL_STONE_RAIN:
  2829. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
  2830. break;
  2831. case WM_SEVERE_RAINSTORM_MELEE:
  2832. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,6);
  2833. break;
  2834. case WM_REVERBERATION_MELEE:
  2835. case WM_REVERBERATION_MAGIC:
  2836. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2837. break;
  2838. case HT_CLAYMORETRAP:
  2839. case HT_BLASTMINE:
  2840. case HT_FLASHER:
  2841. case HT_FREEZINGTRAP:
  2842. case RA_CLUSTERBOMB:
  2843. case RA_FIRINGTRAP:
  2844. case RA_ICEBOUNDTRAP:
  2845. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5);
  2846. if( dsrc != src ) // avoid damage display redundancy
  2847. break;
  2848. case HT_LANDMINE:
  2849. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
  2850. break;
  2851. case WZ_SIGHTBLASTER:
  2852. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2853. break;
  2854. case RL_R_TRIP_PLUSATK:
  2855. case RL_BANISHING_BUSTER:
  2856. case RL_S_STORM:
  2857. case RL_SLUGSHOT:
  2858. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2859. break;
  2860. case AB_DUPLELIGHT_MELEE:
  2861. case AB_DUPLELIGHT_MAGIC:
  2862. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2863. default:
  2864. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2865. type = 5;
  2866. if( bl->type == BL_SKILL ){
  2867. TBL_SKILL *su = (TBL_SKILL*)bl;
  2868. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  2869. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2870. }
  2871. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
  2872. break;
  2873. }
  2874. map_freeblock_lock();
  2875. 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]
  2876. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  2877. skill_do_copy(src,bl,skill_id,skill_lv);
  2878. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  2879. { //Skills with can't walk delay also stop normal attacking for that
  2880. //duration when the attack connects. [Skotlex]
  2881. struct unit_data *ud = unit_bl2ud(src);
  2882. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2883. ud->attackabletime = tick + type;
  2884. }
  2885. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  2886. // Instant damage
  2887. if( !dmg.amotion ) {
  2888. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD)) && !shadow_flag )
  2889. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2890. if( !status_isdead(bl) && additional_effects )
  2891. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  2892. if( damage > 0 ) //Counter status effects [Skotlex]
  2893. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  2894. }
  2895. // Blow!
  2896. if (!(flag&4))
  2897. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  2898. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2899. if( dmg.amotion ) {
  2900. if( shadow_flag ) {
  2901. if( !status_isdead(bl) && additional_effects )
  2902. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  2903. if( dmg.flag > ATK_BLOCK )
  2904. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  2905. } else
  2906. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
  2907. }
  2908. if( tsc && tsc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) {
  2909. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  2910. struct block_list *d_bl = map_id2bl(sce->val1);
  2911. if( d_bl && (
  2912. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2913. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2914. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2915. {
  2916. if(!rmdamage){
  2917. clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  2918. status_fix_damage(NULL,d_bl, damage, 0);
  2919. } else {
  2920. bool isDevotRdamage = false;
  2921. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rand()%100)
  2922. isDevotRdamage = true;
  2923. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  2924. // This check is only for magical skill.
  2925. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  2926. clif_damage(bl,(!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  2927. status_fix_damage(bl,(!isDevotRdamage) ? bl : d_bl, damage, 0);
  2928. }
  2929. }
  2930. else {
  2931. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2932. if( !dmg.amotion )
  2933. status_fix_damage(src,bl,damage,dmg.dmotion);
  2934. }
  2935. }
  2936. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2937. if( skill_id == RG_INTIMIDATE ) {
  2938. int rate = 50 + skill_lv * 5;
  2939. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2940. if(rnd()%100 < rate)
  2941. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  2942. } else if( skill_id == SC_FATALMENACE )
  2943. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  2944. }
  2945. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  2946. dmg.flag |= BF_WEAPON;
  2947. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  2948. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER)) ) )
  2949. {
  2950. if (battle_config.left_cardfix_to_right)
  2951. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  2952. else
  2953. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  2954. }
  2955. if( damage > 0 ) { // Post-damage effects
  2956. switch( skill_id ) {
  2957. case GC_VENOMPRESSURE: {
  2958. struct status_change *ssc = status_get_sc(src);
  2959. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  2960. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  2961. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  2962. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  2963. }
  2964. }
  2965. break;
  2966. case WM_METALICSOUND:
  2967. status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10)));
  2968. break;
  2969. }
  2970. if( sd )
  2971. skill_onskillusage(sd, bl, skill_id, tick);
  2972. }
  2973. if (!(flag&2) &&
  2974. (
  2975. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  2976. ) &&
  2977. (tsc = status_get_sc(src)) &&
  2978. tsc->data[SC_DOUBLECAST] &&
  2979. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  2980. {
  2981. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2982. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2983. }
  2984. map_freeblock_unlock();
  2985. if ((flag&0x1000000) && rmdamage == 1)
  2986. return 0; //Should return 0 when damage was reflected
  2987. return damage;
  2988. }
  2989. /*==========================================
  2990. * Sub function for recursive skill call.
  2991. * Checking bl battle flag and display damage
  2992. * then call func with source,target,skill_id,skill_lv,tick,flag
  2993. *------------------------------------------*/
  2994. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2995. int skill_area_sub(struct block_list *bl, va_list ap)
  2996. {
  2997. struct block_list *src;
  2998. uint16 skill_id,skill_lv;
  2999. int flag;
  3000. unsigned int tick;
  3001. SkillFunc func;
  3002. nullpo_ret(bl);
  3003. src = va_arg(ap,struct block_list *);
  3004. skill_id = va_arg(ap,int);
  3005. skill_lv = va_arg(ap,int);
  3006. tick = va_arg(ap,unsigned int);
  3007. flag = va_arg(ap,int);
  3008. func = va_arg(ap,SkillFunc);
  3009. if(battle_check_target(src,bl,flag) > 0) {
  3010. // several splash skills need this initial dummy packet to display correctly
  3011. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3012. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  3013. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3014. skill_area_temp[2]++;
  3015. return func(src,bl,skill_id,skill_lv,tick,flag);
  3016. }
  3017. return 0;
  3018. }
  3019. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3020. {
  3021. struct skill_unit *unit;
  3022. uint16 skill_id,g_skill_id;
  3023. unit = (struct skill_unit *)bl;
  3024. if(bl->prev == NULL || bl->type != BL_SKILL)
  3025. return 0;
  3026. if(!unit->alive)
  3027. return 0;
  3028. skill_id = va_arg(ap,int);
  3029. g_skill_id = unit->group->skill_id;
  3030. switch (skill_id) {
  3031. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3032. if(g_skill_id == SA_LANDPROTECTOR)
  3033. break;
  3034. //Fall through
  3035. case MH_STEINWAND:
  3036. case MG_SAFETYWALL:
  3037. case SC_MAELSTROM:
  3038. case SO_ELEMENTAL_SHIELD:
  3039. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM && g_skill_id != SO_ELEMENTAL_SHIELD)
  3040. return 0;
  3041. break;
  3042. case AL_WARP:
  3043. case HT_SKIDTRAP:
  3044. case MA_SKIDTRAP:
  3045. case HT_LANDMINE:
  3046. case MA_LANDMINE:
  3047. case HT_ANKLESNARE:
  3048. case HT_SHOCKWAVE:
  3049. case HT_SANDMAN:
  3050. case MA_SANDMAN:
  3051. case HT_FLASHER:
  3052. case HT_FREEZINGTRAP:
  3053. case MA_FREEZINGTRAP:
  3054. case HT_BLASTMINE:
  3055. case HT_CLAYMORETRAP:
  3056. case HT_TALKIEBOX:
  3057. case HP_BASILICA:
  3058. case RA_ELECTRICSHOCKER:
  3059. case RA_CLUSTERBOMB:
  3060. case RA_MAGENTATRAP:
  3061. case RA_COBALTTRAP:
  3062. case RA_MAIZETRAP:
  3063. case RA_VERDURETRAP:
  3064. case RA_FIRINGTRAP:
  3065. case RA_ICEBOUNDTRAP:
  3066. case SC_DIMENSIONDOOR:
  3067. case SC_BLOODYLUST:
  3068. case GN_THORNS_TRAP:
  3069. case GN_HELLS_PLANT:
  3070. case RL_B_TRAP:
  3071. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3072. 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)
  3073. return 0;
  3074. break;
  3075. default: //Avoid stacking with same kind of trap. [Skotlex]
  3076. if (g_skill_id != skill_id)
  3077. return 0;
  3078. break;
  3079. }
  3080. return 1;
  3081. }
  3082. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3083. {
  3084. //Non players do not check for the skill's splash-trigger area.
  3085. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3086. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3087. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3088. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3089. return 0;
  3090. }
  3091. range += layout_type;
  3092. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3093. }
  3094. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3095. {
  3096. uint16 skill_id;
  3097. if(bl->prev == NULL)
  3098. return 0;
  3099. skill_id = va_arg(ap,int);
  3100. if( status_isdead(bl) && skill_id != AL_WARP )
  3101. return 0;
  3102. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3103. return 0;
  3104. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3105. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3106. return 1;
  3107. }
  3108. /**
  3109. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC
  3110. * @param bl Object that casted skill
  3111. * @param x Position x of the target
  3112. * @param y Position y of the target
  3113. * @param skill_id The casted skill
  3114. * @param skill_lv The skill Lv
  3115. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3116. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3117. */
  3118. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3119. {
  3120. int range = 0, type;
  3121. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  3122. if (isNearNPC)
  3123. range = skill_get_splash(skill_id,skill_lv);
  3124. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3125. if (!isNearNPC || !range) {
  3126. switch (skill_id) { // to be expanded later
  3127. case WZ_ICEWALL:
  3128. range = 2;
  3129. break;
  3130. case SC_MANHOLE:
  3131. case GN_HELLS_PLANT:
  3132. range = 0;
  3133. break;
  3134. default: {
  3135. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3136. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3137. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3138. return 0;
  3139. }
  3140. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3141. }
  3142. break;
  3143. }
  3144. }
  3145. //Check the additional range [Cydh]
  3146. if (isNearNPC && skill_db[skill_get_index(skill_id)].unit_nonearnpc_range)
  3147. range += skill_db[skill_get_index(skill_id)].unit_nonearnpc_range;
  3148. if (!isNearNPC) { //Doesn't check the NPC range
  3149. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3150. if (bl->type == BL_PC)
  3151. type = BL_CHAR;
  3152. else
  3153. type = BL_PC;
  3154. } else
  3155. type = BL_NPC;
  3156. return (!isNearNPC) ?
  3157. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3158. map_foreachinarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3159. //isNearNPC is used to check range from NPC
  3160. map_foreachinarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3161. }
  3162. /*==========================================
  3163. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3164. * Flag:
  3165. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3166. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3167. *------------------------------------------*/
  3168. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  3169. {
  3170. struct status_data *status;
  3171. struct map_session_data *sd = NULL;
  3172. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3173. uint16 idx;
  3174. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3175. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  3176. return 0;
  3177. nullpo_ret(bl);
  3178. switch( bl->type )
  3179. {
  3180. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3181. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3182. }
  3183. status = status_get_status_data(bl);
  3184. if( (idx = skill_get_index(skill)) == 0 )
  3185. return 0;
  3186. // Requirements
  3187. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3188. {
  3189. itemid[i] = skill_db[idx].require.itemid[i];
  3190. amount[i] = skill_db[idx].require.amount[i];
  3191. }
  3192. hp = skill_db[idx].require.hp[lv-1];
  3193. sp = skill_db[idx].require.sp[lv-1];
  3194. hp_rate = skill_db[idx].require.hp_rate[lv-1];
  3195. sp_rate = skill_db[idx].require.sp_rate[lv-1];
  3196. state = skill_db[idx].require.state;
  3197. if( (mhp = skill_db[idx].require.mhp[lv-1]) > 0 )
  3198. hp += (status->max_hp * mhp) / 100;
  3199. if( hp_rate > 0 )
  3200. hp += (status->hp * hp_rate) / 100;
  3201. else
  3202. hp += (status->max_hp * (-hp_rate)) / 100;
  3203. if( sp_rate > 0 )
  3204. sp += (status->sp * sp_rate) / 100;
  3205. else
  3206. sp += (status->max_sp * (-sp_rate)) / 100;
  3207. if( bl->type == BL_HOM )
  3208. { // Intimacy Requeriments
  3209. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  3210. switch( skill )
  3211. {
  3212. case HFLI_SBR44:
  3213. if( hd->homunculus.intimacy <= 200 )
  3214. return 0;
  3215. break;
  3216. case HVAN_EXPLOSION:
  3217. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  3218. return 0;
  3219. break;
  3220. }
  3221. }
  3222. if( !(type&2) )
  3223. {
  3224. if( hp > 0 && status->hp <= (unsigned int)hp )
  3225. {
  3226. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3227. return 0;
  3228. }
  3229. if( sp > 0 && status->sp <= (unsigned int)sp )
  3230. {
  3231. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3232. return 0;
  3233. }
  3234. }
  3235. if( !type )
  3236. switch( state )
  3237. {
  3238. case ST_MOVE_ENABLE:
  3239. if( !unit_can_move(bl) )
  3240. {
  3241. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3242. return 0;
  3243. }
  3244. break;
  3245. }
  3246. if( !(type&1) )
  3247. return 1;
  3248. // Check item existences
  3249. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3250. {
  3251. index[i] = -1;
  3252. if( itemid[i] < 1 ) continue; // No item
  3253. index[i] = pc_search_inventory(sd, itemid[i]);
  3254. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  3255. {
  3256. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3257. return 0;
  3258. }
  3259. }
  3260. // Consume items
  3261. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3262. {
  3263. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3264. }
  3265. if( type&2 )
  3266. return 1;
  3267. if( sp || hp )
  3268. status_zap(bl, hp, sp);
  3269. return 1;
  3270. }
  3271. /*==========================================
  3272. *
  3273. *------------------------------------------*/
  3274. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3275. {
  3276. switch (skill_id) {
  3277. case RL_QD_SHOT:
  3278. {
  3279. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3280. struct unit_data *ud = unit_bl2ud(src);
  3281. if (ud && ud->target == target->id)
  3282. return 1;
  3283. }
  3284. }
  3285. case RL_D_TAIL:
  3286. case RL_HAMMER_OF_GOD:
  3287. if (src->type != BL_PC)
  3288. return 0;
  3289. {
  3290. struct status_change *tsc = status_get_sc(target);
  3291. // Only counts marked target with SC_C_MARKER by caster
  3292. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  3293. return 0;
  3294. }
  3295. break;
  3296. }
  3297. return 1;
  3298. }
  3299. /*==========================================
  3300. *
  3301. *------------------------------------------*/
  3302. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  3303. {
  3304. struct block_list *src = map_id2bl(id),*target;
  3305. struct unit_data *ud = unit_bl2ud(src);
  3306. struct skill_timerskill *skl;
  3307. int range;
  3308. nullpo_ret(src);
  3309. nullpo_ret(ud);
  3310. skl = ud->skilltimerskill[data];
  3311. nullpo_ret(skl);
  3312. ud->skilltimerskill[data] = NULL;
  3313. do {
  3314. if(src->prev == NULL)
  3315. break; // Source not on Map
  3316. if(skl->target_id) {
  3317. target = map_id2bl(skl->target_id);
  3318. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3319. target = src; //Required since it has to warp.
  3320. if(target == NULL)
  3321. break; // Target offline?
  3322. if(target->prev == NULL)
  3323. break; // Target not on Map
  3324. if(src->m != target->m)
  3325. break; // Different Maps
  3326. if(status_isdead(src)) {
  3327. switch(skl->skill_id) {
  3328. case WL_CHAINLIGHTNING_ATK:
  3329. case WL_TETRAVORTEX_FIRE:
  3330. case WL_TETRAVORTEX_WATER:
  3331. case WL_TETRAVORTEX_WIND:
  3332. case WL_TETRAVORTEX_GROUND:
  3333. case SR_FLASHCOMBO_ATK_STEP1:
  3334. case SR_FLASHCOMBO_ATK_STEP2:
  3335. case SR_FLASHCOMBO_ATK_STEP3:
  3336. case SR_FLASHCOMBO_ATK_STEP4:
  3337. break; // Exceptions
  3338. default:
  3339. continue; // Caster is Dead
  3340. }
  3341. }
  3342. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3343. break;
  3344. switch(skl->skill_id) {
  3345. case KN_AUTOCOUNTER:
  3346. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3347. break;
  3348. case RG_INTIMIDATE:
  3349. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3350. short x,y;
  3351. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3352. if (target != src && !status_isdead(target))
  3353. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3354. }
  3355. break;
  3356. case BA_FROSTJOKER:
  3357. case DC_SCREAM:
  3358. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3359. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3360. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3361. break;
  3362. case NPC_EARTHQUAKE:
  3363. if( skl->type > 1 )
  3364. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3365. 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);
  3366. skill_area_temp[1] = src->id;
  3367. skill_area_temp[2] = 0;
  3368. 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);
  3369. break;
  3370. case WZ_WATERBALL:
  3371. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3372. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3373. if (!status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKNOREACH)) {
  3374. //Apply canact delay here to prevent hacks (unlimited waterball casting)
  3375. ud->canact_tick = tick + skill_delayfix(src, skl->skill_id, skl->skill_lv);
  3376. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3377. }
  3378. if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) {
  3379. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3380. unit_set_walkdelay(src, tick, WATERBALL_INTERVAL, 1);
  3381. skill_addtimerskill(src,tick+WATERBALL_INTERVAL,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3382. } else {
  3383. struct status_change *sc = status_get_sc(src);
  3384. if(sc) {
  3385. if(sc->data[SC_SPIRIT] &&
  3386. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3387. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3388. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3389. }
  3390. }
  3391. break;
  3392. case WL_CHAINLIGHTNING_ATK: {
  3393. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  3394. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3395. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3396. { // Remaining Chains Hit
  3397. struct block_list *nbl = NULL; // Next Target of Chain
  3398. 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.
  3399. BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one...
  3400. if( nbl == NULL )
  3401. skl->x++;
  3402. else
  3403. skl->x = 0;
  3404. skill_addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
  3405. }
  3406. }
  3407. break;
  3408. case WL_TETRAVORTEX_FIRE:
  3409. case WL_TETRAVORTEX_WATER:
  3410. case WL_TETRAVORTEX_WIND:
  3411. case WL_TETRAVORTEX_GROUND:
  3412. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3413. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3414. if( skl->type >= 3 )
  3415. { // Final Hit
  3416. if( !status_isdead(target) )
  3417. { // Final Status Effect
  3418. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3419. applyeffects[4] = { 0, 0, 0, 0 },
  3420. i, j = 0, k = 0;
  3421. for( i = 1; i <= 8; i = i + i )
  3422. {
  3423. if( skl->x&i )
  3424. {
  3425. applyeffects[j] = effects[k];
  3426. j++;
  3427. }
  3428. k++;
  3429. }
  3430. if( j )
  3431. {
  3432. i = applyeffects[rnd()%j];
  3433. status_change_start(src,target, i, 10000, skl->skill_lv,
  3434. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3435. (i == SC_BURNING ? src->id : 0),
  3436. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv)+1, SCSTART_NONE);
  3437. }
  3438. }
  3439. }
  3440. break;
  3441. case WM_REVERBERATION_MELEE:
  3442. case WM_REVERBERATION_MAGIC:
  3443. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
  3444. break;
  3445. case SC_FATALMENACE:
  3446. if( src == target ) // Casters Part
  3447. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3448. else { // Target's Part
  3449. short x = skl->x, y = skl->y;
  3450. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  3451. unit_warp(target,-1,x,y,CLR_TELEPORT);
  3452. }
  3453. break;
  3454. case LG_MOONSLASHER:
  3455. case SR_WINDMILL:
  3456. if( target->type == BL_PC ) {
  3457. struct map_session_data *tsd = NULL;
  3458. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3459. pc_setsit(tsd);
  3460. skill_sit(tsd, 1);
  3461. clif_sitting(&tsd->bl);
  3462. }
  3463. }
  3464. break;
  3465. case SR_KNUCKLEARROW:
  3466. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3467. break;
  3468. case GN_SPORE_EXPLOSION:
  3469. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3470. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3471. break;
  3472. case CH_PALMSTRIKE:
  3473. {
  3474. struct status_change* tsc = status_get_sc(target);
  3475. struct status_change* sc = status_get_sc(src);
  3476. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3477. ( sc && sc->option&OPTION_HIDE ) ){
  3478. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0);
  3479. break;
  3480. }
  3481. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3482. break;
  3483. }
  3484. case SR_FLASHCOMBO_ATK_STEP1:
  3485. case SR_FLASHCOMBO_ATK_STEP2:
  3486. case SR_FLASHCOMBO_ATK_STEP3:
  3487. case SR_FLASHCOMBO_ATK_STEP4:
  3488. if( src->type == BL_PC ) {
  3489. TBL_PC *sd = NULL;
  3490. const enum e_skill combos[] = {SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW};
  3491. if( (sd = BL_CAST(BL_PC,src)) ) {
  3492. uint16 cid = combos[skl->skill_id - SR_FLASHCOMBO_ATK_STEP1];
  3493. skill_castend_damage_id(src, target, cid, pc_checkskill(sd, cid), tick, 0);
  3494. }
  3495. }
  3496. break;
  3497. case SC_ESCAPE:
  3498. if( skl->type < 4 + skl->skill_lv ) {
  3499. clif_skill_damage(src, src, tick, 0, 0, -30000, 1, skl->skill_id, skl->skill_lv, 5);
  3500. skill_blown(src, src, 1, unit_getdir(src), 0);
  3501. skill_addtimerskill(src, tick + 80, src->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type + 1, 0);
  3502. }
  3503. break;
  3504. case RL_SLUGSHOT:
  3505. if (target->type == BL_PC)
  3506. sc_start(src, target, SC_SITDOWN_FORCE, 100, skl->skill_lv, skill_get_time(skl->skill_id, skl->skill_lv));
  3507. break;
  3508. default:
  3509. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3510. break;
  3511. }
  3512. }
  3513. else {
  3514. if(src->m != skl->map)
  3515. break;
  3516. switch( skl->skill_id )
  3517. {
  3518. case WZ_METEOR:
  3519. if( skl->type >= 0 )
  3520. {
  3521. int x = skl->type>>16, y = skl->type&0xFFFF;
  3522. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  3523. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  3524. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL)
  3525. && !map_getcell(src->m, skl->x, skl->y, CELL_CHKLANDPROTECTOR) )
  3526. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  3527. }
  3528. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3529. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  3530. break;
  3531. case GN_CRAZYWEED_ATK:
  3532. {
  3533. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3534. 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);
  3535. }
  3536. case WL_EARTHSTRAIN:
  3537. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3538. break;
  3539. case LG_OVERBRAND_BRANDISH: {
  3540. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3541. int x = src->x, y = src->y;
  3542. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3543. for( i = 0; i < layout->count; i++ )
  3544. 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);
  3545. }
  3546. break;
  3547. case RL_FIRE_RAIN: {
  3548. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3549. 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);
  3550. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3551. }
  3552. break;
  3553. }
  3554. }
  3555. } while (0);
  3556. //Free skl now that it is no longer needed.
  3557. ers_free(skill_timer_ers, skl);
  3558. return 0;
  3559. }
  3560. /*==========================================
  3561. *
  3562. *------------------------------------------*/
  3563. 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)
  3564. {
  3565. int i;
  3566. struct unit_data *ud;
  3567. nullpo_retr(1, src);
  3568. if (src->prev == NULL)
  3569. return 0;
  3570. ud = unit_bl2ud(src);
  3571. nullpo_retr(1, ud);
  3572. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3573. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3574. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3575. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3576. ud->skilltimerskill[i]->src_id = src->id;
  3577. ud->skilltimerskill[i]->target_id = target;
  3578. ud->skilltimerskill[i]->skill_id = skill_id;
  3579. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3580. ud->skilltimerskill[i]->map = src->m;
  3581. ud->skilltimerskill[i]->x = x;
  3582. ud->skilltimerskill[i]->y = y;
  3583. ud->skilltimerskill[i]->type = type;
  3584. ud->skilltimerskill[i]->flag = flag;
  3585. return 0;
  3586. }
  3587. /*==========================================
  3588. *
  3589. *------------------------------------------*/
  3590. int skill_cleartimerskill (struct block_list *src)
  3591. {
  3592. int i;
  3593. struct unit_data *ud;
  3594. nullpo_ret(src);
  3595. ud = unit_bl2ud(src);
  3596. nullpo_ret(ud);
  3597. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3598. if(ud->skilltimerskill[i]) {
  3599. switch(ud->skilltimerskill[i]->skill_id) {
  3600. case WL_TETRAVORTEX_FIRE:
  3601. case WL_TETRAVORTEX_WATER:
  3602. case WL_TETRAVORTEX_WIND:
  3603. case WL_TETRAVORTEX_GROUND:
  3604. case SR_FLASHCOMBO_ATK_STEP1:
  3605. case SR_FLASHCOMBO_ATK_STEP2:
  3606. case SR_FLASHCOMBO_ATK_STEP3:
  3607. case SR_FLASHCOMBO_ATK_STEP4:
  3608. continue;
  3609. }
  3610. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3611. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3612. ud->skilltimerskill[i]=NULL;
  3613. }
  3614. }
  3615. return 1;
  3616. }
  3617. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  3618. struct skill_unit *su = (TBL_SKILL*)bl;
  3619. struct skill_unit_group *sg = NULL;
  3620. nullpo_ret(su);
  3621. if (bl->type != BL_SKILL)
  3622. return 0;
  3623. if (su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION) {
  3624. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3625. su->limit = DIFF_TICK(gettick(), sg->tick);
  3626. sg->unit_id = UNT_USED_TRAPS;
  3627. }
  3628. return 0;
  3629. }
  3630. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  3631. {
  3632. TBL_SKILL *su = (TBL_SKILL*)bl;
  3633. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3634. { //Reveal trap.
  3635. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3636. //clif_changetraplook(bl, su->group->unit_id);
  3637. clif_getareachar_skillunit(&su->bl, su, AREA);
  3638. return 1;
  3639. }
  3640. return 0;
  3641. }
  3642. /*==========================================
  3643. *
  3644. *
  3645. *------------------------------------------*/
  3646. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3647. {
  3648. struct map_session_data *sd = NULL;
  3649. struct status_data *tstatus;
  3650. struct status_change *sc, *tsc;
  3651. if (skill_id > 0 && !skill_lv) return 0;
  3652. nullpo_retr(1, src);
  3653. nullpo_retr(1, bl);
  3654. if (src->m != bl->m)
  3655. return 1;
  3656. if (bl->prev == NULL)
  3657. return 1;
  3658. sd = BL_CAST(BL_PC, src);
  3659. if (status_isdead(bl))
  3660. return 1;
  3661. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  3662. { //GTB makes all targetted magic display miss with a single bolt.
  3663. sc_type sct = status_skill2sc(skill_id);
  3664. if(sct != SC_NONE)
  3665. status_change_end(bl, sct, INVALID_TIMER);
  3666. 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));
  3667. return 1;
  3668. }
  3669. sc = status_get_sc(src);
  3670. tsc = status_get_sc(bl);
  3671. if (sc && !sc->count)
  3672. sc = NULL; //Unneeded
  3673. if (tsc && !tsc->count)
  3674. tsc = NULL;
  3675. tstatus = status_get_status_data(bl);
  3676. map_freeblock_lock();
  3677. switch(skill_id)
  3678. {
  3679. case MER_CRASH:
  3680. case SM_BASH:
  3681. case MS_BASH:
  3682. case MC_MAMMONITE:
  3683. case TF_DOUBLE:
  3684. case AC_DOUBLE:
  3685. case MA_DOUBLE:
  3686. case AS_SONICBLOW:
  3687. case KN_PIERCE:
  3688. case ML_PIERCE:
  3689. case KN_SPEARBOOMERANG:
  3690. case TF_POISON:
  3691. case TF_SPRINKLESAND:
  3692. case AC_CHARGEARROW:
  3693. case MA_CHARGEARROW:
  3694. case RG_INTIMIDATE:
  3695. case AM_ACIDTERROR:
  3696. case BA_MUSICALSTRIKE:
  3697. case DC_THROWARROW:
  3698. case BA_DISSONANCE:
  3699. case CR_HOLYCROSS:
  3700. case NPC_DARKCROSS:
  3701. case CR_SHIELDCHARGE:
  3702. case CR_SHIELDBOOMERANG:
  3703. case NPC_PIERCINGATT:
  3704. case NPC_MENTALBREAKER:
  3705. case NPC_RANGEATTACK:
  3706. case NPC_CRITICALSLASH:
  3707. case NPC_COMBOATTACK:
  3708. case NPC_GUIDEDATTACK:
  3709. case NPC_POISON:
  3710. case NPC_RANDOMATTACK:
  3711. case NPC_WATERATTACK:
  3712. case NPC_GROUNDATTACK:
  3713. case NPC_FIREATTACK:
  3714. case NPC_WINDATTACK:
  3715. case NPC_POISONATTACK:
  3716. case NPC_HOLYATTACK:
  3717. case NPC_DARKNESSATTACK:
  3718. case NPC_TELEKINESISATTACK:
  3719. case NPC_UNDEADATTACK:
  3720. case NPC_ARMORBRAKE:
  3721. case NPC_WEAPONBRAKER:
  3722. case NPC_HELMBRAKE:
  3723. case NPC_SHIELDBRAKE:
  3724. case NPC_BLINDATTACK:
  3725. case NPC_SILENCEATTACK:
  3726. case NPC_STUNATTACK:
  3727. case NPC_PETRIFYATTACK:
  3728. case NPC_CURSEATTACK:
  3729. case NPC_SLEEPATTACK:
  3730. case LK_AURABLADE:
  3731. case LK_SPIRALPIERCE:
  3732. case ML_SPIRALPIERCE:
  3733. case LK_HEADCRUSH:
  3734. case CG_ARROWVULCAN:
  3735. case HW_MAGICCRASHER:
  3736. case ITM_TOMAHAWK:
  3737. case CH_CHAINCRUSH:
  3738. case CH_TIGERFIST:
  3739. case PA_SHIELDCHAIN: // Shield Chain
  3740. case PA_SACRIFICE:
  3741. case WS_CARTTERMINATION: // Cart Termination
  3742. case AS_VENOMKNIFE:
  3743. case HT_PHANTASMIC:
  3744. case TK_DOWNKICK:
  3745. case TK_COUNTER:
  3746. case GS_CHAINACTION:
  3747. case GS_TRIPLEACTION:
  3748. case GS_MAGICALBULLET:
  3749. case GS_TRACKING:
  3750. case GS_PIERCINGSHOT:
  3751. case GS_RAPIDSHOWER:
  3752. case GS_DUST:
  3753. case GS_DISARM: // Added disarm. [Reddozen]
  3754. case GS_FULLBUSTER:
  3755. case NJ_SYURIKEN:
  3756. case NJ_KUNAI:
  3757. #ifndef RENEWAL
  3758. case ASC_BREAKER:
  3759. #endif
  3760. case HFLI_MOON: //[orn]
  3761. case HFLI_SBR44: //[orn]
  3762. case NPC_BLEEDING:
  3763. case NPC_CRITICALWOUND:
  3764. case NPC_HELLPOWER:
  3765. case RK_SONICWAVE:
  3766. case AB_DUPLELIGHT_MELEE:
  3767. case RA_AIMEDBOLT:
  3768. case NC_AXEBOOMERANG:
  3769. case NC_POWERSWING:
  3770. case GC_CROSSIMPACT:
  3771. case GC_VENOMPRESSURE:
  3772. case SC_TRIANGLESHOT:
  3773. case SC_FEINTBOMB:
  3774. case LG_BANISHINGPOINT:
  3775. case LG_SHIELDPRESS:
  3776. case LG_RAGEBURST:
  3777. case LG_RAYOFGENESIS:
  3778. case LG_HESPERUSLIT:
  3779. case LG_OVERBRAND:
  3780. case LG_OVERBRAND_BRANDISH:
  3781. case SR_FALLENEMPIRE:
  3782. case SR_CRESCENTELBOW_AUTOSPELL:
  3783. case SR_GATEOFHELL:
  3784. case SR_GENTLETOUCH_QUIET:
  3785. case WM_SEVERE_RAINSTORM_MELEE:
  3786. case WM_GREAT_ECHO:
  3787. case GN_SLINGITEM_RANGEMELEEATK:
  3788. case KO_SETSUDAN:
  3789. case GC_DARKCROW:
  3790. case RL_MASS_SPIRAL:
  3791. case RL_SLUGSHOT:
  3792. case RL_AM_BLAST:
  3793. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3794. break;
  3795. case NC_BOOSTKNUCKLE:
  3796. case NC_PILEBUNKER:
  3797. case NC_COLDSLOWER:
  3798. case NC_ARMSCANNON:
  3799. if (sd) pc_overheat(sd, 1);
  3800. case MO_TRIPLEATTACK:
  3801. case RK_WINDCUTTER:
  3802. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  3803. break;
  3804. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3805. switch( rnd()%6 ){
  3806. case 0: flag |= BREAK_ANKLE; break;
  3807. case 1: flag |= BREAK_WRIST; break;
  3808. case 2: flag |= BREAK_KNEE; break;
  3809. case 3: flag |= BREAK_SHOULDER; break;
  3810. case 4: flag |= BREAK_WAIST; break;
  3811. case 5: flag |= BREAK_NECK; break;
  3812. }
  3813. //TODO: is there really no cleaner way to do this?
  3814. sc = status_get_sc(bl);
  3815. if (sc) sc->jb_flag = flag;
  3816. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3817. break;
  3818. case MO_COMBOFINISH:
  3819. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3820. { //Becomes a splash attack when Soul Linked.
  3821. map_foreachinrange(skill_area_sub, bl,
  3822. skill_get_splash(skill_id, skill_lv),splash_target(src),
  3823. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  3824. skill_castend_damage_id);
  3825. } else
  3826. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3827. break;
  3828. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3829. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3830. skill_area_temp[1] = 0;
  3831. map_foreachinrange(skill_attack_area, src,
  3832. skill_get_splash(skill_id, skill_lv), splash_target(src),
  3833. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  3834. break;
  3835. case KN_CHARGEATK:
  3836. {
  3837. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3838. unsigned int dist = distance_bl(src, bl);
  3839. uint8 dir = map_calc_dir(bl, src->x, src->y);
  3840. // teleport to target (if not on WoE grounds)
  3841. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  3842. clif_blown(src);
  3843. // cause damage and knockback if the path to target was a straight one
  3844. if( path )
  3845. {
  3846. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
  3847. skill_blown(src, bl, dist, dir, 0);
  3848. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3849. // make the caster look in the direction of the target
  3850. unit_setdir(src, (dir+4)%8);
  3851. }
  3852. }
  3853. break;
  3854. case NC_FLAMELAUNCHER:
  3855. if (sd) pc_overheat(sd,1);
  3856. case SN_SHARPSHOOTING:
  3857. case MA_SHARPSHOOTING:
  3858. case NJ_KAMAITACHI:
  3859. case LG_CANNONSPEAR:
  3860. //It won't shoot through walls since on castend there has to be a direct
  3861. //line of sight between caster and target.
  3862. skill_area_temp[1] = bl->id;
  3863. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3864. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3865. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3866. break;
  3867. case NPC_ACIDBREATH:
  3868. case NPC_DARKNESSBREATH:
  3869. case NPC_FIREBREATH:
  3870. case NPC_ICEBREATH:
  3871. case NPC_THUNDERBREATH:
  3872. skill_area_temp[1] = bl->id;
  3873. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3874. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3875. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3876. break;
  3877. case MO_INVESTIGATE:
  3878. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3879. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3880. break;
  3881. case RG_BACKSTAP:
  3882. {
  3883. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  3884. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  3885. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3886. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  3887. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  3888. unit_setdir(bl,dir);
  3889. }
  3890. else if (sd)
  3891. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3892. }
  3893. break;
  3894. case MO_FINGEROFFENSIVE:
  3895. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3896. if (battle_config.finger_offensive_type && sd) {
  3897. int i;
  3898. for (i = 1; i < sd->spiritball_old; i++)
  3899. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  3900. }
  3901. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3902. break;
  3903. case MO_CHAINCOMBO:
  3904. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3905. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3906. break;
  3907. #ifndef RENEWAL
  3908. case NJ_ISSEN:
  3909. #endif
  3910. case MO_EXTREMITYFIST:
  3911. {
  3912. struct block_list *mbl = bl; // For NJ_ISSEN
  3913. short x, y, i = 2; // Move 2 cells (From target)
  3914. short dir = map_calc_dir(src,bl->x,bl->y);
  3915. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3916. if (skill_id == MO_EXTREMITYFIST) {
  3917. status_set_sp(src, 0, 0);
  3918. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  3919. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3920. #ifdef RENEWAL
  3921. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  3922. #endif
  3923. } else {
  3924. status_set_hp(src, 1, 0);
  3925. status_change_end(src, SC_NEN, INVALID_TIMER);
  3926. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3927. }
  3928. if (skill_id == MO_EXTREMITYFIST) {
  3929. mbl = src; // For MO_EXTREMITYFIST
  3930. i = 3; // Move 3 cells (From caster)
  3931. }
  3932. if (dir > 0 && dir < 4)
  3933. x = -i;
  3934. else if (dir > 4)
  3935. x = i;
  3936. else
  3937. x = 0;
  3938. if (dir > 2 && dir < 6)
  3939. y = -i;
  3940. else if (dir == 7 || dir < 2)
  3941. y = i;
  3942. else
  3943. y = 0;
  3944. // Ashura Strike still has slide effect in GVG
  3945. if ((mbl == src || (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground)) &&
  3946. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  3947. clif_blown(src);
  3948. clif_spiritball(src);
  3949. }
  3950. }
  3951. break;
  3952. case HT_POWER:
  3953. if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT )
  3954. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3955. break;
  3956. //Splash attack skills.
  3957. case AS_GRIMTOOTH:
  3958. case MC_CARTREVOLUTION:
  3959. case NPC_SPLASHATTACK:
  3960. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  3961. case AS_SPLASHER:
  3962. case HT_BLITZBEAT:
  3963. case AC_SHOWER:
  3964. case MA_SHOWER:
  3965. case MG_NAPALMBEAT:
  3966. case MG_FIREBALL:
  3967. case RG_RAID:
  3968. case HW_NAPALMVULCAN:
  3969. case NJ_HUUMA:
  3970. case NJ_BAKUENRYU:
  3971. case ASC_METEORASSAULT:
  3972. case GS_DESPERADO:
  3973. case GS_SPREADATTACK:
  3974. case NPC_EARTHQUAKE:
  3975. case NPC_PULSESTRIKE:
  3976. case NPC_HELLJUDGEMENT:
  3977. case NPC_VAMPIRE_GIFT:
  3978. case RK_IGNITIONBREAK:
  3979. case AB_JUDEX:
  3980. case WL_SOULEXPANSION:
  3981. case WL_CRIMSONROCK:
  3982. case WL_JACKFROST:
  3983. case RA_ARROWSTORM:
  3984. case RA_WUGDASH:
  3985. case NC_VULCANARM:
  3986. case NC_SELFDESTRUCTION:
  3987. case NC_AXETORNADO:
  3988. case GC_ROLLINGCUTTER:
  3989. case GC_COUNTERSLASH:
  3990. case LG_MOONSLASHER:
  3991. case LG_EARTHDRIVE:
  3992. case SR_RAMPAGEBLASTER:
  3993. case SR_SKYNETBLOW:
  3994. case SR_WINDMILL:
  3995. case SR_RIDEINLIGHTNING:
  3996. case WM_SOUND_OF_DESTRUCTION:
  3997. case WM_REVERBERATION_MELEE:
  3998. case WM_REVERBERATION_MAGIC:
  3999. case SO_VARETYR_SPEAR:
  4000. case GN_CART_TORNADO:
  4001. case GN_CARTCANNON:
  4002. case KO_HAPPOKUNAI:
  4003. case KO_HUUMARANKA:
  4004. case KO_MUCHANAGE:
  4005. case KO_BAKURETSU:
  4006. case GN_ILLUSIONDOPING:
  4007. case RL_FIREDANCE:
  4008. case RL_BANISHING_BUSTER:
  4009. case RL_S_STORM:
  4010. case RL_R_TRIP:
  4011. case MH_XENO_SLASHER:
  4012. if( flag&1 ) {//Recursive invocation
  4013. int sflag = skill_area_temp[0] & 0xFFF;
  4014. int heal = 0;
  4015. if( flag&SD_LEVEL )
  4016. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4017. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  4018. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4019. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4020. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  4021. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4022. status_heal(src,heal,0,0);
  4023. }
  4024. } else {
  4025. switch ( skill_id ) {
  4026. case NJ_BAKUENRYU:
  4027. case LG_EARTHDRIVE:
  4028. case GN_CARTCANNON:
  4029. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4030. break;
  4031. case LG_MOONSLASHER:
  4032. case MH_XENO_SLASHER:
  4033. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4034. break;
  4035. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  4036. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  4037. break;
  4038. default:
  4039. break;
  4040. }
  4041. skill_area_temp[0] = 0;
  4042. skill_area_temp[1] = bl->id;
  4043. skill_area_temp[2] = 0;
  4044. if( skill_id == WL_CRIMSONROCK ) {
  4045. skill_area_temp[4] = bl->x;
  4046. skill_area_temp[5] = bl->y;
  4047. }
  4048. if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )
  4049. skill_area_temp[1] = 0;
  4050. if( skill_id == NC_VULCANARM )
  4051. if (sd) pc_overheat(sd,1);
  4052. // if skill damage should be split among targets, count them
  4053. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4054. //special case: Venom Splasher uses a different range for searching than for splashing
  4055. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  4056. 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);
  4057. // recursive invocation of skill_castend_damage_id() with flag|1
  4058. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4059. if( skill_id == AS_SPLASHER ) {
  4060. map_freeblock_unlock(); // Don't consume a second gemstone.
  4061. return 0;
  4062. }
  4063. }
  4064. break;
  4065. case WL_COMET:
  4066. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  4067. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4068. break;
  4069. case SM_MAGNUM:
  4070. case MS_MAGNUM:
  4071. if( flag&1 ) {
  4072. //Damage depends on distance, so add it to flag if it is > 1
  4073. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|distance_bl(src, bl));
  4074. }
  4075. break;
  4076. case KN_BRANDISHSPEAR:
  4077. case ML_BRANDISH:
  4078. //Coded apart for it needs the flag passed to the damage calculation.
  4079. if (skill_area_temp[1] != bl->id)
  4080. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4081. else
  4082. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4083. break;
  4084. case KN_BOWLINGBASH:
  4085. case MS_BOWLINGBASH:
  4086. {
  4087. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4088. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4089. c = (skill_lv-(flag&0xFFF)+1)/2;
  4090. // Determine the Bowling Bash area depending on configuration
  4091. if (battle_config.bowling_bash_area == 0) {
  4092. // Gutter line system
  4093. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4094. if(min_x < 0) min_x = 0;
  4095. max_x = min_x + 39;
  4096. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4097. if(min_y < 0) min_y = 0;
  4098. max_y = min_y + 39;
  4099. } else if (battle_config.bowling_bash_area == 1) {
  4100. // Gutter line system without demi gutter bug
  4101. min_x = src->x - (src->x)%40;
  4102. max_x = min_x + 39;
  4103. min_y = src->y - (src->y)%40;
  4104. max_y = min_y + 39;
  4105. } else {
  4106. // Area around caster
  4107. min_x = src->x - battle_config.bowling_bash_area;
  4108. max_x = src->x + battle_config.bowling_bash_area;
  4109. min_y = src->y - battle_config.bowling_bash_area;
  4110. max_y = src->y + battle_config.bowling_bash_area;
  4111. }
  4112. // Initialization, break checks, direction
  4113. if((flag&0xFFF) > 0) {
  4114. // Ignore monsters outside area
  4115. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4116. break;
  4117. // Ignore monsters already in list
  4118. if(idb_exists(bowling_db, bl->id))
  4119. break;
  4120. // Random direction
  4121. dir = rand()%8;
  4122. } else {
  4123. // Create an empty list of already hit targets
  4124. db_clear(bowling_db);
  4125. // Direction is walkpath
  4126. dir = (unit_getdir(src)+4)%8;
  4127. }
  4128. // Add current target to the list of already hit targets
  4129. idb_put(bowling_db, bl->id, bl);
  4130. // Keep moving target in direction square by square
  4131. tx = bl->x;
  4132. ty = bl->y;
  4133. for(i=0;i<c;i++) {
  4134. // Target coordinates (get changed even if knockback fails)
  4135. tx -= dirx[dir];
  4136. ty -= diry[dir];
  4137. // If target cell is a wall then break
  4138. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4139. break;
  4140. skill_blown(src,bl,1,dir,0);
  4141. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4142. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4143. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4144. (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))) {
  4145. // Recursive call
  4146. 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);
  4147. // Self-collision
  4148. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4149. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4150. break;
  4151. }
  4152. }
  4153. // Original hit or chain hit depending on flag
  4154. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4155. }
  4156. break;
  4157. case KN_SPEARSTAB:
  4158. if(flag&1) {
  4159. if (bl->id==skill_area_temp[1])
  4160. break;
  4161. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4162. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4163. } else {
  4164. int x=bl->x,y=bl->y,i,dir;
  4165. dir = map_calc_dir(bl,src->x,src->y);
  4166. skill_area_temp[1] = bl->id;
  4167. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4168. // all the enemies between the caster and the target are hit, as well as the target
  4169. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4170. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4171. for (i=0;i<4;i++) {
  4172. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4173. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4174. x += dirx[dir];
  4175. y += diry[dir];
  4176. }
  4177. }
  4178. break;
  4179. case TK_TURNKICK:
  4180. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4181. {
  4182. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4183. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4184. map_foreachinrange(skill_area_sub,bl,
  4185. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4186. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4187. skill_castend_nodamage_id);
  4188. }
  4189. break;
  4190. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4191. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4192. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0); //Display an absorbed damage attack.
  4193. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4194. break;
  4195. case PR_TURNUNDEAD:
  4196. case ALL_RESURRECTION:
  4197. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4198. break;
  4199. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4200. break;
  4201. case MG_SOULSTRIKE:
  4202. case NPC_DARKSTRIKE:
  4203. case MG_COLDBOLT:
  4204. case MG_FIREBOLT:
  4205. case MG_LIGHTNINGBOLT:
  4206. case WZ_EARTHSPIKE:
  4207. case AL_HEAL:
  4208. case AL_HOLYLIGHT:
  4209. case WZ_JUPITEL:
  4210. case NPC_DARKTHUNDER:
  4211. case PR_ASPERSIO:
  4212. case MG_FROSTDIVER:
  4213. case WZ_SIGHTBLASTER:
  4214. case WZ_SIGHTRASHER:
  4215. case NJ_KOUENKA:
  4216. case NJ_HYOUSENSOU:
  4217. case NJ_HUUJIN:
  4218. case AB_ADORAMUS:
  4219. case AB_RENOVATIO:
  4220. case AB_HIGHNESSHEAL:
  4221. case AB_DUPLELIGHT_MAGIC:
  4222. case WM_METALICSOUND:
  4223. case KO_KAIHOU:
  4224. case MH_ERASER_CUTTER:
  4225. case RL_B_TRAP:
  4226. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4227. break;
  4228. case NPC_MAGICALATTACK:
  4229. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4230. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4231. break;
  4232. case HVAN_CAPRICE: //[blackhole89]
  4233. {
  4234. int ran=rnd()%4;
  4235. int sid = 0;
  4236. switch(ran)
  4237. {
  4238. case 0: sid=MG_COLDBOLT; break;
  4239. case 1: sid=MG_FIREBOLT; break;
  4240. case 2: sid=MG_LIGHTNINGBOLT; break;
  4241. case 3: sid=WZ_EARTHSPIKE; break;
  4242. }
  4243. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4244. }
  4245. break;
  4246. case WZ_WATERBALL:
  4247. {
  4248. int range = skill_lv / 2;
  4249. int maxlv = skill_get_max(skill_id); // learnable level
  4250. int count = 0;
  4251. int x, y;
  4252. struct skill_unit* unit;
  4253. if( skill_lv > maxlv )
  4254. {
  4255. if( src->type == BL_MOB && skill_lv == 10 )
  4256. range = 4;
  4257. else
  4258. range = maxlv / 2;
  4259. }
  4260. for( y = src->y - range; y <= src->y + range; ++y )
  4261. for( x = src->x - range; x <= src->x + range; ++x )
  4262. {
  4263. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  4264. {
  4265. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  4266. count++; // natural water cell
  4267. 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 )
  4268. {
  4269. count++; // skill-induced water cell
  4270. skill_delunit(unit); // consume cell
  4271. }
  4272. }
  4273. }
  4274. if( count > (10000/WATERBALL_INTERVAL)+1 ) //Waterball has a max duration of 10 seconds [Playtester]
  4275. count = (10000/WATERBALL_INTERVAL)+1;
  4276. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  4277. skill_addtimerskill(src,tick+WATERBALL_INTERVAL,bl->id,0,0,skill_id,skill_lv,count-1,flag);
  4278. }
  4279. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4280. break;
  4281. case PR_BENEDICTIO:
  4282. //Should attack undead and demons. [Skotlex]
  4283. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4284. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4285. break;
  4286. case SL_SMA:
  4287. status_change_end(src, SC_SMA, INVALID_TIMER);
  4288. case SL_STIN:
  4289. case SL_STUN:
  4290. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4291. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4292. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4293. break;
  4294. }
  4295. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4296. break;
  4297. case NPC_DARKBREATH:
  4298. clif_emotion(src,E_AG);
  4299. case SN_FALCONASSAULT:
  4300. case PA_PRESSURE:
  4301. case CR_ACIDDEMONSTRATION:
  4302. case TF_THROWSTONE:
  4303. #ifdef RENEWAL
  4304. case ASC_BREAKER:
  4305. #endif
  4306. case NPC_SMOKING:
  4307. case GS_FLING:
  4308. case NJ_ZENYNAGE:
  4309. case GN_THORNS_TRAP:
  4310. case GN_HELLS_PLANT_ATK:
  4311. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4312. break;
  4313. #ifdef RENEWAL
  4314. case NJ_ISSEN: {
  4315. short x, y;
  4316. short dir = map_calc_dir(src, bl->x, bl->y);
  4317. // Move 2 cells (From target)
  4318. if (dir > 0 && dir < 4)
  4319. x = -2;
  4320. else if (dir > 4)
  4321. x = 2;
  4322. else
  4323. x = 0;
  4324. if (dir > 2 && dir < 6)
  4325. y = -2;
  4326. else if (dir == 7 || dir < 2)
  4327. y = 2;
  4328. else
  4329. y = 0;
  4330. // Doesn't have slide effect in GVG
  4331. if (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x + x, bl->y + y, 1, 1)) {
  4332. clif_blown(src);
  4333. clif_spiritball(src);
  4334. }
  4335. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4336. status_set_hp(src, max(status_get_max_hp(src) / 100, 1), 0);
  4337. status_change_end(src, SC_NEN, INVALID_TIMER);
  4338. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4339. }
  4340. break;
  4341. #endif
  4342. case RK_DRAGONBREATH_WATER:
  4343. case RK_DRAGONBREATH: {
  4344. struct status_change *tsc2 = NULL;
  4345. if( (tsc2 = status_get_sc(bl)) && (tsc2->data[SC_HIDING] )) {
  4346. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4347. } else
  4348. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4349. }
  4350. break;
  4351. case NPC_SELFDESTRUCTION: {
  4352. struct status_change *tsc2 = NULL;
  4353. if( (tsc2 = status_get_sc(bl)) && tsc2->data[SC_HIDING] )
  4354. break;
  4355. }
  4356. case HVAN_EXPLOSION:
  4357. if (src != bl)
  4358. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4359. break;
  4360. // Celest
  4361. case PF_SOULBURN:
  4362. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4363. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4364. if (skill_lv == 5)
  4365. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4366. status_percent_damage(src, bl, 0, 100, false);
  4367. } else {
  4368. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4369. if (skill_lv == 5)
  4370. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4371. status_percent_damage(src, src, 0, 100, false);
  4372. }
  4373. break;
  4374. case NPC_BLOODDRAIN:
  4375. case NPC_ENERGYDRAIN:
  4376. {
  4377. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4378. src, src, bl, skill_id, skill_lv, tick, flag);
  4379. if (heal > 0){
  4380. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4381. status_heal(src, heal, 0, 0);
  4382. }
  4383. }
  4384. break;
  4385. case GS_BULLSEYE:
  4386. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4387. break;
  4388. case NJ_KASUMIKIRI:
  4389. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4390. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4391. break;
  4392. case NJ_KIRIKAGE:
  4393. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  4394. { //You don't move on GVG grounds.
  4395. short x, y;
  4396. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4397. if (unit_movepos(src, x, y, 0, 0)) {
  4398. clif_blown(src);
  4399. }
  4400. }
  4401. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4402. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4403. break;
  4404. case RK_HUNDREDSPEAR:
  4405. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4406. if(rnd()%100 < (10 + 3*skill_lv)) {
  4407. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  4408. if( !skill_req )
  4409. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4410. skill_blown(src,bl,6,-1,0);
  4411. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4412. }
  4413. break;
  4414. case RK_PHANTOMTHRUST:
  4415. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  4416. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4417. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  4418. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  4419. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4420. break;
  4421. case RK_STORMBLAST:
  4422. if( flag&1 )
  4423. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4424. else {
  4425. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4426. 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);
  4427. }
  4428. break;
  4429. case GC_DARKILLUSION:
  4430. {
  4431. short x, y;
  4432. short dir = map_calc_dir(src,bl->x,bl->y);
  4433. if( dir > 0 && dir < 4) x = 2;
  4434. else if( dir > 4 ) x = -2;
  4435. else x = 0;
  4436. if( dir > 2 && dir < 6 ) y = 2;
  4437. else if( dir == 7 || dir < 2 ) y = -2;
  4438. else y = 0;
  4439. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  4440. clif_blown(src);
  4441. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4442. if( rnd()%100 < 4 * skill_lv )
  4443. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  4444. }
  4445. }
  4446. break;
  4447. case GC_WEAPONCRUSH:
  4448. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  4449. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4450. else if( sd )
  4451. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  4452. break;
  4453. case GC_CROSSRIPPERSLASHER:
  4454. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  4455. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  4456. else
  4457. {
  4458. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4459. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  4460. }
  4461. break;
  4462. case GC_PHANTOMMENACE:
  4463. if( flag&1 )
  4464. { // Only Hits Invisible Targets
  4465. struct status_change *tsc2 = status_get_sc(bl);
  4466. if(tsc2 && (tsc2->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc2->data[SC__INVISIBILITY]) )
  4467. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4468. }
  4469. break;
  4470. case WL_CHAINLIGHTNING:
  4471. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4472. skill_addtimerskill(src,tick + status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
  4473. break;
  4474. case WL_DRAINLIFE:
  4475. {
  4476. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4477. int rate = 70 + 5 * skill_lv;
  4478. heal = heal * (5 + 5 * skill_lv) / 100;
  4479. if( bl->type == BL_SKILL )
  4480. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4481. if( heal && rnd()%100 < rate )
  4482. {
  4483. status_heal(src, heal, 0, 0);
  4484. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4485. }
  4486. }
  4487. break;
  4488. case WL_TETRAVORTEX:
  4489. if( sd && sc ) { // No SC? No spheres
  4490. int spheres[5] = { 0, 0, 0, 0, 0 },
  4491. positions[5] = {-1,-1,-1,-1,-1 },
  4492. i, j = 0, k, subskill = 0;
  4493. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4494. if( sc->data[i] ) {
  4495. spheres[j] = i;
  4496. positions[j] = sc->data[i]->val2;
  4497. j++;
  4498. }
  4499. // Sphere Sort, this time from new to old
  4500. for( i = 0; i <= j - 2; i++ )
  4501. for( k = i + 1; k <= j - 1; k++ )
  4502. if( positions[i] < positions[k] ) {
  4503. swap(positions[i],positions[k]);
  4504. swap(spheres[i],spheres[k]);
  4505. }
  4506. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  4507. status_change_end(src, spheres[4], INVALID_TIMER);
  4508. j = 4;
  4509. }
  4510. k = 0;
  4511. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  4512. switch( sc->data[spheres[i]]->val1 ) {
  4513. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  4514. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  4515. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  4516. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  4517. }
  4518. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  4519. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  4520. status_change_end(src, spheres[i], INVALID_TIMER);
  4521. }
  4522. }
  4523. break;
  4524. case WL_RELEASE:
  4525. if( sd )
  4526. {
  4527. int i;
  4528. // Priority is to release SpellBook
  4529. if( sc && sc->data[SC_READING_SB] )
  4530. { // SpellBook
  4531. uint16 pres_skill_id, pres_skill_lv, point, s = 0;
  4532. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  4533. int cooldown;
  4534. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  4535. if( sc->data[i] ) spell[s++] = i;
  4536. if ( s == 0 )
  4537. break;
  4538. i = spell[s==1?0:rand()%s];// Random select of spell to be released.
  4539. if(sc->data[i] ){// Now extract the data from the preserved spell
  4540. pres_skill_id = sc->data[i]->val1;
  4541. pres_skill_lv = sc->data[i]->val2;
  4542. point = sc->data[i]->val3;
  4543. status_change_end(src, (sc_type)i, INVALID_TIMER);
  4544. }else //something went wrong :(
  4545. break;
  4546. if( sc->data[SC_READING_SB]->val2 > point )
  4547. sc->data[SC_READING_SB]->val2 -= point;
  4548. else // Last spell to be released
  4549. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  4550. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  4551. clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
  4552. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  4553. break;
  4554. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  4555. skill_toggle_magicpower(src, pres_skill_id);
  4556. switch( skill_get_casttype(pres_skill_id) )
  4557. {
  4558. case CAST_GROUND:
  4559. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  4560. break;
  4561. case CAST_NODAMAGE:
  4562. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4563. break;
  4564. case CAST_DAMAGE:
  4565. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4566. break;
  4567. }
  4568. sd->ud.canact_tick = tick + skill_delayfix(src, pres_skill_id, pres_skill_lv);
  4569. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  4570. cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  4571. if( cooldown )
  4572. skill_blockpc_start(sd, pres_skill_id, cooldown);
  4573. }
  4574. else
  4575. { // Summon Balls
  4576. int j = 0, k;
  4577. int spheres[5] = { 0, 0, 0, 0, 0 },
  4578. positions[5] = {-1,-1,-1,-1,-1 };
  4579. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4580. if( sc && sc->data[i] )
  4581. {
  4582. spheres[j] = i;
  4583. positions[j] = sc->data[i]->val2;
  4584. sc->data[i]->val2--; // Prepares for next position
  4585. j++;
  4586. }
  4587. if( j == 0 )
  4588. { // No Spheres
  4589. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  4590. break;
  4591. }
  4592. // Sphere Sort
  4593. for( i = 0; i <= j - 2; i++ )
  4594. for( k = i + 1; k <= j - 1; k++ )
  4595. if( positions[i] > positions[k] )
  4596. {
  4597. swap(positions[i],positions[k]);
  4598. swap(spheres[i],spheres[k]);
  4599. }
  4600. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  4601. for( i = 0; i < j; i++ )
  4602. {
  4603. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  4604. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  4605. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  4606. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  4607. }
  4608. clif_skill_nodamage(src,bl,skill_id,0,1);
  4609. }
  4610. }
  4611. break;
  4612. case WL_FROSTMISTY:
  4613. // Causes Freezing status through walls.
  4614. 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));
  4615. // Doesn't deal damage through non-shootable walls.
  4616. 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)) )
  4617. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4618. break;
  4619. case WL_HELLINFERNO:
  4620. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4621. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  4622. break;
  4623. case RA_WUGSTRIKE:
  4624. if( sd && pc_isridingwug(sd) ){
  4625. short x[8]={0,-1,-1,-1,0,1,1,1};
  4626. short y[8]={1,1,0,-1,-1,-1,0,1};
  4627. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4628. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  4629. clif_blown(src);
  4630. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4631. }
  4632. break;
  4633. }
  4634. case RA_WUGBITE:
  4635. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  4636. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4637. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  4638. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4639. break;
  4640. case RA_SENSITIVEKEEN:
  4641. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  4642. struct status_change * tsc2 = status_get_sc(bl);
  4643. if( tsc2 && tsc2->option&(OPTION_HIDE|OPTION_CLOAK) ){
  4644. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4645. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4646. }
  4647. }
  4648. else
  4649. {
  4650. struct skill_unit *su = NULL;
  4651. struct skill_unit_group* sg;
  4652. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  4653. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4654. {
  4655. struct item item_tmp;
  4656. memset(&item_tmp,0,sizeof(item_tmp));
  4657. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  4658. item_tmp.identify = 1;
  4659. if( item_tmp.nameid )
  4660. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  4661. }
  4662. skill_delunit(su);
  4663. }
  4664. }
  4665. break;
  4666. case NC_INFRAREDSCAN:
  4667. if( flag&1 )
  4668. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  4669. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  4670. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4671. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  4672. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  4673. }
  4674. else
  4675. {
  4676. 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);
  4677. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4678. if( sd ) pc_overheat(sd,1);
  4679. }
  4680. break;
  4681. case NC_MAGNETICFIELD:
  4682. if( flag&1 && !map[src->m].flag.pvp ) // Doesn't affect enemies on PvP maps
  4683. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  4684. break;
  4685. case SC_FATALMENACE:
  4686. if( flag&1 )
  4687. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4688. else
  4689. {
  4690. short x, y;
  4691. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4692. // Destination area
  4693. skill_area_temp[4] = x;
  4694. skill_area_temp[5] = y;
  4695. 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);
  4696. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  4697. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  4698. }
  4699. break;
  4700. case LG_PINPOINTATTACK:
  4701. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  4702. clif_blown(src);
  4703. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4704. break;
  4705. case LG_SHIELDSPELL:
  4706. if (skill_lv == 1)
  4707. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4708. else if (skill_lv == 2)
  4709. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4710. break;
  4711. case SR_DRAGONCOMBO:
  4712. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4713. break;
  4714. case SR_KNUCKLEARROW:
  4715. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  4716. dir_ka = map_calc_dir(bl, src->x, src->y);
  4717. // Has slide effect even in GVG
  4718. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  4719. clif_blown(src);
  4720. if( flag&1 )
  4721. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4722. else
  4723. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  4724. break;
  4725. case SR_HOWLINGOFLION:
  4726. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4727. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4728. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4729. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4730. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4731. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4732. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  4733. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  4734. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  4735. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4736. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  4737. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  4738. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  4739. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4740. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4741. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4742. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4743. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4744. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4745. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4746. break;
  4747. case SR_EARTHSHAKER:
  4748. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4749. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4750. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4751. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4752. } else {
  4753. 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);
  4754. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4755. }
  4756. break;
  4757. case SR_TIGERCANNON:
  4758. if ( flag&1 ) {
  4759. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4760. status_zap(bl, 0, status_get_max_sp(bl) * 10 / 100);
  4761. } else if ( sd ) {
  4762. int hpcost = 10 + 2 * skill_lv, spcost = 5 + 1 * skill_lv;
  4763. if (!status_charge(src, status_get_max_hp(src) * hpcost / 100, status_get_max_sp(src) * spcost / 100)) {
  4764. if (sd)
  4765. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4766. break;
  4767. }
  4768. 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);
  4769. }
  4770. break;
  4771. case SO_POISON_BUSTER: {
  4772. struct status_change *tsc2 = status_get_sc(bl);
  4773. if( tsc2 && tsc2->data[SC_POISON] ) {
  4774. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4775. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4776. }
  4777. else if( sd )
  4778. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4779. }
  4780. break;
  4781. case GN_SPORE_EXPLOSION:
  4782. if( flag&1 )
  4783. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4784. else {
  4785. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  4786. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  4787. }
  4788. break;
  4789. case GN_DEMONIC_FIRE:
  4790. case GN_FIRE_EXPANSION_ACID:
  4791. if (flag&1)
  4792. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4793. break;
  4794. case KO_JYUMONJIKIRI: {
  4795. short x, y;
  4796. short dir = map_calc_dir(src,bl->x,bl->y);
  4797. if (dir > 0 && dir < 4)
  4798. x = 2;
  4799. else if (dir > 4)
  4800. x = -2;
  4801. else
  4802. x = 0;
  4803. if (dir > 2 && dir < 6)
  4804. y = 2;
  4805. else if (dir == 7 || dir < 2)
  4806. y = -2;
  4807. else
  4808. y = 0;
  4809. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  4810. clif_blown(src);
  4811. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4812. }
  4813. }
  4814. break;
  4815. case EL_FIRE_BOMB:
  4816. case EL_FIRE_WAVE:
  4817. case EL_WATER_SCREW:
  4818. case EL_HURRICANE:
  4819. case EL_TYPOON_MIS:
  4820. if( flag&1 )
  4821. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  4822. else {
  4823. int i = skill_get_splash(skill_id,skill_lv);
  4824. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4825. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4826. if( rnd()%100 < 30 )
  4827. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4828. else
  4829. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4830. }
  4831. break;
  4832. case EL_ROCK_CRUSHER:
  4833. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4834. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4835. if( rnd()%100 < 50 )
  4836. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4837. else
  4838. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  4839. break;
  4840. case EL_STONE_RAIN:
  4841. if( flag&1 )
  4842. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4843. else {
  4844. int i = skill_get_splash(skill_id,skill_lv);
  4845. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4846. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4847. if( rnd()%100 < 30 )
  4848. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4849. else
  4850. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4851. }
  4852. break;
  4853. case EL_FIRE_ARROW:
  4854. case EL_ICE_NEEDLE:
  4855. case EL_WIND_SLASH:
  4856. case EL_STONE_HAMMER:
  4857. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4858. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4859. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4860. break;
  4861. case EL_TIDAL_WEAPON:
  4862. if( src->type == BL_ELEM ) {
  4863. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  4864. struct status_change *sc2 = status_get_sc(&ele->bl);
  4865. struct status_change *tsc2 = status_get_sc(bl);
  4866. sc_type type = status_skill2sc(skill_id), type2;
  4867. type2 = type-1;
  4868. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4869. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4870. if( (sc2 && sc2->data[type2]) || (tsc2 && tsc2->data[type]) ) {
  4871. elemental_clean_single_effect(ele, skill_id);
  4872. }
  4873. if( rnd()%100 < 50 )
  4874. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4875. else {
  4876. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4877. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  4878. }
  4879. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4880. }
  4881. break;
  4882. //recursive homon skill
  4883. case MH_MAGMA_FLOW:
  4884. case MH_HEILIGE_STANGE:
  4885. if(flag&1){
  4886. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  4887. break;//chance to not trigger atk for magma
  4888. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4889. }
  4890. else
  4891. 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);
  4892. break;
  4893. case MH_STAHL_HORN:
  4894. case MH_NEEDLE_OF_PARALYZE:
  4895. case MH_SONIC_CRAW:
  4896. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4897. break;
  4898. case MH_MIDNIGHT_FRENZY:
  4899. case MH_SILVERVEIN_RUSH:
  4900. {
  4901. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4902. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4903. hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0);
  4904. }
  4905. break;
  4906. case MH_TINDER_BREAKER:
  4907. case MH_CBC:
  4908. case MH_EQC:
  4909. {
  4910. int duration = 0;
  4911. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4912. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  4913. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  4914. clif_blown(src);
  4915. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  4916. }
  4917. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4918. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  4919. hom_delspiritball(hd,skill_id==MH_EQC?3:2,0); //only EQC consume 3 in grp 2
  4920. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4921. }
  4922. break;
  4923. case RL_H_MINE:
  4924. if (!(flag&1)) {
  4925. // Direct attack
  4926. if (!sd || !sd->flicker) {
  4927. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  4928. 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);
  4929. break;
  4930. }
  4931. // Triggered by RL_FLICKER
  4932. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  4933. // Splash damage around it!
  4934. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  4935. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4936. flag |= 1; // Don't consume requirement
  4937. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  4938. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  4939. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  4940. }
  4941. }
  4942. else
  4943. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4944. if (sd && sd->flicker)
  4945. flag |= 1; // Don't consume requirement
  4946. break;
  4947. case RL_HAMMER_OF_GOD:
  4948. if (!(flag&1)) {
  4949. if (!sd) {
  4950. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4951. break;
  4952. }
  4953. // First attack. If target is marked by SC_C_MARKER, do another splash damage!
  4954. if (tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id) {
  4955. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  4956. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4957. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  4958. }
  4959. }
  4960. else
  4961. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4962. if ((flag&8))
  4963. flag |= 1;
  4964. break;
  4965. case RL_QD_SHOT:
  4966. case RL_D_TAIL:
  4967. if (!sd || (sd && tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id)) {
  4968. int sflag = flag;
  4969. if (skill_id == RL_QD_SHOT && skill_area_temp[1] == bl->id )
  4970. break;
  4971. if (flag&1)
  4972. sflag = (skill_area_temp[0]&0xFFF)|(flag&SD_LEVEL ? SD_LEVEL : 0)|(flag&SD_ANIMATION ? SD_ANIMATION : 0);
  4973. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4974. if (sd) {
  4975. if (skill_id != RL_D_TAIL)
  4976. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  4977. }
  4978. }
  4979. break;
  4980. case 0:/* no skill - basic/normal attack */
  4981. if(sd) {
  4982. if (flag & 3){
  4983. if (bl->id != skill_area_temp[1])
  4984. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  4985. } else {
  4986. skill_area_temp[1] = bl->id;
  4987. map_foreachinrange(skill_area_sub, bl,
  4988. sd->bonus.splash_range, BL_CHAR,
  4989. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  4990. skill_castend_damage_id);
  4991. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  4992. }
  4993. }
  4994. break;
  4995. default:
  4996. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  4997. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  4998. 0, abs(skill_get_num(skill_id, skill_lv)),
  4999. skill_id, skill_lv, skill_get_hit(skill_id));
  5000. map_freeblock_unlock();
  5001. return 1;
  5002. }
  5003. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5004. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5005. map_freeblock_unlock();
  5006. if( sd && !(flag&1) )
  5007. {// ensure that the skill last-cast tick is recorded
  5008. sd->canskill_tick = gettick();
  5009. if( sd->state.arrow_atk )
  5010. {// consume arrow on last invocation to this skill.
  5011. battle_consume_ammo(sd, skill_id, skill_lv);
  5012. }
  5013. // perform skill requirement consumption
  5014. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5015. }
  5016. return 0;
  5017. }
  5018. /*==========================================
  5019. *
  5020. *------------------------------------------*/
  5021. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  5022. {
  5023. struct map_session_data *sd, *dstsd;
  5024. struct mob_data *md, *dstmd;
  5025. struct homun_data *hd;
  5026. struct mercenary_data *mer;
  5027. struct status_data *sstatus, *tstatus;
  5028. struct status_change *tsc;
  5029. struct status_change_entry *tsce;
  5030. int chorusbonus = 0;
  5031. int i = 0;
  5032. enum sc_type type;
  5033. if(skill_id > 0 && !skill_lv) return 0; // celest
  5034. nullpo_retr(1, src);
  5035. nullpo_retr(1, bl);
  5036. if (src->m != bl->m)
  5037. return 1;
  5038. sd = BL_CAST(BL_PC, src);
  5039. hd = BL_CAST(BL_HOM, src);
  5040. md = BL_CAST(BL_MOB, src);
  5041. mer = BL_CAST(BL_MER, src);
  5042. dstsd = BL_CAST(BL_PC, bl);
  5043. dstmd = BL_CAST(BL_MOB, bl);
  5044. if(bl->prev == NULL)
  5045. return 1;
  5046. if(status_isdead(src))
  5047. return 1;
  5048. if( src != bl && status_isdead(bl) ) {
  5049. switch( skill_id ) { // Skills that may be cast on dead targets
  5050. case NPC_WIDESOULDRAIN:
  5051. case PR_REDEMPTIO:
  5052. case ALL_RESURRECTION:
  5053. case WM_DEADHILLHERE:
  5054. break;
  5055. default:
  5056. return 1;
  5057. }
  5058. }
  5059. tstatus = status_get_status_data(bl);
  5060. sstatus = status_get_status_data(src);
  5061. // Minstrel/Wanderer number check for chorus skills.
  5062. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  5063. if( sd && sd->status.party_id ) {
  5064. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  5065. if( chorusbonus > 7 )
  5066. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  5067. else if( chorusbonus > 2 )
  5068. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  5069. }
  5070. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5071. switch (skill_id) {
  5072. case HLIF_HEAL: //[orn]
  5073. if (bl->type != BL_HOM) {
  5074. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5075. break ;
  5076. }
  5077. case AL_HEAL:
  5078. case ALL_RESURRECTION:
  5079. case PR_ASPERSIO:
  5080. case AB_RENOVATIO:
  5081. case AB_HIGHNESSHEAL:
  5082. //Apparently only player casted skills can be offensive like this.
  5083. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5084. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5085. //Offensive heal does not works on non-enemies. [Skotlex]
  5086. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5087. return 0;
  5088. }
  5089. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5090. }
  5091. break;
  5092. case SO_ELEMENTAL_SHIELD: {
  5093. struct party_data *p;
  5094. short ret = 0;
  5095. int x0, y0, x1, y1, range;
  5096. if(sd == NULL || !sd->ed)
  5097. break;
  5098. if((p = party_search(sd->status.party_id)) == NULL)
  5099. break;
  5100. range = skill_get_splash(skill_id,skill_lv);
  5101. x0 = sd->bl.x - range;
  5102. y0 = sd->bl.y - range;
  5103. x1 = sd->bl.x + range;
  5104. y1 = sd->bl.y + range;
  5105. elemental_delete(sd->ed,0);
  5106. if(!skill_check_unit_range(src,src->x,src->y,skill_id,skill_lv))
  5107. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag);
  5108. for(i = 0; i < MAX_PARTY; i++) {
  5109. struct map_session_data *psd = p->data[i].sd;
  5110. if(!psd)
  5111. continue;
  5112. if(psd->bl.m != sd->bl.m || !psd->bl.prev)
  5113. continue;
  5114. if(range && (psd->bl.x < x0 || psd->bl.y < y0 ||
  5115. psd->bl.x > x1 || psd->bl.y > y1))
  5116. continue;
  5117. if(!skill_check_unit_range(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv))
  5118. ret |= skill_castend_pos2(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv,tick,flag);
  5119. }
  5120. return ret;
  5121. }
  5122. break;
  5123. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5124. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5125. case MH_STEINWAND: {
  5126. struct block_list *s_src = battle_get_master(src);
  5127. short ret = 0;
  5128. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5129. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5130. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5131. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5132. if (hd)
  5133. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5134. return ret;
  5135. }
  5136. break;
  5137. default:
  5138. //Skill is actually ground placed.
  5139. if (src == bl && skill_get_unit_id(skill_id,0))
  5140. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5141. }
  5142. type = status_skill2sc(skill_id);
  5143. tsc = status_get_sc(bl);
  5144. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5145. if (src!=bl && type > -1 &&
  5146. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  5147. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5148. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5149. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5150. map_freeblock_lock();
  5151. switch(skill_id)
  5152. {
  5153. case HLIF_HEAL: //[orn]
  5154. case AL_HEAL:
  5155. case AB_HIGHNESSHEAL:
  5156. {
  5157. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5158. int heal_get_jobexp;
  5159. if( status_isimmune(bl) ||
  5160. (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  5161. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  5162. heal=0;
  5163. if( tsc && tsc->count ) {
  5164. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) { //Bounce back heal
  5165. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5166. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5167. if (src == bl)
  5168. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5169. else {
  5170. bl = src;
  5171. dstsd = sd;
  5172. }
  5173. }
  5174. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5175. heal = 0; //Needed so that it actually displays 0 when healing.
  5176. }
  5177. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5178. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5179. heal = ~heal + 1;
  5180. heal_get_jobexp = status_heal(bl,heal,0,0);
  5181. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5182. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5183. if (heal_get_jobexp <= 0)
  5184. heal_get_jobexp = 1;
  5185. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  5186. }
  5187. }
  5188. break;
  5189. case PR_REDEMPTIO:
  5190. if (sd && !(flag&1)) {
  5191. if (sd->status.party_id == 0) {
  5192. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5193. break;
  5194. }
  5195. skill_area_temp[0] = 0;
  5196. party_foreachsamemap(skill_area_sub,
  5197. sd,skill_get_splash(skill_id, skill_lv),
  5198. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5199. skill_castend_nodamage_id);
  5200. if (skill_area_temp[0] == 0) {
  5201. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5202. break;
  5203. }
  5204. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  5205. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  5206. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  5207. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  5208. clif_updatestatus(sd,SP_BASEEXP);
  5209. clif_updatestatus(sd,SP_JOBEXP);
  5210. }
  5211. status_set_hp(src, 1, 0);
  5212. status_set_sp(src, 0, 0);
  5213. break;
  5214. } else if (status_isdead(bl) && flag&1) { //Revive
  5215. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5216. skill_lv = 3; //Resurrection level 3 is used
  5217. } else //Invalid target, skip resurrection.
  5218. break;
  5219. case ALL_RESURRECTION:
  5220. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  5221. { //No reviving in WoE grounds!
  5222. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5223. break;
  5224. }
  5225. if (!status_isdead(bl))
  5226. break;
  5227. {
  5228. int per = 0, sper = 0;
  5229. if (tsc && tsc->data[SC_HELLPOWER])
  5230. break;
  5231. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  5232. break;
  5233. switch(skill_lv){
  5234. case 1: per=10; break;
  5235. case 2: per=30; break;
  5236. case 3: per=50; break;
  5237. case 4: per=80; break;
  5238. }
  5239. if(dstsd && dstsd->special_state.restart_full_recover)
  5240. per = sper = 100;
  5241. if (status_revive(bl, per, sper))
  5242. {
  5243. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5244. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5245. {
  5246. int exp = 0,jexp = 0;
  5247. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5248. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5249. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5250. if (exp < 1) exp = 1;
  5251. }
  5252. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5253. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5254. if (jexp < 1) jexp = 1;
  5255. }
  5256. if(exp > 0 || jexp > 0)
  5257. pc_gainexp (sd, bl, exp, jexp, false);
  5258. }
  5259. }
  5260. }
  5261. break;
  5262. case AL_DECAGI:
  5263. case MER_DECAGI:
  5264. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5265. 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)));
  5266. break;
  5267. case AL_CRUCIS:
  5268. if (flag&1)
  5269. 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));
  5270. else {
  5271. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5272. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5273. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5274. }
  5275. break;
  5276. case PR_LEXDIVINA:
  5277. case MER_LEXDIVINA:
  5278. if( tsce )
  5279. status_change_end(bl,type, INVALID_TIMER);
  5280. else
  5281. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5282. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5283. break;
  5284. case SA_ABRACADABRA:
  5285. if (!skill_abra_count) {
  5286. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5287. break;
  5288. }
  5289. else {
  5290. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = MAX_SKILL_ABRA_DB * 3;
  5291. do {
  5292. i = rnd() % MAX_SKILL_ABRA_DB;
  5293. abra_skill_id = skill_abra_db[i].skill_id;
  5294. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  5295. } while ( checked++ < checked_max &&
  5296. (abra_skill_id == 0 ||
  5297. rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]) );
  5298. if (!skill_get_index(abra_skill_id))
  5299. break;
  5300. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5301. if( sd )
  5302. {// player-casted
  5303. sd->state.abra_flag = 1;
  5304. sd->skillitem = abra_skill_id;
  5305. sd->skillitemlv = abra_skill_lv;
  5306. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  5307. }
  5308. else
  5309. {// mob-casted
  5310. struct unit_data *ud = unit_bl2ud(src);
  5311. int inf = skill_get_inf(abra_skill_id);
  5312. if (!ud) break;
  5313. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  5314. if (src->type == BL_PET)
  5315. bl = (struct block_list*)((TBL_PET*)src)->master;
  5316. if (!bl) bl = src;
  5317. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  5318. } else { //Assume offensive skills
  5319. int target_id = 0;
  5320. if (ud->target)
  5321. target_id = ud->target;
  5322. else switch (src->type) {
  5323. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  5324. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  5325. }
  5326. if (!target_id)
  5327. break;
  5328. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  5329. bl = map_id2bl(target_id);
  5330. if (!bl) bl = src;
  5331. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  5332. } else
  5333. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  5334. }
  5335. }
  5336. }
  5337. break;
  5338. case SA_COMA:
  5339. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5340. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  5341. break;
  5342. case SA_FULLRECOVERY:
  5343. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5344. if (status_isimmune(bl))
  5345. break;
  5346. status_percent_heal(bl, 100, 100);
  5347. break;
  5348. case NPC_ALLHEAL:
  5349. {
  5350. int heal;
  5351. if( status_isimmune(bl) )
  5352. break;
  5353. heal = status_percent_heal(bl, 100, 0);
  5354. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  5355. if( dstmd )
  5356. { // Reset Damage Logs
  5357. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  5358. dstmd->tdmg = 0;
  5359. }
  5360. }
  5361. break;
  5362. case SA_SUMMONMONSTER:
  5363. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5364. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  5365. break;
  5366. case SA_LEVELUP:
  5367. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5368. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  5369. break;
  5370. case SA_INSTANTDEATH:
  5371. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5372. status_kill(src);
  5373. break;
  5374. case SA_QUESTION:
  5375. clif_emotion(src,E_WHAT);
  5376. case SA_GRAVITY:
  5377. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5378. break;
  5379. case SA_CLASSCHANGE:
  5380. case SA_MONOCELL:
  5381. if (dstmd)
  5382. {
  5383. int class_;
  5384. if ( sd && dstmd->status.mode&MD_BOSS )
  5385. {
  5386. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5387. break;
  5388. }
  5389. class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
  5390. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5391. mob_class_change(dstmd,class_);
  5392. if( tsc && dstmd->status.mode&MD_BOSS )
  5393. {
  5394. 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 };
  5395. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  5396. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5397. for (i = 0; i < ARRAYLENGTH(scs); i++)
  5398. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  5399. }
  5400. }
  5401. break;
  5402. case SA_DEATH:
  5403. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  5404. {
  5405. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5406. break;
  5407. }
  5408. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5409. status_kill(bl);
  5410. break;
  5411. case SA_REVERSEORCISH:
  5412. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5413. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5414. break;
  5415. case SA_FORTUNE:
  5416. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5417. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5418. break;
  5419. case SA_TAMINGMONSTER:
  5420. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5421. if (sd && dstmd) {
  5422. ARR_FIND( 0, MAX_PET_DB, i, dstmd->mob_id == pet_db[i].class_ );
  5423. if( i < MAX_PET_DB )
  5424. pet_catch_process1(sd, dstmd->mob_id);
  5425. }
  5426. break;
  5427. case CR_PROVIDENCE:
  5428. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5429. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5430. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5431. map_freeblock_unlock();
  5432. return 1;
  5433. }
  5434. }
  5435. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5436. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5437. break;
  5438. case CG_MARIONETTE:
  5439. {
  5440. struct status_change* sc = status_get_sc(src);
  5441. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5442. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5443. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5444. map_freeblock_unlock();
  5445. return 1;
  5446. }
  5447. if( sc && tsc )
  5448. {
  5449. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5450. {
  5451. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5452. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5453. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5454. }
  5455. else
  5456. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5457. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5458. {
  5459. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5460. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5461. }
  5462. else
  5463. {
  5464. if( sd )
  5465. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5466. map_freeblock_unlock();
  5467. return 1;
  5468. }
  5469. }
  5470. }
  5471. break;
  5472. case RG_CLOSECONFINE:
  5473. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5474. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5475. break;
  5476. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5477. case SA_FROSTWEAPON:
  5478. case SA_LIGHTNINGLOADER:
  5479. case SA_SEISMICWEAPON:
  5480. if (dstsd) {
  5481. if(dstsd->status.weapon == W_FIST ||
  5482. (dstsd->sc.count && !dstsd->sc.data[type] &&
  5483. ( //Allow re-enchanting to lenghten time. [Skotlex]
  5484. dstsd->sc.data[SC_FIREWEAPON] ||
  5485. dstsd->sc.data[SC_WATERWEAPON] ||
  5486. dstsd->sc.data[SC_WINDWEAPON] ||
  5487. dstsd->sc.data[SC_EARTHWEAPON] ||
  5488. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5489. dstsd->sc.data[SC_GHOSTWEAPON] ||
  5490. dstsd->sc.data[SC_ENCPOISON]
  5491. ))
  5492. ) {
  5493. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5494. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5495. break;
  5496. }
  5497. }
  5498. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5499. 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)))) {
  5500. if (sd)
  5501. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5502. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  5503. clif_displaymessage(sd->fd, msg_txt(sd,669));
  5504. }
  5505. break;
  5506. case PR_ASPERSIO:
  5507. if (sd && dstmd) {
  5508. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5509. break;
  5510. }
  5511. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5512. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5513. break;
  5514. case ITEM_ENCHANTARMS:
  5515. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5516. sc_start2(src,bl,type,100,skill_lv,
  5517. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  5518. break;
  5519. case TK_SEVENWIND:
  5520. switch(skill_get_ele(skill_id,skill_lv)) {
  5521. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  5522. case ELE_WIND : type = SC_WINDWEAPON; break;
  5523. case ELE_WATER : type = SC_WATERWEAPON; break;
  5524. case ELE_FIRE : type = SC_FIREWEAPON; break;
  5525. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  5526. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  5527. case ELE_HOLY : type = SC_ASPERSIO; break;
  5528. }
  5529. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5530. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5531. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5532. break;
  5533. case PR_KYRIE:
  5534. case MER_KYRIE:
  5535. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5536. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5537. break;
  5538. //Passive Magnum, should had been casted on yourself.
  5539. case SM_MAGNUM:
  5540. case MS_MAGNUM:
  5541. skill_area_temp[1] = 0;
  5542. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  5543. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5544. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  5545. // Initiate 20% of your damage becomes fire element.
  5546. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  5547. if( sd )
  5548. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  5549. else if( bl->type == BL_MER )
  5550. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  5551. break;
  5552. case TK_JUMPKICK:
  5553. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  5554. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  5555. if( unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  5556. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5557. clif_blown(src);
  5558. }
  5559. } else
  5560. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5561. break;
  5562. case AL_INCAGI:
  5563. case AL_BLESSING:
  5564. case MER_INCAGI:
  5565. case MER_BLESSING:
  5566. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  5567. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5568. break;
  5569. }
  5570. case PR_SLOWPOISON:
  5571. case PR_IMPOSITIO:
  5572. case PR_LEXAETERNA:
  5573. case PR_SUFFRAGIUM:
  5574. case PR_BENEDICTIO:
  5575. case LK_BERSERK:
  5576. case MS_BERSERK:
  5577. case KN_TWOHANDQUICKEN:
  5578. case KN_ONEHAND:
  5579. case MER_QUICKEN:
  5580. case CR_SPEARQUICKEN:
  5581. case CR_REFLECTSHIELD:
  5582. case MS_REFLECTSHIELD:
  5583. case AS_POISONREACT:
  5584. case MC_LOUD:
  5585. case MG_ENERGYCOAT:
  5586. case MO_EXPLOSIONSPIRITS:
  5587. case MO_STEELBODY:
  5588. case MO_BLADESTOP:
  5589. case LK_AURABLADE:
  5590. case LK_PARRYING:
  5591. case MS_PARRYING:
  5592. case LK_CONCENTRATION:
  5593. case WS_CARTBOOST:
  5594. case SN_SIGHT:
  5595. case WS_MELTDOWN:
  5596. case WS_OVERTHRUSTMAX:
  5597. case ST_REJECTSWORD:
  5598. case HW_MAGICPOWER:
  5599. case PF_MEMORIZE:
  5600. case PA_SACRIFICE:
  5601. case ASC_EDP:
  5602. case PF_DOUBLECASTING:
  5603. case SG_SUN_COMFORT:
  5604. case SG_MOON_COMFORT:
  5605. case SG_STAR_COMFORT:
  5606. case NPC_HALLUCINATION:
  5607. case GS_MADNESSCANCEL:
  5608. case GS_ADJUSTMENT:
  5609. case GS_INCREASING:
  5610. case NJ_KASUMIKIRI:
  5611. case NJ_UTSUSEMI:
  5612. case NJ_NEN:
  5613. case NPC_DEFENDER:
  5614. case NPC_MAGICMIRROR:
  5615. case ST_PRESERVE:
  5616. case NPC_INVINCIBLE:
  5617. case NPC_INVINCIBLEOFF:
  5618. case RK_DEATHBOUND:
  5619. case AB_RENOVATIO:
  5620. case AB_EXPIATIO:
  5621. case AB_DUPLELIGHT:
  5622. case AB_SECRAMENT:
  5623. case NC_ACCELERATION:
  5624. case NC_HOVERING:
  5625. case NC_SHAPESHIFT:
  5626. case WL_RECOGNIZEDSPELL:
  5627. case GC_VENOMIMPRESS:
  5628. case SC_DEADLYINFECT:
  5629. case LG_EXEEDBREAK:
  5630. case LG_PRESTIGE:
  5631. case SR_CRESCENTELBOW:
  5632. case SR_LIGHTNINGWALK:
  5633. case GN_CARTBOOST:
  5634. case KO_MEIKYOUSISUI:
  5635. case ALL_ODINS_POWER:
  5636. case ALL_FULL_THROTTLE:
  5637. case RA_UNLIMIT:
  5638. case WL_TELEKINESIS_INTENSE:
  5639. case RL_HEAT_BARREL:
  5640. case RL_P_ALTER:
  5641. case RL_E_CHAIN:
  5642. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5643. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5644. break;
  5645. case KN_AUTOCOUNTER:
  5646. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5647. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  5648. break;
  5649. case SO_STRIKING:
  5650. if (sd) {
  5651. int bonus = 8 + 2 * skill_lv;
  5652. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  5653. clif_skill_nodamage( src, bl, skill_id, skill_lv,
  5654. battle_check_target(src,bl,BCT_PARTY|BCT_SELF)>0 ? //only on self or party member
  5655. sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id,skill_lv)) :
  5656. 0
  5657. );
  5658. }
  5659. break;
  5660. case NPC_STOP:
  5661. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5662. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  5663. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  5664. break;
  5665. case HP_ASSUMPTIO:
  5666. if( sd && dstmd )
  5667. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5668. else
  5669. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5670. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5671. break;
  5672. case MG_SIGHT:
  5673. case MER_SIGHT:
  5674. case AL_RUWACH:
  5675. case WZ_SIGHTBLASTER:
  5676. case NPC_WIDESIGHT:
  5677. case NPC_STONESKIN:
  5678. case NPC_ANTIMAGIC:
  5679. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5680. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  5681. break;
  5682. case HLIF_AVOID:
  5683. case HAMI_DEFENCE:
  5684. i = skill_get_time(skill_id,skill_lv);
  5685. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  5686. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  5687. break;
  5688. case NJ_BUNSINJYUTSU:
  5689. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  5690. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5691. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5692. status_change_end(bl, SC_NEN, INVALID_TIMER);
  5693. break;
  5694. /* Was modified to only affect targetted char. [Skotlex]
  5695. case HP_ASSUMPTIO:
  5696. if (flag&1)
  5697. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5698. else
  5699. {
  5700. map_foreachinrange(skill_area_sub, bl,
  5701. skill_get_splash(skill_id, skill_lv), BL_PC,
  5702. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  5703. skill_castend_nodamage_id);
  5704. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5705. }
  5706. break;
  5707. */
  5708. case SM_ENDURE:
  5709. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5710. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5711. break;
  5712. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  5713. if (sd && dstsd && dstsd->sc.count) {
  5714. if (dstsd->sc.data[SC_FIREWEAPON] ||
  5715. dstsd->sc.data[SC_WATERWEAPON] ||
  5716. dstsd->sc.data[SC_WINDWEAPON] ||
  5717. dstsd->sc.data[SC_EARTHWEAPON] ||
  5718. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5719. dstsd->sc.data[SC_GHOSTWEAPON]
  5720. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  5721. ) {
  5722. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5723. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5724. break;
  5725. }
  5726. }
  5727. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5728. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5729. break;
  5730. case LK_TENSIONRELAX:
  5731. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5732. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  5733. skill_get_time(skill_id,skill_lv)));
  5734. break;
  5735. case MC_CHANGECART:
  5736. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5737. break;
  5738. case TK_MISSION:
  5739. if (sd) {
  5740. int id;
  5741. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  5742. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  5743. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5744. break;
  5745. }
  5746. id = mob_get_random_id(0,0xF, sd->status.base_level);
  5747. if (!id) {
  5748. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5749. break;
  5750. }
  5751. sd->mission_mobid = id;
  5752. sd->mission_count = 0;
  5753. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  5754. clif_mission_info(sd, id, 0);
  5755. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5756. }
  5757. break;
  5758. case AC_CONCENTRATION:
  5759. {
  5760. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5761. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5762. map_foreachinrange( status_change_timer_sub, src,
  5763. skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5764. src,NULL,type,tick);
  5765. }
  5766. break;
  5767. case SM_PROVOKE:
  5768. case SM_SELFPROVOKE:
  5769. case MER_PROVOKE:
  5770. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  5771. {
  5772. map_freeblock_unlock();
  5773. return 1;
  5774. }
  5775. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  5776. clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
  5777. (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))));
  5778. if( !i )
  5779. {
  5780. if( sd )
  5781. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5782. map_freeblock_unlock();
  5783. return 0;
  5784. }
  5785. unit_skillcastcancel(bl, 2);
  5786. if( tsc && tsc->count )
  5787. {
  5788. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5789. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  5790. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5791. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5792. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  5793. }
  5794. if( dstmd )
  5795. {
  5796. dstmd->state.provoke_flag = src->id;
  5797. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5798. }
  5799. break;
  5800. case ML_DEVOTION:
  5801. case CR_DEVOTION:
  5802. {
  5803. int count, lv;
  5804. if( !dstsd || (!sd && !mer) )
  5805. { // Only players can be devoted
  5806. if( sd )
  5807. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5808. break;
  5809. }
  5810. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  5811. lv = -lv;
  5812. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  5813. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  5814. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  5815. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  5816. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  5817. {
  5818. if( sd )
  5819. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5820. map_freeblock_unlock();
  5821. return 1;
  5822. }
  5823. i = 0;
  5824. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  5825. if( sd )
  5826. { // Player Devoting Player
  5827. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  5828. if( i == count )
  5829. {
  5830. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  5831. if( i == count )
  5832. { // No free slots, skill Fail
  5833. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5834. map_freeblock_unlock();
  5835. return 1;
  5836. }
  5837. }
  5838. sd->devotion[i] = bl->id;
  5839. }
  5840. else
  5841. mer->devotion_flag = 1; // Mercenary Devoting Owner
  5842. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  5843. 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)));
  5844. clif_devotion(src, NULL);
  5845. }
  5846. break;
  5847. case MO_CALLSPIRITS:
  5848. if(sd) {
  5849. int limit = skill_lv;
  5850. if( sd->sc.data[SC_RAISINGDRAGON] )
  5851. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5852. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5853. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5854. }
  5855. break;
  5856. case CH_SOULCOLLECT:
  5857. if(sd) {
  5858. int limit = 5;
  5859. if( sd->sc.data[SC_RAISINGDRAGON] )
  5860. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5861. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5862. for (i = 0; i < limit; i++)
  5863. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5864. }
  5865. break;
  5866. case MO_KITRANSLATION:
  5867. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) {
  5868. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  5869. }
  5870. break;
  5871. case TK_TURNKICK:
  5872. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  5873. if (skill_area_temp[1] != bl->id) {
  5874. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  5875. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  5876. }
  5877. break;
  5878. case MO_ABSORBSPIRITS:
  5879. i = 0;
  5880. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION))
  5881. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  5882. i = dstsd->spiritball * 7;
  5883. pc_delspiritball(dstsd,dstsd->spiritball,0);
  5884. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
  5885. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  5886. i = 2 * dstmd->level;
  5887. mob_target(dstmd,src,0);
  5888. }
  5889. if (i) status_heal(src, 0, i, 3);
  5890. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  5891. break;
  5892. case AC_MAKINGARROW:
  5893. if(sd) {
  5894. clif_arrow_create_list(sd);
  5895. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5896. }
  5897. break;
  5898. case AM_PHARMACY:
  5899. if(sd) {
  5900. clif_skill_produce_mix_list(sd,skill_id,22);
  5901. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5902. }
  5903. break;
  5904. case SA_CREATECON:
  5905. if(sd) {
  5906. clif_elementalconverter_list(sd);
  5907. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5908. }
  5909. break;
  5910. case BS_HAMMERFALL:
  5911. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5912. sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)));
  5913. break;
  5914. case RG_RAID:
  5915. skill_area_temp[1] = 0;
  5916. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5917. map_foreachinrange(skill_area_sub, bl,
  5918. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5919. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5920. skill_castend_damage_id);
  5921. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5922. break;
  5923. //List of self skills that give damage around caster
  5924. case ASC_METEORASSAULT:
  5925. case GS_SPREADATTACK:
  5926. case RK_STORMBLAST:
  5927. case NC_AXETORNADO:
  5928. case GC_COUNTERSLASH:
  5929. case SR_SKYNETBLOW:
  5930. case SR_RAMPAGEBLASTER:
  5931. case SR_HOWLINGOFLION:
  5932. case KO_HAPPOKUNAI:
  5933. case RL_FIREDANCE:
  5934. case RL_R_TRIP:
  5935. skill_area_temp[1] = 0;
  5936. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5937. if (battle_config.skill_wall_check)
  5938. i = map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5939. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5940. else
  5941. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5942. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5943. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  5944. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5945. break;
  5946. case NC_EMERGENCYCOOL:
  5947. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5948. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  5949. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  5950. break;
  5951. case SR_WINDMILL:
  5952. case GN_CART_TORNADO:
  5953. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5954. case SR_EARTHSHAKER:
  5955. case NC_INFRAREDSCAN:
  5956. case NPC_EARTHQUAKE:
  5957. case NPC_VAMPIRE_GIFT:
  5958. case NPC_HELLJUDGEMENT:
  5959. case NPC_PULSESTRIKE:
  5960. case LG_MOONSLASHER:
  5961. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  5962. break;
  5963. case KN_BRANDISHSPEAR:
  5964. case ML_BRANDISH:
  5965. skill_brandishspear(src, bl, skill_id, skill_lv, tick, flag);
  5966. break;
  5967. case WZ_SIGHTRASHER:
  5968. //Passive side of the attack.
  5969. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  5970. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5971. map_foreachinrange(skill_area_sub,src,
  5972. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  5973. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5974. skill_castend_damage_id);
  5975. break;
  5976. case NJ_HYOUSYOURAKU:
  5977. case NJ_RAIGEKISAI:
  5978. case WZ_FROSTNOVA:
  5979. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5980. skill_area_temp[1] = 0;
  5981. map_foreachinrange(skill_attack_area, src,
  5982. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5983. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  5984. break;
  5985. case HVAN_EXPLOSION: //[orn]
  5986. case NPC_SELFDESTRUCTION:
  5987. //Self Destruction hits everyone in range (allies+enemies)
  5988. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  5989. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  5990. BCT_ENEMY:BCT_ALL;
  5991. clif_skill_nodamage(src, src, skill_id, -1, 1);
  5992. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  5993. map_foreachinrange(skill_area_sub, bl,
  5994. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5995. src, skill_id, skill_lv, tick, flag|i,
  5996. skill_castend_damage_id);
  5997. if(map_addblock(src))
  5998. return 1;
  5999. status_damage(src, src, sstatus->max_hp,0,0,1);
  6000. break;
  6001. case AL_ANGELUS:
  6002. case PR_MAGNIFICAT:
  6003. case PR_GLORIA:
  6004. case SN_WINDWALK:
  6005. case CASH_BLESSING:
  6006. case CASH_INCAGI:
  6007. case CASH_ASSUMPTIO:
  6008. case WM_FRIGG_SONG:
  6009. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6010. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6011. else if( sd )
  6012. 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);
  6013. break;
  6014. case MER_MAGNIFICAT:
  6015. if( mer != NULL )
  6016. {
  6017. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6018. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6019. 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);
  6020. else if( mer->master && !(flag&1) )
  6021. 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)));
  6022. }
  6023. break;
  6024. case BS_ADRENALINE:
  6025. case BS_ADRENALINE2:
  6026. case BS_WEAPONPERFECT:
  6027. case BS_OVERTHRUST:
  6028. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6029. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6030. sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill_get_time(skill_id,skill_lv)));
  6031. } else if (sd) {
  6032. party_foreachsamemap(skill_area_sub,
  6033. sd,skill_get_splash(skill_id, skill_lv),
  6034. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6035. skill_castend_nodamage_id);
  6036. }
  6037. break;
  6038. case BS_MAXIMIZE:
  6039. case NV_TRICKDEAD:
  6040. case CR_DEFENDER:
  6041. case ML_DEFENDER:
  6042. case CR_AUTOGUARD:
  6043. case ML_AUTOGUARD:
  6044. case TK_READYSTORM:
  6045. case TK_READYDOWN:
  6046. case TK_READYTURN:
  6047. case TK_READYCOUNTER:
  6048. case TK_DODGE:
  6049. case CR_SHRINK:
  6050. case SG_FUSION:
  6051. case GS_GATLINGFEVER:
  6052. if( tsce )
  6053. {
  6054. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6055. map_freeblock_unlock();
  6056. return 0;
  6057. }
  6058. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6059. break;
  6060. case SL_KAITE:
  6061. case SL_KAAHI:
  6062. case SL_KAIZEL:
  6063. case SL_KAUPE:
  6064. if (sd) {
  6065. if (!dstsd || !(
  6066. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  6067. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  6068. dstsd->status.char_id == sd->status.char_id ||
  6069. dstsd->status.char_id == sd->status.partner_id ||
  6070. dstsd->status.char_id == sd->status.child
  6071. )) {
  6072. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  6073. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6074. break;
  6075. }
  6076. }
  6077. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6078. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6079. break;
  6080. case SM_AUTOBERSERK:
  6081. case MER_AUTOBERSERK:
  6082. if( tsce )
  6083. i = status_change_end(bl, type, INVALID_TIMER);
  6084. else
  6085. i = sc_start(src,bl,type,100,skill_lv,60000);
  6086. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6087. break;
  6088. case TF_HIDING:
  6089. case ST_CHASEWALK:
  6090. case KO_YAMIKUMO:
  6091. if (tsce)
  6092. {
  6093. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  6094. map_freeblock_unlock();
  6095. return 0;
  6096. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  6097. //Mado Gear cannot hide
  6098. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6099. map_freeblock_unlock();
  6100. return 0;
  6101. }
  6102. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6103. break;
  6104. case TK_RUN:
  6105. if (tsce)
  6106. {
  6107. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6108. map_freeblock_unlock();
  6109. return 0;
  6110. }
  6111. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  6112. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  6113. clif_walkok(sd); // So aegis has to resend the walk ok.
  6114. break;
  6115. case AS_CLOAKING:
  6116. case GC_CLOAKINGEXCEED:
  6117. case LG_FORCEOFVANGUARD:
  6118. case SC_REPRODUCE:
  6119. case SC_INVISIBILITY:
  6120. case RA_CAMOUFLAGE:
  6121. if (tsce) {
  6122. i = status_change_end(bl, type, INVALID_TIMER);
  6123. if( i )
  6124. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6125. else if( sd )
  6126. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6127. map_freeblock_unlock();
  6128. return 0;
  6129. }
  6130. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6131. if( i )
  6132. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6133. else if( sd )
  6134. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6135. break;
  6136. case BD_ADAPTATION:
  6137. if(tsc && tsc->data[SC_DANCING]){
  6138. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6139. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  6140. }
  6141. break;
  6142. case BA_FROSTJOKER:
  6143. case DC_SCREAM:
  6144. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6145. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  6146. if (md) {
  6147. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  6148. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  6149. char temp[70];
  6150. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)].desc);
  6151. clif_disp_overhead(&md->bl,temp);
  6152. }
  6153. break;
  6154. case BA_PANGVOICE:
  6155. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  6156. break;
  6157. case DC_WINKCHARM:
  6158. if( dstsd )
  6159. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  6160. else
  6161. if( dstmd )
  6162. {
  6163. if( status_get_lv(src) > status_get_lv(bl)
  6164. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  6165. && !(tstatus->mode&MD_BOSS) )
  6166. 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)));
  6167. else
  6168. {
  6169. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6170. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6171. }
  6172. }
  6173. break;
  6174. case TF_STEAL:
  6175. if(sd) {
  6176. if(pc_steal_item(sd,bl,skill_lv))
  6177. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6178. else
  6179. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6180. }
  6181. break;
  6182. case RG_STEALCOIN:
  6183. if(sd) {
  6184. if(pc_steal_coin(sd,bl))
  6185. {
  6186. dstmd->state.provoke_flag = src->id;
  6187. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  6188. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6189. }
  6190. else
  6191. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6192. }
  6193. break;
  6194. case MG_STONECURSE:
  6195. {
  6196. int brate = 0;
  6197. if (tstatus->mode&MD_BOSS) {
  6198. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6199. break;
  6200. }
  6201. if(status_isimmune(bl) || !tsc)
  6202. break;
  6203. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  6204. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  6205. if (tsc->data[SC_STONE]) {
  6206. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6207. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6208. break;
  6209. }
  6210. if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
  6211. skill_lv, 0, 0, skill_get_time(skill_id, skill_lv),
  6212. skill_get_time2(skill_id,skill_lv)))
  6213. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6214. else if(sd) {
  6215. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6216. // Level 6-10 doesn't consume a red gem if it fails [celest]
  6217. if (skill_lv > 5)
  6218. { // not to consume items
  6219. map_freeblock_unlock();
  6220. return 0;
  6221. }
  6222. }
  6223. }
  6224. break;
  6225. case NV_FIRSTAID:
  6226. clif_skill_nodamage(src,bl,skill_id,5,1);
  6227. status_heal(bl,5,0,0);
  6228. break;
  6229. case AL_CURE:
  6230. if(status_isimmune(bl)) {
  6231. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6232. break;
  6233. }
  6234. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6235. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6236. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6237. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6238. break;
  6239. case TF_DETOXIFY:
  6240. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6241. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6242. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6243. break;
  6244. case PR_STRECOVERY:
  6245. if(status_isimmune(bl)) {
  6246. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6247. break;
  6248. }
  6249. if (tsc && tsc->opt1) {
  6250. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6251. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6252. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6253. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6254. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6255. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  6256. }
  6257. //Is this equation really right? It looks so... special.
  6258. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  6259. {
  6260. status_change_start(src,bl, SC_BLIND,
  6261. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  6262. 1,0,0,0,
  6263. skill_get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,SCSTART_NONE);
  6264. }
  6265. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6266. if(dstmd)
  6267. mob_unlocktarget(dstmd,tick);
  6268. break;
  6269. // Mercenary Supportive Skills
  6270. case MER_BENEDICTION:
  6271. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6272. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6273. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6274. break;
  6275. case MER_COMPRESS:
  6276. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  6277. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6278. break;
  6279. case MER_MENTALCURE:
  6280. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6281. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6282. break;
  6283. case MER_RECUPERATE:
  6284. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6285. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6286. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6287. break;
  6288. case MER_REGAIN:
  6289. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6290. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6291. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6292. break;
  6293. case MER_TENDER:
  6294. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6295. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6296. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6297. break;
  6298. case MER_SCAPEGOAT:
  6299. if( mer && mer->master )
  6300. {
  6301. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  6302. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  6303. }
  6304. break;
  6305. case MER_ESTIMATION:
  6306. if( !mer )
  6307. break;
  6308. sd = mer->master;
  6309. case WZ_ESTIMATION:
  6310. if( sd == NULL )
  6311. break;
  6312. if( dstsd )
  6313. { // Fail on Players
  6314. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6315. break;
  6316. }
  6317. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM )
  6318. break; // Cannot be Used on Emperium
  6319. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6320. clif_skill_estimation(sd, bl);
  6321. if( skill_id == MER_ESTIMATION )
  6322. sd = NULL;
  6323. break;
  6324. case BS_REPAIRWEAPON:
  6325. if(sd && dstsd)
  6326. clif_item_repair_list(sd,dstsd,skill_lv);
  6327. break;
  6328. case MC_IDENTIFY:
  6329. if(sd) {
  6330. clif_item_identify_list(sd);
  6331. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  6332. map_freeblock_unlock();
  6333. return 1;
  6334. }
  6335. else { // consume sp only if succeeded
  6336. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  6337. status_zap(src,0,req.sp);
  6338. }
  6339. }
  6340. break;
  6341. // Weapon Refining [Celest]
  6342. case WS_WEAPONREFINE:
  6343. if(sd)
  6344. clif_item_refine_list(sd);
  6345. break;
  6346. case MC_VENDING:
  6347. if(sd)
  6348. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  6349. if ( !pc_can_give_items(sd) )
  6350. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6351. else {
  6352. sd->state.prevend = 1;
  6353. clif_openvendingreq(sd,2+skill_lv);
  6354. }
  6355. }
  6356. break;
  6357. case AL_TELEPORT:
  6358. case ALL_ODINS_RECALL:
  6359. if(sd)
  6360. {
  6361. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  6362. clif_skill_teleportmessage(sd,0);
  6363. break;
  6364. }
  6365. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  6366. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  6367. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  6368. break;
  6369. }
  6370. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED)
  6371. memset(sd->hd->blockskill, 0, sizeof(hd->blockskill));
  6372. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  6373. {
  6374. if( skill_lv == 1 )
  6375. pc_randomwarp(sd,CLR_TELEPORT);
  6376. else
  6377. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6378. break;
  6379. }
  6380. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6381. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  6382. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  6383. else
  6384. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  6385. } else
  6386. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6387. break;
  6388. case NPC_EXPULSION:
  6389. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6390. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6391. break;
  6392. case AL_HOLYWATER:
  6393. if(sd) {
  6394. if (skill_produce_mix(sd, skill_id, 523, 0, 0, 0, 1))
  6395. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6396. else
  6397. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6398. }
  6399. break;
  6400. case TF_PICKSTONE:
  6401. if(sd) {
  6402. unsigned char eflag;
  6403. struct item item_tmp;
  6404. struct block_list tbl;
  6405. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6406. memset(&item_tmp,0,sizeof(item_tmp));
  6407. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  6408. item_tmp.nameid = ITEMID_STONE;
  6409. item_tmp.identify = 1;
  6410. tbl.id = 0;
  6411. clif_takeitem(&sd->bl,&tbl);
  6412. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6413. if(eflag) {
  6414. clif_additem(sd,0,0,eflag);
  6415. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6416. }
  6417. }
  6418. break;
  6419. case ASC_CDP:
  6420. if(sd) {
  6421. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6422. skill_produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  6423. }
  6424. break;
  6425. case RG_STRIPWEAPON:
  6426. case RG_STRIPSHIELD:
  6427. case RG_STRIPARMOR:
  6428. case RG_STRIPHELM:
  6429. case ST_FULLSTRIP:
  6430. case GC_WEAPONCRUSH:
  6431. case SC_STRIPACCESSARY: {
  6432. unsigned short location = 0;
  6433. int d = 0;
  6434. //Rate in percent
  6435. if ( skill_id == ST_FULLSTRIP ) {
  6436. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6437. } else if( skill_id == SC_STRIPACCESSARY ) {
  6438. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  6439. } else {
  6440. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6441. }
  6442. if (i < 5) i = 5; //Minimum rate 5%
  6443. //Duration in ms
  6444. if( skill_id == GC_WEAPONCRUSH){
  6445. d = skill_get_time(skill_id,skill_lv);
  6446. if(bl->type == BL_PC)
  6447. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  6448. else
  6449. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  6450. }else
  6451. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  6452. if (d < 0) d = 0; //Minimum duration 0ms
  6453. switch (skill_id) {
  6454. case RG_STRIPWEAPON:
  6455. case GC_WEAPONCRUSH:
  6456. location = EQP_WEAPON;
  6457. break;
  6458. case RG_STRIPSHIELD:
  6459. location = EQP_SHIELD;
  6460. break;
  6461. case RG_STRIPARMOR:
  6462. location = EQP_ARMOR;
  6463. break;
  6464. case RG_STRIPHELM:
  6465. location = EQP_HELM;
  6466. break;
  6467. case ST_FULLSTRIP:
  6468. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  6469. break;
  6470. case SC_STRIPACCESSARY:
  6471. location = EQP_ACC;
  6472. break;
  6473. }
  6474. //Special message when trying to use strip on FCP [Jobbie]
  6475. 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])
  6476. {
  6477. clif_gospel_info(sd, 0x28);
  6478. break;
  6479. }
  6480. //Attempts to strip at rate i and duration d
  6481. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  6482. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6483. //Nothing stripped.
  6484. if( sd && !i )
  6485. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6486. break;
  6487. }
  6488. case AM_BERSERKPITCHER:
  6489. case AM_POTIONPITCHER:
  6490. {
  6491. int j,hp = 0,sp = 0;
  6492. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  6493. map_freeblock_unlock();
  6494. return 1;
  6495. }
  6496. if( sd ) {
  6497. int x,bonus=100;
  6498. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  6499. x = skill_lv%11 - 1;
  6500. j = pc_search_inventory(sd, require.itemid[x]);
  6501. if (j < 0 || require.itemid[x] <= 0) {
  6502. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6503. map_freeblock_unlock();
  6504. return 1;
  6505. }
  6506. if (sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[x]) {
  6507. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6508. map_freeblock_unlock();
  6509. return 1;
  6510. }
  6511. if( skill_id == AM_BERSERKPITCHER ) {
  6512. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  6513. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6514. map_freeblock_unlock();
  6515. return 1;
  6516. }
  6517. }
  6518. potion_flag = 1;
  6519. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  6520. potion_target = bl->id;
  6521. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  6522. potion_flag = potion_target = 0;
  6523. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  6524. bonus += sd->status.base_level;
  6525. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  6526. hp = tstatus->max_hp * potion_per_hp / 100;
  6527. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6528. if( dstsd ) {
  6529. sp = dstsd->status.max_sp * potion_per_sp / 100;
  6530. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6531. }
  6532. } else {
  6533. if( potion_hp > 0 ) {
  6534. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6535. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6536. if( dstsd )
  6537. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6538. }
  6539. if( potion_sp > 0 ) {
  6540. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6541. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  6542. if( dstsd )
  6543. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  6544. }
  6545. }
  6546. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  6547. hp += hp * bonus / 100;
  6548. sp += sp * bonus / 100;
  6549. }
  6550. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  6551. hp += hp * j / 100;
  6552. sp += sp * j / 100;
  6553. }
  6554. } else {
  6555. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  6556. switch (skill_lv) {
  6557. case 1: hp = 45; break;
  6558. case 2: hp = 105; break;
  6559. case 3: hp = 175; break;
  6560. default: hp = 325; break;
  6561. }
  6562. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  6563. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6564. if( dstsd )
  6565. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6566. }
  6567. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  6568. hp += hp * j / 100;
  6569. sp += sp * j / 100;
  6570. }
  6571. if( tsc && tsc->count ) {
  6572. if( tsc->data[SC_CRITICALWOUND] ) {
  6573. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6574. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6575. }
  6576. if( tsc->data[SC_DEATHHURT] ) {
  6577. hp -= hp * 20 / 100;
  6578. sp -= sp * 20 / 100;
  6579. }
  6580. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  6581. hp += hp / 10;
  6582. sp += sp / 10;
  6583. }
  6584. }
  6585. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6586. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  6587. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6588. if( sp > 0 )
  6589. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6590. #ifdef RENEWAL
  6591. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6592. sp = 0;
  6593. #endif
  6594. status_heal(bl,hp,sp,0);
  6595. }
  6596. break;
  6597. case AM_CP_WEAPON:
  6598. case AM_CP_SHIELD:
  6599. case AM_CP_ARMOR:
  6600. case AM_CP_HELM:
  6601. {
  6602. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6603. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  6604. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6605. map_freeblock_unlock(); // Don't consume item requirements
  6606. return 0;
  6607. }
  6608. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6609. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6610. }
  6611. break;
  6612. case AM_TWILIGHT1:
  6613. if (sd) {
  6614. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6615. //Prepare 200 White Potions.
  6616. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200))
  6617. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6618. }
  6619. break;
  6620. case AM_TWILIGHT2:
  6621. if (sd) {
  6622. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6623. //Prepare 200 Slim White Potions.
  6624. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200))
  6625. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6626. }
  6627. break;
  6628. case AM_TWILIGHT3:
  6629. if (sd) {
  6630. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  6631. if( ebottle >= 0 )
  6632. ebottle = sd->status.inventory[ebottle].amount;
  6633. //check if you can produce all three, if not, then fail:
  6634. if (!skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100) //100 Alcohol
  6635. || !skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50) //50 Acid Bottle
  6636. || !skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50) //50 Flame Bottle
  6637. || ebottle < 200 //200 empty bottle are required at total.
  6638. ) {
  6639. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6640. break;
  6641. }
  6642. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6643. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100);
  6644. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50);
  6645. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50);
  6646. }
  6647. break;
  6648. case SA_DISPELL:
  6649. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1)
  6650. {
  6651. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6652. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  6653. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  6654. || rnd()%100 >= 50+10*skill_lv
  6655. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  6656. {
  6657. if (sd)
  6658. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6659. break;
  6660. }
  6661. if(status_isimmune(bl))
  6662. break;
  6663. //Remove bonus_script by Dispell
  6664. if (dstsd)
  6665. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  6666. if(!tsc || !tsc->count)
  6667. break;
  6668. if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) {
  6669. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6670. break;
  6671. }
  6672. for(i=0;i<SC_MAX;i++) {
  6673. if (!tsc->data[i])
  6674. continue;
  6675. switch (i) {
  6676. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6677. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6678. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6679. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6680. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6681. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6682. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6683. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  6684. case SC_EDP: case SC_AUTOBERSERK:
  6685. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6686. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6687. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6688. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6689. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6690. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6691. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6692. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  6693. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6694. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6695. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6696. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6697. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6698. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6699. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  6700. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  6701. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  6702. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  6703. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  6704. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  6705. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6706. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  6707. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  6708. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  6709. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  6710. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  6711. case SC_HAWKEYES: case SC_PUSH_CART:
  6712. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  6713. case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
  6714. case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
  6715. case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
  6716. case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
  6717. case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  6718. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  6719. case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  6720. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  6721. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  6722. case SC_H_MINE: case SC_RECOGNIZEDSPELL:
  6723. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  6724. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_GN_CARTBOOST:
  6725. #ifdef RENEWAL
  6726. case SC_EXTREMITYFIST2:
  6727. #endif
  6728. continue;
  6729. // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  6730. case SC_WHISTLE:
  6731. case SC_ASSNCROS:
  6732. case SC_POEMBRAGI:
  6733. case SC_APPLEIDUN:
  6734. case SC_HUMMING:
  6735. case SC_DONTFORGETME:
  6736. case SC_FORTUNE:
  6737. case SC_SERVICE4U:
  6738. if(tsc->data[i]->val4==0)
  6739. continue; //if in song-area don't end it
  6740. break;
  6741. case SC_ASSUMPTIO:
  6742. if( bl->type == BL_MOB )
  6743. continue;
  6744. break;
  6745. }
  6746. 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.
  6747. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6748. }
  6749. break;
  6750. }
  6751. //Affect all targets on splash area.
  6752. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  6753. src, skill_id, skill_lv, tick, flag|1,
  6754. skill_castend_damage_id);
  6755. break;
  6756. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  6757. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6758. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  6759. break;
  6760. case TK_HIGHJUMP:
  6761. {
  6762. int x,y, dir = unit_getdir(src);
  6763. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  6764. if( map[src->m].flag.noteleport &&
  6765. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  6766. ) {
  6767. x = src->x;
  6768. y = src->y;
  6769. } else {
  6770. x = src->x + dirx[dir]*skill_lv*2;
  6771. y = src->y + diry[dir]*skill_lv*2;
  6772. }
  6773. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  6774. 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))
  6775. clif_blown(src);
  6776. }
  6777. break;
  6778. case SA_CASTCANCEL:
  6779. case SO_SPELLFIST:
  6780. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6781. unit_skillcastcancel(src,1);
  6782. if(sd) {
  6783. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  6784. if( skill_id == SO_SPELLFIST ){
  6785. 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));
  6786. sd->skill_id_old = sd->skill_lv_old = 0;
  6787. break;
  6788. }
  6789. sp = sp * (90 - (skill_lv-1)*20) / 100;
  6790. if(sp < 0) sp = 0;
  6791. status_zap(src, 0, sp);
  6792. }
  6793. break;
  6794. case SA_SPELLBREAKER:
  6795. {
  6796. int sp;
  6797. if(tsc && tsc->data[SC_MAGICROD]) {
  6798. sp = skill_get_sp(skill_id,skill_lv);
  6799. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  6800. if(sp < 1) sp = 1;
  6801. status_heal(bl,0,sp,2);
  6802. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  6803. } else {
  6804. struct unit_data *ud = unit_bl2ud(bl);
  6805. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  6806. if (!ud || ud->skilltimer == INVALID_TIMER)
  6807. break; //Nothing to cancel.
  6808. bl_skill_id = ud->skill_id;
  6809. bl_skill_lv = ud->skill_lv;
  6810. if (tstatus->mode & MD_BOSS)
  6811. { //Only 10% success chance against bosses. [Skotlex]
  6812. if (rnd()%100 < 90)
  6813. {
  6814. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6815. break;
  6816. }
  6817. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  6818. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  6819. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6820. unit_skillcastcancel(bl,0);
  6821. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  6822. status_zap(bl, hp, sp);
  6823. if (hp && skill_lv >= 5)
  6824. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  6825. else
  6826. hp = 0;
  6827. if (sp) //Recover some of the SP used
  6828. sp = sp*(25*(skill_lv-1))/100;
  6829. if(hp || sp)
  6830. status_heal(src, hp, sp, 2);
  6831. }
  6832. }
  6833. break;
  6834. case SA_MAGICROD:
  6835. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  6836. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6837. break;
  6838. case SA_AUTOSPELL:
  6839. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6840. if(sd)
  6841. clif_autospell(sd,skill_lv);
  6842. else {
  6843. int maxlv=1,spellid=0;
  6844. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  6845. if(skill_lv >= 10) {
  6846. spellid = MG_FROSTDIVER;
  6847. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  6848. // maxlv = 10;
  6849. // else
  6850. maxlv = skill_lv - 9;
  6851. }
  6852. else if(skill_lv >=8) {
  6853. spellid = MG_FIREBALL;
  6854. maxlv = skill_lv - 7;
  6855. }
  6856. else if(skill_lv >=5) {
  6857. spellid = MG_SOULSTRIKE;
  6858. maxlv = skill_lv - 4;
  6859. }
  6860. else if(skill_lv >=2) {
  6861. int i_rnd = rnd()%3;
  6862. spellid = spellarray[i_rnd];
  6863. maxlv = skill_lv - 1;
  6864. }
  6865. else if(skill_lv > 0) {
  6866. spellid = MG_NAPALMBEAT;
  6867. maxlv = 3;
  6868. }
  6869. if(spellid > 0)
  6870. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  6871. skill_get_time(SA_AUTOSPELL,skill_lv));
  6872. }
  6873. break;
  6874. case BS_GREED:
  6875. if(sd){
  6876. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6877. map_foreachinrange(skill_greed,bl,
  6878. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  6879. }
  6880. break;
  6881. case SA_ELEMENTWATER:
  6882. case SA_ELEMENTFIRE:
  6883. case SA_ELEMENTGROUND:
  6884. case SA_ELEMENTWIND:
  6885. if(sd && !dstmd) //Only works on monsters.
  6886. break;
  6887. if(tstatus->mode&MD_BOSS)
  6888. break;
  6889. case NPC_ATTRICHANGE:
  6890. case NPC_CHANGEWATER:
  6891. case NPC_CHANGEGROUND:
  6892. case NPC_CHANGEFIRE:
  6893. case NPC_CHANGEWIND:
  6894. case NPC_CHANGEPOISON:
  6895. case NPC_CHANGEHOLY:
  6896. case NPC_CHANGEDARKNESS:
  6897. case NPC_CHANGETELEKINESIS:
  6898. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6899. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6900. skill_get_time(skill_id, skill_lv)));
  6901. break;
  6902. case NPC_CHANGEUNDEAD:
  6903. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  6904. //TO-DO This is ugly, fix it
  6905. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  6906. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6907. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6908. skill_get_time(skill_id, skill_lv)));
  6909. break;
  6910. case NPC_PROVOCATION:
  6911. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6912. if (md) mob_unlocktarget(md, tick);
  6913. break;
  6914. case NPC_KEEPING:
  6915. case NPC_BARRIER:
  6916. {
  6917. int skill_time = skill_get_time(skill_id,skill_lv);
  6918. struct unit_data *ud = unit_bl2ud(bl);
  6919. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6920. sc_start(src,bl,type,100,skill_lv,skill_time))
  6921. && ud) { //Disable attacking/acting/moving for skill's duration.
  6922. ud->attackabletime =
  6923. ud->canact_tick =
  6924. ud->canmove_tick = tick + skill_time;
  6925. }
  6926. }
  6927. break;
  6928. case NPC_REBIRTH:
  6929. if( md && md->state.rebirth )
  6930. break; // only works once
  6931. sc_start(src,bl,type,100,skill_lv,-1);
  6932. break;
  6933. case NPC_DARKBLESSING:
  6934. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6935. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6936. break;
  6937. case NPC_LICK:
  6938. status_zap(bl, 0, 100);
  6939. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6940. sc_start(src,bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)));
  6941. break;
  6942. case NPC_SUICIDE:
  6943. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6944. status_kill(src); //When suiciding, neither exp nor drops is given.
  6945. break;
  6946. case NPC_SUMMONSLAVE:
  6947. case NPC_SUMMONMONSTER:
  6948. if(md && md->skill_idx >= 0)
  6949. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  6950. break;
  6951. case NPC_CALLSLAVE:
  6952. mob_warpslave(src,MOB_SLAVEDISTANCE);
  6953. break;
  6954. case NPC_RANDOMMOVE:
  6955. if (md) {
  6956. md->next_walktime = tick - 1;
  6957. mob_randomwalk(md,tick);
  6958. }
  6959. break;
  6960. case NPC_SPEEDUP:
  6961. {
  6962. // or does it increase casting rate? just a guess xD
  6963. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  6964. if (i_type > SC_ASPDPOTION3)
  6965. i_type = SC_ASPDPOTION3;
  6966. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6967. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  6968. }
  6969. break;
  6970. case NPC_REVENGE:
  6971. // not really needed... but adding here anyway ^^
  6972. if (md && md->master_id > 0) {
  6973. struct block_list *mbl, *tbl;
  6974. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  6975. (tbl = battle_gettargeted(mbl)) == NULL)
  6976. break;
  6977. md->state.provoke_flag = tbl->id;
  6978. mob_target(md, tbl, sstatus->rhw.range);
  6979. }
  6980. break;
  6981. case NPC_RUN:
  6982. if (md && unit_escape(src, bl, rnd()%10 + 1))
  6983. mob_unlocktarget(md, tick);
  6984. break;
  6985. case NPC_TRANSFORMATION:
  6986. case NPC_METAMORPHOSIS:
  6987. if(md && md->skill_idx >= 0) {
  6988. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  6989. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  6990. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  6991. if (class_) mob_class_change(md, class_);
  6992. }
  6993. break;
  6994. case NPC_EMOTION_ON:
  6995. case NPC_EMOTION:
  6996. //val[0] is the emotion to use.
  6997. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  6998. //val[1] 'sets' the mode
  6999. //val[2] adds to the current mode
  7000. //val[3] removes from the current mode
  7001. //val[4] if set, asks to delete the previous mode change.
  7002. if(md && md->skill_idx >= 0 && tsc)
  7003. {
  7004. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  7005. if(md->db->skill[md->skill_idx].val[4] && tsce)
  7006. status_change_end(bl, type, INVALID_TIMER);
  7007. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  7008. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  7009. mob_unlocktarget(md,tick);
  7010. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  7011. sc_start4(src,src, type, 100, skill_lv,
  7012. md->db->skill[md->skill_idx].val[1],
  7013. md->db->skill[md->skill_idx].val[2],
  7014. md->db->skill[md->skill_idx].val[3],
  7015. skill_get_time(skill_id, skill_lv));
  7016. }
  7017. break;
  7018. case NPC_POWERUP:
  7019. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  7020. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7021. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7022. break;
  7023. case NPC_AGIUP:
  7024. sc_start(src,bl,SC_SPEEDUP1,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7025. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7026. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7027. break;
  7028. case NPC_INVISIBLE:
  7029. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  7030. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7031. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  7032. break;
  7033. case NPC_SIEGEMODE:
  7034. // not sure what it does
  7035. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7036. break;
  7037. case WE_MALE:
  7038. if( status_get_hp(src) > status_get_max_hp(src) / 10 ) {
  7039. int hp_rate=(!skill_lv)? 0:skill_get_hp_rate(skill_id, skill_lv);
  7040. 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]
  7041. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  7042. }
  7043. break;
  7044. case WE_FEMALE:
  7045. if( status_get_sp(src) > status_get_max_sp(src) / 10 ) {
  7046. int sp_rate=(!skill_lv)? 0:skill_get_sp_rate(skill_id, skill_lv);
  7047. 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]
  7048. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  7049. }
  7050. break;
  7051. // parent-baby skills
  7052. case WE_BABY:
  7053. if(sd){
  7054. struct map_session_data *f_sd = pc_get_father(sd);
  7055. struct map_session_data *m_sd = pc_get_mother(sd);
  7056. if( (!f_sd && !m_sd) // if neither was found
  7057. || (sd->status.party_id != 0 && //not in same party
  7058. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  7059. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  7060. ))
  7061. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  7062. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  7063. ) {
  7064. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7065. map_freeblock_unlock();
  7066. return 0;
  7067. }
  7068. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  7069. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7070. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7071. }
  7072. break;
  7073. case PF_HPCONVERSION:
  7074. {
  7075. int hp, sp;
  7076. hp = sstatus->max_hp/10;
  7077. sp = hp * 10 * skill_lv / 100;
  7078. if (!status_charge(src,hp,0)) {
  7079. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7080. break;
  7081. }
  7082. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7083. status_heal(bl,0,sp,2);
  7084. }
  7085. break;
  7086. case MA_REMOVETRAP:
  7087. case HT_REMOVETRAP:
  7088. {
  7089. struct skill_unit* su;
  7090. struct skill_unit_group* sg = NULL;
  7091. su = BL_CAST(BL_SKILL, bl);
  7092. // Mercenaries can remove any trap
  7093. // Players can only remove their own traps or traps on Vs maps.
  7094. 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) )
  7095. {
  7096. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7097. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  7098. { // prevent picking up expired traps
  7099. if( battle_config.skill_removetrap_type )
  7100. { // get back all items used to deploy the trap
  7101. for( i = 0; i < 10; i++ )
  7102. {
  7103. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  7104. {
  7105. int flag2;
  7106. struct item item_tmp;
  7107. memset(&item_tmp,0,sizeof(item_tmp));
  7108. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  7109. item_tmp.identify = 1;
  7110. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  7111. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  7112. clif_additem(sd,0,0,flag2);
  7113. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  7114. }
  7115. }
  7116. }
  7117. }
  7118. else
  7119. { // get back 1 trap
  7120. struct item item_tmp;
  7121. memset(&item_tmp,0,sizeof(item_tmp));
  7122. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  7123. item_tmp.identify = 1;
  7124. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  7125. {
  7126. clif_additem(sd,0,0,flag);
  7127. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  7128. }
  7129. }
  7130. }
  7131. skill_delunit(su);
  7132. }else if(sd)
  7133. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7134. }
  7135. break;
  7136. case HT_SPRINGTRAP:
  7137. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7138. {
  7139. struct skill_unit *su=NULL;
  7140. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  7141. switch(su->group->unit_id){
  7142. case UNT_ANKLESNARE: // ankle snare
  7143. if (su->group->val2 != 0)
  7144. // if it is already trapping something don't spring it,
  7145. // remove trap should be used instead
  7146. break;
  7147. // otherwise fallthrough to below
  7148. case UNT_BLASTMINE:
  7149. case UNT_SKIDTRAP:
  7150. case UNT_LANDMINE:
  7151. case UNT_SHOCKWAVE:
  7152. case UNT_SANDMAN:
  7153. case UNT_FLASHER:
  7154. case UNT_FREEZINGTRAP:
  7155. case UNT_CLAYMORETRAP:
  7156. case UNT_TALKIEBOX:
  7157. su->group->unit_id = UNT_USED_TRAPS;
  7158. clif_changetraplook(bl, UNT_USED_TRAPS);
  7159. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  7160. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  7161. }
  7162. }
  7163. }
  7164. break;
  7165. case BD_ENCORE:
  7166. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7167. if(sd)
  7168. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  7169. break;
  7170. case AS_SPLASHER:
  7171. if(tstatus->mode&MD_BOSS
  7172. // Renewal dropped the 3/4 hp requirement
  7173. #ifndef RENEWAL
  7174. || tstatus-> hp > tstatus->max_hp*3/4
  7175. #endif
  7176. ) {
  7177. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7178. map_freeblock_unlock();
  7179. return 1;
  7180. }
  7181. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7182. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  7183. #ifndef RENEWAL
  7184. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  7185. #endif
  7186. break;
  7187. case PF_MINDBREAKER:
  7188. {
  7189. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  7190. {
  7191. map_freeblock_unlock();
  7192. return 1;
  7193. }
  7194. if (tsce)
  7195. { //HelloKitty2 (?) explained that this silently fails when target is
  7196. //already inflicted. [Skotlex]
  7197. map_freeblock_unlock();
  7198. return 1;
  7199. }
  7200. //Has a 55% + skill_lv*5% success chance.
  7201. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7202. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  7203. {
  7204. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7205. map_freeblock_unlock();
  7206. return 0;
  7207. }
  7208. unit_skillcastcancel(bl,0);
  7209. if(tsc && tsc->count){
  7210. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7211. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  7212. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7213. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7214. }
  7215. if(dstmd)
  7216. mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
  7217. }
  7218. break;
  7219. case PF_SOULCHANGE:
  7220. {
  7221. unsigned int sp1 = 0, sp2 = 0;
  7222. if (dstmd) {
  7223. if (dstmd->state.soul_change_flag) {
  7224. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7225. break;
  7226. }
  7227. dstmd->state.soul_change_flag = 1;
  7228. sp2 = sstatus->max_sp * 3 /100;
  7229. status_heal(src, 0, sp2, 2);
  7230. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7231. break;
  7232. }
  7233. sp1 = sstatus->sp;
  7234. sp2 = tstatus->sp;
  7235. #ifdef RENEWAL
  7236. sp1 = sp1 / 2;
  7237. sp2 = sp2 / 2;
  7238. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  7239. sp1 = tstatus->sp;
  7240. #endif
  7241. status_set_sp(src, sp2, 3);
  7242. status_set_sp(bl, sp1, 3);
  7243. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7244. }
  7245. break;
  7246. // Slim Pitcher
  7247. case CR_SLIMPITCHER:
  7248. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  7249. if( dstmd && (dstmd->mob_id == MOBID_EMPERIUM || (dstmd->mob_id >= MOBID_BARRICADE1 && dstmd->mob_id <= MOBID_GUARIDAN_STONE2)) )
  7250. break;
  7251. if (potion_hp || potion_sp) {
  7252. int hp = potion_hp, sp = potion_sp;
  7253. hp = hp * (100 + (tstatus->vit<<1))/100;
  7254. sp = sp * (100 + (tstatus->int_<<1))/100;
  7255. if (dstsd) {
  7256. if (hp)
  7257. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7258. if (sp)
  7259. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7260. }
  7261. if( tsc && tsc->count ) {
  7262. if (tsc->data[SC_CRITICALWOUND]) {
  7263. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  7264. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  7265. }
  7266. if (tsc->data[SC_DEATHHURT]) {
  7267. hp -= hp * 20 / 100;
  7268. sp -= sp * 20 / 100;
  7269. }
  7270. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7271. hp += hp / 10;
  7272. sp += sp / 10;
  7273. }
  7274. }
  7275. if(hp > 0)
  7276. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7277. if(sp > 0)
  7278. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7279. status_heal(bl,hp,sp,0);
  7280. }
  7281. break;
  7282. // Full Chemical Protection
  7283. case CR_FULLPROTECTION:
  7284. {
  7285. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7286. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  7287. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  7288. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  7289. continue;
  7290. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  7291. s++;
  7292. }
  7293. if( sd && !s ){
  7294. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7295. map_freeblock_unlock(); // Don't consume item requirements
  7296. return 0;
  7297. }
  7298. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7299. }
  7300. break;
  7301. case RG_CLEANER: //AppleGirl
  7302. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7303. break;
  7304. case CG_LONGINGFREEDOM:
  7305. {
  7306. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  7307. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  7308. {
  7309. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7310. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7311. }
  7312. }
  7313. break;
  7314. case CG_TAROTCARD:
  7315. {
  7316. int count = -1;
  7317. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  7318. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) {
  7319. if( sd )
  7320. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7321. map_freeblock_unlock();
  7322. return 0;
  7323. }
  7324. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  7325. do {
  7326. int eff = rnd() % 14;
  7327. clif_specialeffect(bl, 523 + eff, AREA);
  7328. switch (eff)
  7329. {
  7330. case 0: // heals SP to 0
  7331. status_percent_damage(src, bl, 0, 100, false);
  7332. break;
  7333. case 1: // matk halved
  7334. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7335. break;
  7336. case 2: // all buffs removed
  7337. status_change_clear_buffs(bl,1);
  7338. break;
  7339. case 3: // 1000 damage, random armor destroyed
  7340. {
  7341. status_fix_damage(src, bl, 1000, 0);
  7342. clif_damage(src,bl,tick,0,0,1000,0,DMG_NORMAL,0);
  7343. if( !status_isdead(bl) ) {
  7344. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  7345. skill_break_equip(src,bl, where[rnd()%5], 10000, BCT_ENEMY);
  7346. }
  7347. }
  7348. break;
  7349. case 4: // atk halved
  7350. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7351. break;
  7352. case 5: // 2000HP heal, random teleported
  7353. status_heal(src, 2000, 0, 0);
  7354. if( !map_flag_vs(bl->m) )
  7355. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  7356. break;
  7357. case 6: // random 2 other effects
  7358. if (count == -1)
  7359. count = 3;
  7360. else
  7361. count++; //Should not retrigger this one.
  7362. break;
  7363. case 7: // stop freeze or stoned
  7364. {
  7365. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  7366. sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7367. }
  7368. break;
  7369. case 8: // curse coma and poison
  7370. sc_start(src,bl,SC_COMA,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7371. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7372. sc_start(src,bl,SC_POISON,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7373. break;
  7374. case 9: // confusion
  7375. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7376. break;
  7377. case 10: // 6666 damage, atk matk halved, cursed
  7378. status_fix_damage(src, bl, 6666, 0);
  7379. clif_damage(src,bl,tick,0,0,6666,0,DMG_NORMAL,0);
  7380. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7381. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7382. sc_start(src,bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
  7383. break;
  7384. case 11: // 4444 damage
  7385. status_fix_damage(src, bl, 4444, 0);
  7386. clif_damage(src,bl,tick,0,0,4444,0,DMG_NORMAL,0);
  7387. break;
  7388. case 12: // stun
  7389. sc_start(src,bl,SC_STUN,100,skill_lv,5000);
  7390. break;
  7391. case 13: // atk,matk,hit,flee,def reduced
  7392. sc_start(src,bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7393. sc_start(src,bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7394. sc_start(src,bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7395. sc_start(src,bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7396. sc_start(src,bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7397. break;
  7398. default:
  7399. break;
  7400. }
  7401. } while ((--count) > 0);
  7402. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7403. }
  7404. break;
  7405. case SL_ALCHEMIST:
  7406. case SL_ASSASIN:
  7407. case SL_BARDDANCER:
  7408. case SL_BLACKSMITH:
  7409. case SL_CRUSADER:
  7410. case SL_HUNTER:
  7411. case SL_KNIGHT:
  7412. case SL_MONK:
  7413. case SL_PRIEST:
  7414. case SL_ROGUE:
  7415. case SL_SAGE:
  7416. case SL_SOULLINKER:
  7417. case SL_STAR:
  7418. case SL_SUPERNOVICE:
  7419. case SL_WIZARD:
  7420. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7421. if (sd && dstsd && !(((dstsd->class_&MAPID_UPPERMASK) == type) || (skill_id == SL_SUPERNOVICE && (dstsd->class_&JOBL_SUPER_NOVICE)))) {
  7422. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7423. break;
  7424. }
  7425. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7426. { //Erase death count 1% of the casts
  7427. dstsd->die_counter = 0;
  7428. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  7429. clif_specialeffect(bl, 0x152, AREA);
  7430. //SC_SPIRIT invokes status_calc_pc for us.
  7431. }
  7432. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7433. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7434. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7435. break;
  7436. case SL_HIGH:
  7437. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  7438. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7439. break;
  7440. }
  7441. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7442. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7443. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7444. break;
  7445. case SL_SWOO:
  7446. if (tsce) {
  7447. if(sd)
  7448. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7449. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  7450. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  7451. break;
  7452. }
  7453. case SL_SKA: // [marquis007]
  7454. case SL_SKE:
  7455. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  7456. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7457. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7458. break;
  7459. }
  7460. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7461. if (skill_id == SL_SKE)
  7462. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7463. break;
  7464. // New guild skills [Celest]
  7465. case GD_BATTLEORDER:
  7466. if(flag&1) {
  7467. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7468. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7469. } else if (status_get_guild_id(src)) {
  7470. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7471. map_foreachinrange(skill_area_sub, src,
  7472. skill_get_splash(skill_id, skill_lv), BL_PC,
  7473. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7474. skill_castend_nodamage_id);
  7475. if (sd)
  7476. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7477. }
  7478. break;
  7479. case GD_REGENERATION:
  7480. if(flag&1) {
  7481. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7482. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7483. } else if (status_get_guild_id(src)) {
  7484. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7485. map_foreachinrange(skill_area_sub, src,
  7486. skill_get_splash(skill_id, skill_lv), BL_PC,
  7487. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7488. skill_castend_nodamage_id);
  7489. if (sd)
  7490. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7491. }
  7492. break;
  7493. case GD_RESTORE:
  7494. if(flag&1) {
  7495. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7496. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  7497. } else if (status_get_guild_id(src)) {
  7498. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7499. map_foreachinrange(skill_area_sub, src,
  7500. skill_get_splash(skill_id, skill_lv), BL_PC,
  7501. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7502. skill_castend_nodamage_id);
  7503. if (sd)
  7504. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7505. }
  7506. break;
  7507. case GD_EMERGENCYCALL:
  7508. case GD_ITEMEMERGENCYCALL:
  7509. {
  7510. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  7511. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  7512. uint8 j = 0, calls = 0, called = 0;
  7513. struct guild *g;
  7514. // i don't know if it actually summons in a circle, but oh well. ;P
  7515. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  7516. if (!g)
  7517. break;
  7518. if (skill_id == GD_ITEMEMERGENCYCALL)
  7519. switch (skill_lv) {
  7520. case 1: calls = 7; break;
  7521. case 2: calls = 12; break;
  7522. case 3: calls = 20; break;
  7523. default: calls = 0; break;
  7524. }
  7525. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7526. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  7527. if (j > 8)
  7528. j = 0;
  7529. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  7530. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  7531. continue;
  7532. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  7533. dx[j] = dy[j] = 0;
  7534. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  7535. called++;
  7536. }
  7537. }
  7538. if (sd)
  7539. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7540. }
  7541. break;
  7542. case SG_FEEL:
  7543. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  7544. if (sd) {
  7545. if(!sd->feel_map[skill_lv-1].index)
  7546. clif_feel_req(sd->fd,sd, skill_lv);
  7547. else
  7548. clif_feel_info(sd, skill_lv-1, 1);
  7549. }
  7550. break;
  7551. case SG_HATE:
  7552. if (sd) {
  7553. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7554. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  7555. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7556. }
  7557. break;
  7558. case GS_GLITTERING:
  7559. if(sd) {
  7560. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7561. if(rnd()%100 < (20+10*skill_lv))
  7562. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  7563. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  7564. pc_delspiritball(sd,1,0);
  7565. }
  7566. break;
  7567. case GS_CRACKER:
  7568. /* per official standards, this skill works on players and mobs. */
  7569. if (sd && (dstsd || dstmd))
  7570. {
  7571. i =65 -5*distance_bl(src,bl); //Base rate
  7572. if (i < 30) i = 30;
  7573. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7574. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  7575. }
  7576. break;
  7577. case AM_CALLHOMUN: //[orn]
  7578. if (sd && !hom_call(sd))
  7579. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7580. break;
  7581. case AM_REST:
  7582. if (sd) {
  7583. if (hom_vaporize(sd,HOM_ST_REST))
  7584. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7585. else
  7586. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7587. }
  7588. break;
  7589. case HAMI_CASTLE: //[orn]
  7590. if (rnd()%100 < 20 * skill_lv && src != bl) {
  7591. int x = src->x, y = src->y;
  7592. if (hd)
  7593. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  7594. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  7595. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  7596. clif_blown(src);
  7597. if (unit_movepos(bl,x,y,0,0)) {
  7598. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master
  7599. clif_blown(bl);
  7600. }
  7601. //TODO: Make casted skill also change its target
  7602. map_foreachinrange(skill_changetarget,src,AREA_SIZE,BL_CHAR,bl,src);
  7603. }
  7604. } else if (hd && hd->master) // Failed
  7605. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  7606. else if (sd)
  7607. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7608. break;
  7609. case HVAN_CHAOTIC: //[orn]
  7610. {
  7611. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  7612. int r = rnd()%100;
  7613. i = (skill_lv-1)%5;
  7614. if(r<per[i][0]) //Self
  7615. bl = src;
  7616. else if(r<per[i][1]) //Master
  7617. bl = battle_get_master(src);
  7618. else //Enemy
  7619. bl = map_id2bl(battle_gettarget(src));
  7620. if (!bl) bl = src;
  7621. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  7622. //Eh? why double skill packet?
  7623. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  7624. clif_skill_nodamage(src,bl,skill_id,i,1);
  7625. status_heal(bl, i, 0, 0);
  7626. }
  7627. break;
  7628. //Homun single-target support skills [orn]
  7629. case HAMI_BLOODLUST:
  7630. case HFLI_FLEET:
  7631. case HFLI_SPEED:
  7632. case HLIF_CHANGE:
  7633. case MH_ANGRIFFS_MODUS:
  7634. case MH_GOLDENE_FERSE:
  7635. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7636. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7637. if (hd)
  7638. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7639. break;
  7640. case NPC_DRAGONFEAR:
  7641. if (flag&1) {
  7642. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  7643. int j;
  7644. j = i = rnd()%ARRAYLENGTH(sc);
  7645. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  7646. i++;
  7647. if ( i == ARRAYLENGTH(sc) )
  7648. i = 0;
  7649. if (i == j)
  7650. break;
  7651. }
  7652. break;
  7653. }
  7654. case NPC_WIDEBLEEDING:
  7655. case NPC_WIDECONFUSE:
  7656. case NPC_WIDECURSE:
  7657. case NPC_WIDEFREEZE:
  7658. case NPC_WIDESLEEP:
  7659. case NPC_WIDESILENCE:
  7660. case NPC_WIDESTONE:
  7661. case NPC_WIDESTUN:
  7662. case NPC_SLOWCAST:
  7663. case NPC_WIDEHELLDIGNITY:
  7664. case NPC_WIDEHEALTHFEAR:
  7665. case NPC_WIDEBODYBURNNING:
  7666. case NPC_WIDEFROSTMISTY:
  7667. case NPC_WIDECOLD:
  7668. case NPC_WIDE_DEEP_SLEEP:
  7669. case NPC_WIDESIREN:
  7670. if (flag&1){
  7671. switch ( type ) {
  7672. case SC_BURNING:
  7673. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  7674. break;
  7675. case SC_VOICEOFSIREN:
  7676. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7677. break;
  7678. default:
  7679. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7680. }
  7681. }
  7682. else {
  7683. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7684. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7685. map_foreachinrange(skill_area_sub, bl,
  7686. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7687. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7688. skill_castend_nodamage_id);
  7689. }
  7690. break;
  7691. case NPC_WIDESOULDRAIN:
  7692. if (flag&1)
  7693. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  7694. else {
  7695. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7696. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7697. map_foreachinrange(skill_area_sub, bl,
  7698. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7699. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7700. skill_castend_nodamage_id);
  7701. }
  7702. break;
  7703. case ALL_PARTYFLEE:
  7704. if( sd && !(flag&1) )
  7705. {
  7706. if( !sd->status.party_id )
  7707. {
  7708. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7709. break;
  7710. }
  7711. 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);
  7712. }
  7713. else
  7714. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7715. break;
  7716. case NPC_TALK:
  7717. case ALL_WEWISH:
  7718. case ALL_CATCRY:
  7719. case ALL_DREAM_SUMMERNIGHT:
  7720. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7721. break;
  7722. case ALL_BUYING_STORE:
  7723. if( sd )
  7724. {// players only, skill allows 5 buying slots
  7725. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  7726. }
  7727. break;
  7728. case RK_ENCHANTBLADE:
  7729. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7730. 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)));
  7731. break;
  7732. case RK_DRAGONHOWLING:
  7733. if( flag&1)
  7734. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  7735. else
  7736. {
  7737. skill_area_temp[2] = 0;
  7738. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7739. map_foreachinrange(skill_area_sub, src,
  7740. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7741. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  7742. skill_castend_nodamage_id);
  7743. }
  7744. break;
  7745. case RK_IGNITIONBREAK:
  7746. case LG_EARTHDRIVE:
  7747. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7748. i = skill_get_splash(skill_id,skill_lv);
  7749. if( skill_id == LG_EARTHDRIVE ) {
  7750. int dummy = 1;
  7751. 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);
  7752. }
  7753. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  7754. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7755. break;
  7756. case RK_STONEHARDSKIN:
  7757. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  7758. {
  7759. int heal = sstatus->hp / 5; // 20% HP
  7760. if( status_charge(bl,heal,0) )
  7761. 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)));
  7762. else
  7763. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7764. }
  7765. break;
  7766. case RK_REFRESH:
  7767. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  7768. {
  7769. int heal = status_get_max_hp(bl) * 25 / 100;
  7770. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7771. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7772. status_heal(bl,heal,0,1);
  7773. status_change_clear_buffs(bl,4);
  7774. }
  7775. break;
  7776. case RK_MILLENNIUMSHIELD:
  7777. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  7778. {
  7779. int8 rate = rnd()%100;
  7780. int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
  7781. sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
  7782. clif_millenniumshield(bl,shields);
  7783. clif_skill_nodamage(src,bl,skill_id,1,1);
  7784. }
  7785. break;
  7786. case RK_GIANTGROWTH:
  7787. case RK_VITALITYACTIVATION:
  7788. case RK_ABUNDANCE:
  7789. case RK_CRUSHSTRIKE:
  7790. if( sd )
  7791. {
  7792. int lv = 1; // RK_GIANTGROWTH
  7793. if( skill_id == RK_VITALITYACTIVATION )
  7794. lv = 2;
  7795. else if( skill_id == RK_ABUNDANCE )
  7796. lv = 6;
  7797. else if( skill_id == RK_CRUSHSTRIKE )
  7798. lv = 7;
  7799. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  7800. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7801. }
  7802. break;
  7803. case RK_FIGHTINGSPIRIT: {
  7804. int atkbonus = 7 * 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);
  7805. if( flag&1 ) {
  7806. if( src == bl )
  7807. sc_start2(src,bl,type,100,atkbonus,10*((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  7808. else
  7809. sc_start(src,bl,type,100,atkbonus / 4,skill_get_time(skill_id,skill_lv));
  7810. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  7811. if( sd->status.party_id )
  7812. 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);
  7813. else
  7814. sc_start2(src,bl,type,100,7,10*((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  7815. clif_skill_nodamage(src,bl,skill_id,1,1);
  7816. }
  7817. }
  7818. break;
  7819. case RK_LUXANIMA:
  7820. if( !sd->status.party_id || flag&1 ) {
  7821. if( src == bl ) break;
  7822. while( skill_area_temp[5] >= 0x10 ) {
  7823. type = SC_NONE;
  7824. i = 0;
  7825. if( skill_area_temp[5]&0x10 ) {
  7826. if( dstsd ) {
  7827. i = (rnd()%100 < 50) ? 4 : ((rnd()%100 < 80) ? 3 : 2);
  7828. clif_millenniumshield(bl,i);
  7829. skill_area_temp[5] &= ~0x10;
  7830. type = SC_MILLENNIUMSHIELD;
  7831. }
  7832. } else if( skill_area_temp[5]&0x20 ) {
  7833. i = status_get_max_hp(bl) * 25 / 100;
  7834. status_change_clear_buffs(bl,4);
  7835. skill_area_temp[5] &= ~0x20;
  7836. status_heal(bl,i,0,1);
  7837. type = SC_REFRESH;
  7838. } else if( skill_area_temp[5]&0x40 ) {
  7839. skill_area_temp[5] &= ~0x40;
  7840. type = SC_GIANTGROWTH;
  7841. } else if( skill_area_temp[5]&0x80 ) {
  7842. if( dstsd ) {
  7843. i = sstatus->hp / 5;
  7844. if( status_charge(bl,i,0) )
  7845. type = SC_STONEHARDSKIN;
  7846. skill_area_temp[5] &= ~0x80;
  7847. }
  7848. } else if( skill_area_temp[5]&0x100 ) {
  7849. skill_area_temp[5] &= ~0x100;
  7850. type = SC_VITALITYACTIVATION;
  7851. } else if( skill_area_temp[5]&0x200 ) {
  7852. skill_area_temp[5] &= ~0x200;
  7853. type = SC_ABUNDANCE;
  7854. }
  7855. if( type > SC_NONE )
  7856. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  7857. sc_start4(src,bl,type,100,skill_lv,i,0,1,skill_get_time(skill_id,skill_lv)));
  7858. } //end while
  7859. } else if( sd ) {
  7860. if( tsc && tsc->count ) {
  7861. if( tsc->data[SC_MILLENNIUMSHIELD] ) skill_area_temp[5] |= 0x10;
  7862. if( tsc->data[SC_REFRESH] ) skill_area_temp[5] |= 0x20;
  7863. if( tsc->data[SC_GIANTGROWTH] ) skill_area_temp[5] |= 0x40;
  7864. if( tsc->data[SC_STONEHARDSKIN] ) skill_area_temp[5] |= 0x80;
  7865. if( tsc->data[SC_VITALITYACTIVATION] ) skill_area_temp[5] |= 0x100;
  7866. if( tsc->data[SC_ABUNDANCE] ) skill_area_temp[5] |= 0x200;
  7867. }
  7868. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7869. 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);
  7870. }
  7871. break;
  7872. case GC_ROLLINGCUTTER:
  7873. {
  7874. short count = 1;
  7875. skill_area_temp[2] = 0;
  7876. 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);
  7877. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  7878. { // Every time the skill is casted the status change is reseted adding a counter.
  7879. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  7880. if( count > 10 )
  7881. count = 10; // Max coounter
  7882. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  7883. }
  7884. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  7885. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  7886. }
  7887. break;
  7888. case GC_WEAPONBLOCKING:
  7889. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  7890. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  7891. else
  7892. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7893. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7894. break;
  7895. case GC_CREATENEWPOISON:
  7896. if( sd )
  7897. {
  7898. clif_skill_produce_mix_list(sd,skill_id,25);
  7899. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7900. }
  7901. break;
  7902. case GC_POISONINGWEAPON:
  7903. if( sd ) {
  7904. clif_poison_list(sd,skill_lv);
  7905. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7906. }
  7907. break;
  7908. case GC_ANTIDOTE:
  7909. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7910. if( tsc )
  7911. {
  7912. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  7913. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  7914. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  7915. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  7916. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  7917. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  7918. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  7919. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  7920. }
  7921. break;
  7922. case GC_PHANTOMMENACE:
  7923. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7924. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7925. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7926. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7927. break;
  7928. case GC_HALLUCINATIONWALK:
  7929. {
  7930. int heal = status_get_max_hp(bl) / 10;
  7931. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  7932. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  7933. break;
  7934. }
  7935. if( !status_charge(bl,heal,0) )
  7936. {
  7937. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  7938. break;
  7939. }
  7940. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7941. }
  7942. break;
  7943. case AB_ANCILLA:
  7944. if( sd ) {
  7945. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7946. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1);
  7947. }
  7948. break;
  7949. case AB_CLEMENTIA:
  7950. case AB_CANTO:
  7951. {
  7952. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  7953. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  7954. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7955. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  7956. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  7957. else if( sd )
  7958. 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);
  7959. }
  7960. break;
  7961. case AB_PRAEFATIO:
  7962. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7963. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, ( sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  7964. else if( sd )
  7965. 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);
  7966. break;
  7967. case AB_CHEAL:
  7968. if( sd == NULL || sd->status.party_id == 0 || flag&1 ) {
  7969. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  7970. int partycount = ( sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0 );
  7971. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  7972. if( partycount > 1 )
  7973. i += (i / 100) * (partycount * 10) / 4;
  7974. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  7975. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  7976. clif_skill_nodamage(bl, bl, skill_id, i, 1);
  7977. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  7978. i = ~i + 1;
  7979. status_heal(bl, i, 0, 0);
  7980. }
  7981. }
  7982. else if( sd )
  7983. 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);
  7984. break;
  7985. case AB_ORATIO:
  7986. if( flag&1 )
  7987. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  7988. else
  7989. {
  7990. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7991. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7992. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7993. }
  7994. break;
  7995. case AB_LAUDAAGNUS:
  7996. if( flag&1 || sd == NULL || !sd->status.party_id ) {
  7997. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  7998. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  7999. // Success Chance: (40 + 10 * Skill Level) %
  8000. if( rnd()%100 > 40+10*skill_lv ) break;
  8001. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8002. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8003. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8004. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8005. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8006. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8007. }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8008. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8009. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8010. } else if( sd )
  8011. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8012. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8013. break;
  8014. case AB_LAUDARAMUS:
  8015. if( flag&1 || sd == NULL || !sd->status.party_id ) {
  8016. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  8017. // Success Chance: (40 + 10 * Skill Level) %
  8018. if( rnd()%100 > 40+10*skill_lv ) break;
  8019. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8020. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8021. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8022. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8023. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8024. }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8025. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8026. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8027. } else if( sd )
  8028. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8029. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8030. break;
  8031. case AB_CLEARANCE:
  8032. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 )
  8033. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  8034. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  8035. break;
  8036. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8037. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  8038. if (sd)
  8039. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8040. break;
  8041. }
  8042. if(status_isimmune(bl))
  8043. break;
  8044. //Remove bonus_script by Clearance
  8045. if (dstsd)
  8046. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  8047. if(!tsc || !tsc->count)
  8048. break;
  8049. for( i = 0; i < SC_MAX; i++ ) {
  8050. if (!tsc->data[i])
  8051. continue;
  8052. switch (i) {
  8053. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  8054. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  8055. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  8056. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  8057. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  8058. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  8059. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  8060. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  8061. case SC_SPIRIT: case SC_AUTOBERSERK:
  8062. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  8063. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  8064. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  8065. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  8066. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  8067. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  8068. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  8069. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  8070. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  8071. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  8072. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  8073. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  8074. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  8075. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  8076. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  8077. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  8078. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  8079. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  8080. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  8081. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  8082. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  8083. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  8084. case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  8085. case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  8086. //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  8087. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  8088. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  8089. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  8090. case SC_HAWKEYES: case SC_PUSH_CART:
  8091. case SC_PARTYFLEE: case SC_GT_REVITALIZE:
  8092. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  8093. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  8094. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  8095. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  8096. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  8097. case SC_H_MINE: case SC_RECOGNIZEDSPELL:
  8098. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  8099. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_GN_CARTBOOST:
  8100. #ifdef RENEWAL
  8101. case SC_EXTREMITYFIST2:
  8102. #endif
  8103. continue;
  8104. case SC_ASSUMPTIO:
  8105. if( bl->type == BL_MOB )
  8106. continue;
  8107. break;
  8108. }
  8109. 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.
  8110. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  8111. }
  8112. break;
  8113. }
  8114. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  8115. break;
  8116. case AB_SILENTIUM:
  8117. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  8118. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8119. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8120. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8121. break;
  8122. case WL_STASIS:
  8123. if( flag&1 )
  8124. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8125. else
  8126. {
  8127. if (battle_config.skill_wall_check)
  8128. 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);
  8129. else
  8130. 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);
  8131. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8132. }
  8133. break;
  8134. case AB_OFFERTORIUM:{
  8135. struct status_change *sc = status_get_sc(src);
  8136. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8137. if( sc ) {
  8138. int sc_toend[] = {SC_CURSE, SC_POISON, SC_HALLUCINATION, SC_CONFUSION, SC_BLEEDING, SC_BURNING, SC_FREEZING, SC_MANDRAGORA};
  8139. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  8140. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  8141. }
  8142. }
  8143. }
  8144. break;
  8145. case LG_KINGS_GRACE:
  8146. if( flag&1 ) {
  8147. int sc_toend[] = { SC_POISON, SC_BLIND, SC_FREEZE, SC_STONE, SC_STUN, SC_SLEEP, SC_BLEEDING, SC_CURSE,
  8148. SC_CONFUSION, SC_HALLUCINATION, SC_SILENCE, SC_BURNING, SC_CRYSTALIZE, SC_FREEZING,
  8149. SC_DEEPSLEEP, SC_FEAR, SC_MANDRAGORA};
  8150. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  8151. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  8152. }
  8153. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8154. } else {
  8155. skill_area_temp[2] = 0;
  8156. if( !map_flag_vs(src->m) && !map_flag_gvg(src->m) )
  8157. flag |= BCT_GUILD;
  8158. 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);
  8159. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8160. }
  8161. break;
  8162. case WL_WHITEIMPRISON:
  8163. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && !is_boss(bl) )// Should not work with bosses.
  8164. {
  8165. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  8166. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  8167. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  8168. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  8169. if( sd )
  8170. skill_blockpc_start(sd,skill_id,4000);
  8171. if( !(tsc && tsc->data[type]) ){
  8172. 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));
  8173. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8174. if( !i )
  8175. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8176. }
  8177. }else
  8178. if( sd )
  8179. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  8180. break;
  8181. case WL_FROSTMISTY:
  8182. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8183. 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);
  8184. break;
  8185. case WL_JACKFROST:
  8186. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8187. if (battle_config.skill_wall_check)
  8188. 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);
  8189. else
  8190. 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);
  8191. break;
  8192. case WL_MARSHOFABYSS:
  8193. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8194. sc_start4(src,bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  8195. skill_get_time(skill_id, skill_lv)));
  8196. break;
  8197. case WL_SIENNAEXECRATE:
  8198. if( status_isimmune(bl) || !tsc )
  8199. break;
  8200. if( flag&1 ) {
  8201. if( bl->id == skill_area_temp[1] )
  8202. break; // Already work on this target
  8203. if( tsc && tsc->data[SC_STONE] )
  8204. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8205. else
  8206. status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8207. } else {
  8208. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  8209. // IroWiki says Rate should be reduced by target stats, but currently unknown
  8210. if( rnd()%100 < rate ) { // Success on First Target
  8211. if( !tsc->data[SC_STONE] )
  8212. rate = status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8213. else {
  8214. rate = 1;
  8215. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8216. }
  8217. if( rate ) {
  8218. skill_area_temp[1] = bl->id;
  8219. 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);
  8220. }
  8221. // Doesn't send failure packet if it fails on defense.
  8222. }
  8223. else if( sd ) // Failure on Rate
  8224. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8225. }
  8226. break;
  8227. case WL_SUMMONFB:
  8228. case WL_SUMMONBL:
  8229. case WL_SUMMONWB:
  8230. case WL_SUMMONSTONE:
  8231. {
  8232. short element = 0, sctype = 0, pos = -1;
  8233. struct status_change *sc = status_get_sc(src);
  8234. if( !sc )
  8235. break;
  8236. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) {
  8237. if( !sctype && !sc->data[i] )
  8238. sctype = i; // Take the free SC
  8239. if( sc->data[i] )
  8240. pos = max(sc->data[i]->val2,pos);
  8241. }
  8242. if( !sctype ) {
  8243. if( sd ) // No free slots to put SC
  8244. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  8245. break;
  8246. }
  8247. pos++; // Used in val2 for SC. Indicates the order of this ball
  8248. switch( skill_id ) { // Set val1. The SC element for this ball
  8249. case WL_SUMMONFB: element = WLS_FIRE; break;
  8250. case WL_SUMMONBL: element = WLS_WIND; break;
  8251. case WL_SUMMONWB: element = WLS_WATER; break;
  8252. case WL_SUMMONSTONE: element = WLS_STONE; break;
  8253. }
  8254. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  8255. clif_skill_nodamage(src,bl,skill_id,0,0);
  8256. }
  8257. break;
  8258. case WL_READING_SB:
  8259. if( sd ) {
  8260. struct status_change *sc = status_get_sc(bl);
  8261. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  8262. if( sc && !sc->data[i] )
  8263. break;
  8264. if( i == SC_MAXSPELLBOOK ) {
  8265. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  8266. break;
  8267. }
  8268. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  8269. clif_spellbook_list(sd);
  8270. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8271. }
  8272. break;
  8273. case RA_FEARBREEZE:
  8274. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8275. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8276. break;
  8277. case RA_WUGMASTERY:
  8278. if( sd ) {
  8279. if( !pc_iswug(sd) )
  8280. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8281. else
  8282. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8283. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8284. }
  8285. break;
  8286. case RA_WUGRIDER:
  8287. if( sd ) {
  8288. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  8289. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8290. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  8291. } else if( pc_isridingwug(sd) ) {
  8292. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  8293. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8294. }
  8295. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8296. }
  8297. break;
  8298. case RA_WUGDASH:
  8299. if( tsce ) {
  8300. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  8301. map_freeblock_unlock();
  8302. return 0;
  8303. }
  8304. if( sd && pc_isridingwug(sd) ) {
  8305. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8306. clif_walkok(sd);
  8307. }
  8308. break;
  8309. case RA_SENSITIVEKEEN:
  8310. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8311. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8312. 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);
  8313. break;
  8314. case NC_F_SIDESLIDE:
  8315. case NC_B_SIDESLIDE:
  8316. {
  8317. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  8318. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0);
  8319. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8320. }
  8321. break;
  8322. case NC_SELFDESTRUCTION:
  8323. if( sd ) {
  8324. if( pc_ismadogear(sd) )
  8325. pc_setmadogear(sd, 0);
  8326. skill_area_temp[1] = 0;
  8327. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8328. 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);
  8329. status_set_sp(src, 0, 0);
  8330. skill_clear_unitgroup(src);
  8331. }
  8332. break;
  8333. case NC_ANALYZE:
  8334. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8335. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8336. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  8337. if( sd ) pc_overheat(sd,1);
  8338. break;
  8339. case NC_MAGNETICFIELD:
  8340. if( (i = sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv))) )
  8341. {
  8342. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  8343. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8344. if (sd) pc_overheat(sd,1);
  8345. }
  8346. clif_skill_nodamage(src,src,skill_id,skill_lv,i);
  8347. break;
  8348. case NC_REPAIR:
  8349. if( sd ) {
  8350. int heal, hp = 0;
  8351. if( !dstsd || !pc_ismadogear(dstsd) ) {
  8352. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  8353. break;
  8354. }
  8355. switch(skill_lv) {
  8356. case 1: hp = 4; break;
  8357. case 2: hp = 7; break;
  8358. case 3: hp = 13; break;
  8359. case 4: hp = 17; break;
  8360. case 5: default: hp = 23; break;
  8361. }
  8362. heal = dstsd->status.max_hp * hp / 100;
  8363. status_heal(bl,heal,0,2);
  8364. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  8365. }
  8366. break;
  8367. case NC_DISJOINT:
  8368. {
  8369. if( bl->type != BL_MOB ) break;
  8370. md = map_id2md(bl->id);
  8371. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8372. status_kill(bl);
  8373. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8374. }
  8375. break;
  8376. case SC_AUTOSHADOWSPELL:
  8377. if( sd ) {
  8378. if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  8379. (sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) )
  8380. {
  8381. 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]
  8382. clif_autoshadowspell_list(sd);
  8383. clif_skill_nodamage(src,bl,skill_id,1,1);
  8384. }
  8385. else
  8386. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8387. }
  8388. break;
  8389. case SC_SHADOWFORM:
  8390. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8391. 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))) )
  8392. dstsd->shadowform_id = src->id;
  8393. }
  8394. else if( sd )
  8395. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8396. break;
  8397. case SC_BODYPAINT:
  8398. if( flag&1 ) {
  8399. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || tsc->data[SC_CLOAKINGEXCEED]) ) {
  8400. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8401. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8402. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8403. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8404. sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8405. }
  8406. } else {
  8407. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8408. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8409. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8410. }
  8411. break;
  8412. case SC_ENERVATION:
  8413. case SC_GROOMY:
  8414. case SC_LAZINESS:
  8415. case SC_UNLUCKY:
  8416. case SC_WEAKNESS:
  8417. if( !(tsc && tsc->data[type]) ) {
  8418. int rate;
  8419. if (is_boss(bl))
  8420. break;
  8421. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8422. - (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));
  8423. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8424. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8425. } else if( sd )
  8426. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8427. break;
  8428. case SC_IGNORANCE:
  8429. if( !(tsc && tsc->data[type]) ) {
  8430. int rate;
  8431. if (is_boss(bl))
  8432. break;
  8433. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8434. - (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));
  8435. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8436. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8437. int sp = 100 * skill_lv;
  8438. if( dstmd )
  8439. sp = dstmd->level;
  8440. if( !dstmd )
  8441. status_zap(bl, 0, sp);
  8442. status_heal(src, 0, sp / 2, 3);
  8443. } else if( sd )
  8444. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8445. } else if( sd )
  8446. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8447. break;
  8448. case LG_TRAMPLE:
  8449. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8450. if (rnd()%100 < (25 + 25 * skill_lv))
  8451. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8452. break;
  8453. case LG_REFLECTDAMAGE:
  8454. if( tsc && tsc->data[type] )
  8455. status_change_end(bl,type,INVALID_TIMER);
  8456. else
  8457. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8458. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8459. break;
  8460. case LG_SHIELDSPELL:
  8461. if (sd) {
  8462. int opt = 0;
  8463. short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
  8464. struct item_data *shield_data = NULL;
  8465. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  8466. shield_data = sd->inventory_data[index];
  8467. if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
  8468. shield_def = shield_mdef = shield_refine = 10;
  8469. else {
  8470. shield_def = shield_data->def;
  8471. shield_mdef = sd->bonus.shieldmdef;
  8472. shield_refine = sd->status.inventory[sd->equip_index[EQI_HAND_L]].refine;
  8473. }
  8474. if (flag&1) {
  8475. sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
  8476. break;
  8477. }
  8478. opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
  8479. switch(skill_lv) {
  8480. case 1: { // DEF Based
  8481. int splashrange = 0;
  8482. #ifdef RENEWAL
  8483. if (shield_def >= 0 && shield_def <= 40)
  8484. #else
  8485. if (shield_def >= 0 && shield_def <= 4)
  8486. #endif
  8487. splashrange = 1;
  8488. #ifdef RENEWAL
  8489. else if (shield_def >= 41 && shield_def <= 80)
  8490. #else
  8491. else if (shield_def >= 5 && shield_def <= 9)
  8492. #endif
  8493. splashrange = 2;
  8494. else
  8495. splashrange = 3;
  8496. switch(opt) {
  8497. case 1: // Splash AoE ATK
  8498. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER);
  8499. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8500. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8501. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  8502. break;
  8503. case 2: // % Damage Reflecting Increase
  8504. #ifdef RENEWAL
  8505. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
  8506. #else
  8507. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
  8508. #endif
  8509. break;
  8510. case 3: // Equipment Attack Increase
  8511. #ifdef RENEWAL
  8512. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
  8513. #else
  8514. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
  8515. #endif
  8516. break;
  8517. }
  8518. }
  8519. break;
  8520. case 2: { // MDEF Based
  8521. int splashrange = 0;
  8522. if (shield_mdef >= 1 && shield_mdef <= 3)
  8523. splashrange = 1;
  8524. else if (shield_mdef >= 4 && shield_mdef <= 5)
  8525. splashrange = 2;
  8526. else
  8527. splashrange = 3;
  8528. switch(opt) {
  8529. case 1: // Splash AoE MATK
  8530. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER);
  8531. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8532. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8533. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8534. break;
  8535. case 2: // Splash AoE Lex Divina
  8536. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
  8537. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8538. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8539. break;
  8540. case 3: // Casts Magnificat.
  8541. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
  8542. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  8543. sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
  8544. break;
  8545. }
  8546. }
  8547. break;
  8548. case 3: // Refine Based
  8549. switch(opt) {
  8550. case 1: // Allows you to break armor at a 100% rate when you do damage.
  8551. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
  8552. break;
  8553. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  8554. #ifdef RENEWAL
  8555. 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);
  8556. #else
  8557. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  8558. #endif
  8559. break;
  8560. case 3: // Recovers HP depending on Shield refine rate.
  8561. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery.
  8562. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
  8563. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  8564. break;
  8565. }
  8566. break;
  8567. }
  8568. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8569. }
  8570. break;
  8571. case LG_PIETY:
  8572. if( flag&1 )
  8573. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8574. else {
  8575. skill_area_temp[2] = 0;
  8576. 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);
  8577. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8578. }
  8579. break;
  8580. case LG_INSPIRATION:
  8581. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  8582. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  8583. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  8584. clif_updatestatus(sd,SP_BASEEXP);
  8585. clif_updatestatus(sd,SP_JOBEXP);
  8586. }
  8587. clif_skill_nodamage(bl,src,skill_id,skill_lv,
  8588. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8589. break;
  8590. case SR_CURSEDCIRCLE:
  8591. if( flag&1 ) {
  8592. if( is_boss(bl) ) break;
  8593. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  8594. if( bl->type == BL_MOB )
  8595. mob_unlocktarget((TBL_MOB*)bl,gettick());
  8596. unit_stop_attack(bl);
  8597. clif_bladestop(src, bl->id, 1);
  8598. map_freeblock_unlock();
  8599. return 1;
  8600. }
  8601. } else {
  8602. int count = 0;
  8603. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8604. 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
  8605. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8606. if( sd ) pc_delspiritball(sd, count, 0);
  8607. clif_skill_nodamage(src, src, skill_id, skill_lv,
  8608. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  8609. }
  8610. break;
  8611. case SR_RAISINGDRAGON:
  8612. if( sd ) {
  8613. short max = 5 + skill_lv;
  8614. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8615. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  8616. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  8617. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  8618. }
  8619. break;
  8620. case SR_ASSIMILATEPOWER:
  8621. if( flag&1 ) {
  8622. i = 0;
  8623. if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
  8624. {
  8625. i = dstsd->spiritball; //1%sp per spiritball.
  8626. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  8627. }
  8628. if( i ) status_percent_heal(src, 0, i);
  8629. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  8630. } else {
  8631. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8632. 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);
  8633. }
  8634. break;
  8635. case SR_POWERVELOCITY:
  8636. if( !dstsd )
  8637. break;
  8638. if( sd && dstsd->spiritball <= 5 ) {
  8639. for(i = 0; i <= 5; i++) {
  8640. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  8641. pc_delspiritball(sd, sd->spiritball, 0);
  8642. }
  8643. }
  8644. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8645. break;
  8646. case SR_GENTLETOUCH_CURE:
  8647. {
  8648. int heal;
  8649. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  8650. status_heal(bl, heal, 0, 0);
  8651. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  8652. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8653. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8654. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8655. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8656. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8657. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8658. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8659. }
  8660. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8661. }
  8662. break;
  8663. case SR_GENTLETOUCH_ENERGYGAIN:
  8664. case SR_GENTLETOUCH_CHANGE:
  8665. case SR_GENTLETOUCH_REVITALIZE:
  8666. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8667. sc_start2(src,bl,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv)));
  8668. break;
  8669. case SR_FLASHCOMBO:
  8670. if( sd )
  8671. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  8672. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8673. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8674. for( i = SR_FLASHCOMBO_ATK_STEP1; i <= SR_FLASHCOMBO_ATK_STEP4; i++ )
  8675. skill_addtimerskill(src,tick + 500 * (i - SR_FLASHCOMBO_ATK_STEP1),bl->id,0,0,i,skill_lv,BF_WEAPON,flag|SD_LEVEL);
  8676. break;
  8677. case WA_SWING_DANCE:
  8678. case WA_MOONLIT_SERENADE:
  8679. case WA_SYMPHONY_OF_LOVER:
  8680. case MI_RUSH_WINDMILL:
  8681. case MI_ECHOSONG:
  8682. if( !sd || !sd->status.party_id || (flag & 1) ) {
  8683. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8684. 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));
  8685. } else if( sd ) {
  8686. 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);
  8687. 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));
  8688. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8689. }
  8690. break;
  8691. case MI_HARMONIZE:
  8692. if( src != bl )
  8693. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8694. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8695. break;
  8696. case WM_DEADHILLHERE:
  8697. if( bl->type == BL_PC ) {
  8698. if( !status_isdead(bl) )
  8699. break;
  8700. if( rnd()%100 < 88 + 2 * skill_lv ) {
  8701. int heal = tstatus->sp;
  8702. if( heal <= 0 )
  8703. heal = 1;
  8704. tstatus->hp = heal;
  8705. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  8706. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8707. pc_revive((TBL_PC*)bl,heal,0);
  8708. clif_resurrection(bl,1);
  8709. }
  8710. }
  8711. break;
  8712. case WM_SIRCLEOFNATURE:
  8713. if( flag&1 )
  8714. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8715. else {
  8716. 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);
  8717. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8718. }
  8719. break;
  8720. case WM_VOICEOFSIREN:
  8721. if( flag&1 ) {
  8722. tick = (status_get_lv(bl) > 150 ? 150 : status_get_lv(bl)) / 10 + (dstsd ? (dstsd->status.job_level > 50 ? 50 : dstsd->status.job_level) / 5 : 0);
  8723. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv) - (1000 * tick));
  8724. } else {
  8725. int rate = 6 * skill_lv + ((sd) ? pc_checkskill(sd,WM_LESSON) * 2 + (sd->status.job_level > 50 ? 50 : sd->status.job_level) / 2 : skill_get_max(WM_LESSON));
  8726. if (rnd()%100 < rate) {
  8727. 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|1, skill_castend_nodamage_id);
  8728. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8729. }
  8730. }
  8731. break;
  8732. case WM_GLOOMYDAY:
  8733. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8734. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  8735. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  8736. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  8737. {
  8738. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8739. break;
  8740. }
  8741. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8742. break;
  8743. case WM_SATURDAY_NIGHT_FEVER:
  8744. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  8745. if( !(tsc && tsc->data[type]) )
  8746. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  8747. } else if( flag&2 ) {
  8748. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  8749. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0));
  8750. } else if( sd ) {
  8751. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  8752. if( !sd->status.party_id || (rnd()%100 > chance)) {
  8753. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  8754. break;
  8755. }
  8756. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  8757. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  8758. flag |= 2;
  8759. else
  8760. flag |= 1;
  8761. 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);
  8762. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8763. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8764. if( flag&2 ) // Dealed here to prevent conflicts
  8765. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0));
  8766. }
  8767. break;
  8768. case WM_SONG_OF_MANA:
  8769. case WM_DANCE_WITH_WUG:
  8770. case WM_LERADS_DEW:
  8771. case WM_UNLIMITED_HUMMING_VOICE:
  8772. if( flag&1 ) { // These affect to to all party members near the caster.
  8773. struct status_change *sc = status_get_sc(src);
  8774. if( sc && sc->data[type] ) {
  8775. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  8776. }
  8777. } else if( sd ) {
  8778. if( sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv)) )
  8779. 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);
  8780. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8781. }
  8782. break;
  8783. case WM_MELODYOFSINK:
  8784. case WM_BEYOND_OF_WARCRY:
  8785. if( flag&1 ) {
  8786. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  8787. } else { // These affect to all targets arround the caster.
  8788. if( rnd()%100 < 15 + 5 * skill_lv * 5 * chorusbonus ) {
  8789. 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);
  8790. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8791. }
  8792. }
  8793. break;
  8794. case WM_RANDOMIZESPELL:
  8795. if (!skill_improvise_count) {
  8796. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8797. break;
  8798. }
  8799. else {
  8800. int improv_skill_id = 0, improv_skill_lv, checked = 0, checked_max = MAX_SKILL_IMPROVISE_DB*3;
  8801. do {
  8802. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  8803. improv_skill_id = skill_improvise_db[i].skill_id;
  8804. } while( checked++ < checked_max && (improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per) );
  8805. if (!skill_get_index(improv_skill_id)) {
  8806. if (sd)
  8807. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8808. break;
  8809. }
  8810. improv_skill_lv = 4 + skill_lv;
  8811. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8812. if( sd ) {
  8813. sd->state.abra_flag = 2;
  8814. sd->skillitem = improv_skill_id;
  8815. sd->skillitemlv = improv_skill_lv;
  8816. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  8817. } else {
  8818. struct unit_data *ud = unit_bl2ud(src);
  8819. int inf = skill_get_inf(improv_skill_id);
  8820. if (!ud) break;
  8821. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  8822. if (src->type == BL_PET)
  8823. bl = (struct block_list*)((TBL_PET*)src)->master;
  8824. if (!bl) bl = src;
  8825. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  8826. } else {
  8827. int target_id = 0;
  8828. if (ud->target)
  8829. target_id = ud->target;
  8830. else switch (src->type) {
  8831. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  8832. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  8833. }
  8834. if (!target_id)
  8835. break;
  8836. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  8837. bl = map_id2bl(target_id);
  8838. if (!bl) bl = src;
  8839. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  8840. } else
  8841. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  8842. }
  8843. }
  8844. }
  8845. break;
  8846. case RETURN_TO_ELDICASTES:
  8847. case ALL_GUARDIAN_RECALL:
  8848. case ECLAGE_RECALL:
  8849. if( sd )
  8850. {
  8851. short x=0, y=0; // Destiny position.
  8852. unsigned short mapindex=0;
  8853. switch(skill_id){
  8854. default:
  8855. case RETURN_TO_ELDICASTES:
  8856. x = 198;
  8857. y = 187;
  8858. mapindex = mapindex_name2id(MAP_DICASTES);
  8859. break;
  8860. case ALL_GUARDIAN_RECALL:
  8861. x = 44;
  8862. y = 151;
  8863. mapindex = mapindex_name2id(MAP_MORA);
  8864. break;
  8865. case ECLAGE_RECALL:
  8866. x = 47;
  8867. y = 31;
  8868. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  8869. break;
  8870. }
  8871. if(!mapindex)
  8872. { //Given map not found?
  8873. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8874. map_freeblock_unlock();
  8875. return 0;
  8876. }
  8877. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  8878. }
  8879. break;
  8880. case ECL_SNOWFLIP:
  8881. case ECL_PEONYMAMY:
  8882. case ECL_SADAGUI:
  8883. case ECL_SEQUOIADUST:
  8884. switch(skill_id){
  8885. case ECL_SNOWFLIP:
  8886. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8887. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  8888. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8889. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8890. break;
  8891. case ECL_PEONYMAMY:
  8892. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8893. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8894. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8895. break;
  8896. case ECL_SADAGUI:
  8897. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8898. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  8899. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8900. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  8901. break;
  8902. case ECL_SEQUOIADUST:
  8903. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8904. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8905. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8906. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8907. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  8908. break;
  8909. }
  8910. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8911. break;
  8912. case GM_SANDMAN:
  8913. if( tsc ) {
  8914. if( tsc->opt1 == OPT1_SLEEP )
  8915. tsc->opt1 = 0;
  8916. else
  8917. tsc->opt1 = OPT1_SLEEP;
  8918. clif_changeoption(bl);
  8919. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8920. }
  8921. break;
  8922. case SO_ARRULLO:
  8923. {
  8924. // [(15 + 5 * Skill Level) + ( Caster's INT / 5 ) + ( Caster's Job Level / 5 ) - ( Target's INT / 6 ) - ( Target's LUK / 10 )] %
  8925. int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd ? sd->status.job_level : 0);
  8926. rate -= status_get_int(bl)/6 - status_get_luk(bl)/10;
  8927. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8928. sc_start2(src,bl, type, rate, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  8929. }
  8930. break;
  8931. case WM_LULLABY_DEEPSLEEP:
  8932. if( flag&1 ){
  8933. //[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster's Base Level / 15) + (Caster's Job Level / 5)] %
  8934. int rate = (4 * skill_lv) + ((sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : skill_get_max(WM_LESSON)) + status_get_lv(src) / 15;
  8935. if( bl != src )
  8936. sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv));
  8937. } else {
  8938. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8939. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8940. src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  8941. }
  8942. break;
  8943. case SO_SUMMON_AGNI:
  8944. case SO_SUMMON_AQUA:
  8945. case SO_SUMMON_VENTUS:
  8946. case SO_SUMMON_TERA:
  8947. if( sd ) {
  8948. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  8949. // Remove previous elemental fisrt.
  8950. if( sd->ed )
  8951. elemental_delete(sd->ed,0);
  8952. // Summoning the new one.
  8953. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  8954. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8955. break;
  8956. }
  8957. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8958. }
  8959. break;
  8960. case SO_EL_CONTROL:
  8961. if( sd ) {
  8962. int mode = EL_MODE_PASSIVE; // Standard mode.
  8963. if( !sd->ed ) break;
  8964. if( skill_lv == 4 ) {// At level 4 delete elementals.
  8965. elemental_delete(sd->ed, 0);
  8966. break;
  8967. }
  8968. switch( skill_lv ) {// Select mode bassed on skill level used.
  8969. case 2: mode = EL_MODE_ASSIST; break;
  8970. case 3: mode = EL_MODE_AGGRESSIVE; break;
  8971. }
  8972. if( !elemental_change_mode(sd->ed,mode) ) {
  8973. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8974. break;
  8975. }
  8976. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8977. }
  8978. break;
  8979. case SO_EL_ACTION:
  8980. if( sd ) {
  8981. int duration = 3000;
  8982. if( !sd->ed )
  8983. break;
  8984. switch(sd->ed->db->class_) {
  8985. case 2115:case 2124:
  8986. case 2118:case 2121:
  8987. duration = 6000;
  8988. break;
  8989. case 2116:case 2119:
  8990. case 2122:case 2125:
  8991. duration = 9000;
  8992. break;
  8993. }
  8994. sd->skill_id_old = skill_id;
  8995. elemental_action(sd->ed, bl, tick);
  8996. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8997. skill_blockpc_start(sd, skill_id, duration);
  8998. }
  8999. break;
  9000. case SO_EL_CURE:
  9001. if( sd ) {
  9002. struct elemental_data *ed = sd->ed;
  9003. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  9004. int e_hp, e_sp;
  9005. if( !ed ) break;
  9006. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9007. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9008. break;
  9009. }
  9010. e_hp = ed->battle_status.max_hp * 10 / 100;
  9011. e_sp = ed->battle_status.max_sp * 10 / 100;
  9012. status_heal(&ed->bl,e_hp,e_sp,3);
  9013. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9014. }
  9015. break;
  9016. case GN_CHANGEMATERIAL:
  9017. case SO_EL_ANALYSIS:
  9018. if( sd ) {
  9019. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9020. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9021. }
  9022. break;
  9023. case GN_BLOOD_SUCKER:
  9024. {
  9025. struct status_change *sc = status_get_sc(src);
  9026. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  9027. if( tsc && tsc->data[type] ){
  9028. (sc->bs_counter)--;
  9029. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  9030. }
  9031. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9032. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  9033. (sc->bs_counter)++;
  9034. } else if( sd ) {
  9035. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9036. break;
  9037. }
  9038. }
  9039. break;
  9040. case GN_MANDRAGORA:
  9041. if( flag&1 ) {
  9042. int rate = (25 + 10 * skill_lv) - ((tstatus->vit + tstatus->luk) / 5);
  9043. if (rate < 10)
  9044. rate = 10;
  9045. if ( clif_skill_nodamage(bl, src, skill_id, skill_lv,
  9046. sc_start(src,bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv))) )
  9047. status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9048. } else
  9049. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9050. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9051. break;
  9052. case GN_SLINGITEM:
  9053. if( sd ) {
  9054. short ammo_id;
  9055. i = sd->equip_index[EQI_AMMO];
  9056. if( i < 0 )
  9057. break; // No ammo.
  9058. ammo_id = sd->inventory_data[i]->nameid;
  9059. if( ammo_id <= 0 )
  9060. break;
  9061. sd->itemid = ammo_id;
  9062. if( itemdb_is_GNbomb(ammo_id) ) {
  9063. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  9064. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  9065. 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);
  9066. else
  9067. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  9068. } else //Otherwise, it fails, shows animation and removes items.
  9069. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  9070. } else if( itemdb_is_GNthrowable(ammo_id) ){
  9071. struct script_code *script = sd->inventory_data[i]->script;
  9072. if( !script )
  9073. break;
  9074. if( dstsd )
  9075. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  9076. else
  9077. run_script(script,0,src->id,0);
  9078. }
  9079. }
  9080. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9081. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  9082. break;
  9083. case GN_MIX_COOKING:
  9084. case GN_MAKEBOMB:
  9085. case GN_S_PHARMACY:
  9086. if( sd ) {
  9087. int qty = 1;
  9088. sd->skill_id_old = skill_id;
  9089. sd->skill_lv_old = skill_lv;
  9090. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  9091. qty = 10;
  9092. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  9093. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9094. }
  9095. break;
  9096. case EL_CIRCLE_OF_FIRE:
  9097. case EL_PYROTECHNIC:
  9098. case EL_HEATER:
  9099. case EL_TROPIC:
  9100. case EL_AQUAPLAY:
  9101. case EL_COOLER:
  9102. case EL_CHILLY_AIR:
  9103. case EL_GUST:
  9104. case EL_BLAST:
  9105. case EL_WILD_STORM:
  9106. case EL_PETROLOGY:
  9107. case EL_CURSED_SOIL:
  9108. case EL_UPHEAVAL:
  9109. case EL_FIRE_CLOAK:
  9110. case EL_WATER_DROP:
  9111. case EL_WIND_CURTAIN:
  9112. case EL_SOLID_SKIN:
  9113. case EL_STONE_SHIELD:
  9114. case EL_WIND_STEP: {
  9115. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9116. if( ele ) {
  9117. sc_type type2 = (sc_type)(type-1);
  9118. struct status_change *sc = status_get_sc(&ele->bl);
  9119. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9120. elemental_clean_single_effect(ele, skill_id);
  9121. } else {
  9122. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9123. 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);
  9124. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  9125. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
  9126. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9127. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9128. }
  9129. }
  9130. }
  9131. break;
  9132. case EL_FIRE_MANTLE:
  9133. case EL_WATER_BARRIER:
  9134. case EL_ZEPHYR:
  9135. case EL_POWER_OF_GAIA:
  9136. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9137. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9138. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  9139. break;
  9140. case EL_WATER_SCREEN: {
  9141. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9142. if( ele ) {
  9143. struct status_change *sc = status_get_sc(&ele->bl);
  9144. sc_type type2 = (sc_type)(type-1);
  9145. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9146. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9147. elemental_clean_single_effect(ele, skill_id);
  9148. } else {
  9149. // This not heals at the end.
  9150. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9151. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9152. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  9153. }
  9154. }
  9155. }
  9156. break;
  9157. case KO_KAHU_ENTEN:
  9158. case KO_HYOUHU_HUBUKI:
  9159. case KO_KAZEHU_SEIRAN:
  9160. case KO_DOHU_KOUKAI:
  9161. if(sd) {
  9162. int i_tal, ttype = skill_get_ele(skill_id, skill_lv);
  9163. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9164. ARR_FIND(1, 6, i_tal, sd->talisman[i_tal] > 0 && ttype != i_tal);
  9165. if( i_tal < 6 )
  9166. pc_del_talisman(sd, sd->talisman[i_tal], i_tal); // Replace talisman
  9167. pc_add_talisman(sd, skill_get_time(skill_id, skill_lv), 10, ttype);
  9168. }
  9169. break;
  9170. case KO_ZANZOU:
  9171. if(sd){
  9172. struct mob_data *md2;
  9173. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  9174. if( md2 )
  9175. {
  9176. md2->master_id = src->id;
  9177. md2->special_state.ai = AI_ZANZOU;
  9178. if( md2->deletetimer != INVALID_TIMER )
  9179. delete_timer(md2->deletetimer, mob_timer_delete);
  9180. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  9181. mob_spawn( md2 );
  9182. pc_setinvincibletimer(sd,500);// unlock target lock
  9183. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9184. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  9185. }
  9186. }
  9187. break;
  9188. case KO_KYOUGAKU:
  9189. if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
  9190. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9191. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9192. }else if( sd )
  9193. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9194. break;
  9195. case KO_JYUSATSU:
  9196. if( dstsd && tsc && !tsc->data[type] &&
  9197. rand()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  9198. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9199. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID));
  9200. status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
  9201. if( status_get_lv(bl) <= status_get_lv(src) )
  9202. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  9203. }else if( sd )
  9204. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9205. break;
  9206. case KO_GENWAKU:
  9207. if ( !map_flag_gvg2(src->m) && ( dstsd || dstmd ) && !(tstatus->mode&MD_PLANT) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  9208. int x = src->x, y = src->y;
  9209. if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
  9210. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9211. break;
  9212. }
  9213. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9214. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9215. clif_blown(src);
  9216. sc_start(src,src,SC_CONFUSION,25,skill_lv,skill_get_time(skill_id,skill_lv));
  9217. if (unit_movepos(bl,x,y,0,0)) {
  9218. clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6);
  9219. if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  9220. clif_sitting(bl); //Avoid sitting sync problem
  9221. clif_blown(bl);
  9222. sc_start(src,bl,SC_CONFUSION,75,skill_lv,skill_get_time(skill_id,skill_lv));
  9223. }
  9224. }
  9225. }
  9226. break;
  9227. case OB_AKAITSUKI:
  9228. case OB_OBOROGENSOU:
  9229. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  9230. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  9231. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9232. break;
  9233. }
  9234. case KO_IZAYOI:
  9235. case OB_ZANGETSU:
  9236. case KG_KYOMU:
  9237. case KG_KAGEMUSYA:
  9238. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9239. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9240. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9241. break;
  9242. case KG_KAGEHUMI:
  9243. if( flag&1 ){
  9244. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  9245. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  9246. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  9247. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9248. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9249. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9250. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9251. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9252. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9253. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9254. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  9255. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9256. }
  9257. if( skill_area_temp[2] == 1 ){
  9258. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9259. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9260. }
  9261. }else{
  9262. skill_area_temp[2] = 0;
  9263. if (battle_config.skill_wall_check)
  9264. 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);
  9265. else
  9266. 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);
  9267. }
  9268. break;
  9269. case MH_SILENT_BREEZE:
  9270. {
  9271. int heal = 5 * status_get_lv(&hd->bl) +
  9272. #ifdef RENEWAL
  9273. status_base_matk(&hd->battle_status, status_get_lv(&hd->bl));
  9274. #else
  9275. status_base_matk_min(&hd->battle_status);
  9276. #endif
  9277. //Silences the homunculus and target
  9278. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9279. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9280. //Recover the target's HP
  9281. status_heal(bl,heal,0,3);
  9282. //Removes these SC from target
  9283. if (tsc) {
  9284. const enum sc_type scs[] = {
  9285. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  9286. };
  9287. for (i = 0; i < ARRAYLENGTH(scs); i++)
  9288. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  9289. }
  9290. if (hd)
  9291. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9292. }
  9293. break;
  9294. case MH_OVERED_BOOST:
  9295. if (hd) {
  9296. struct block_list *s_bl = battle_get_master(src);
  9297. if(hd->homunculus.hunger>50) //reduce hunger
  9298. hd->homunculus.hunger = hd->homunculus.hunger/2;
  9299. else
  9300. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  9301. if(s_bl && s_bl->type==BL_PC) {
  9302. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  9303. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  9304. sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  9305. }
  9306. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9307. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9308. }
  9309. break;
  9310. case MH_GRANITIC_ARMOR:
  9311. case MH_PYROCLASTIC:
  9312. if(hd) {
  9313. struct block_list *s_bl = battle_get_master(src);
  9314. 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
  9315. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9316. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9317. }
  9318. break;
  9319. case MH_LIGHT_OF_REGENE: //self
  9320. if(hd) {
  9321. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9322. hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750)
  9323. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info
  9324. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9325. }
  9326. break;
  9327. case MH_STYLE_CHANGE:
  9328. if(hd){
  9329. struct status_change_entry *sce;
  9330. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  9331. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  9332. else sce->val1 = MH_MD_FIGHTING;
  9333. if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) {
  9334. char output[128];
  9335. safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  9336. clif_colormes(hd->master,color_table[COLOR_RED],output);
  9337. }
  9338. }
  9339. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  9340. }
  9341. break;
  9342. case MH_MAGMA_FLOW:
  9343. case MH_PAIN_KILLER:
  9344. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9345. if (hd)
  9346. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9347. break;
  9348. case MH_SUMMON_LEGION: {
  9349. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  9350. int qty[5] = {3 , 3 , 4 , 4 , 5};
  9351. struct mob_data *sum_md;
  9352. int i_slave,c=0;
  9353. int maxcount = qty[skill_lv-1];
  9354. 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);
  9355. if(c >= maxcount) return 0; //max qty already spawned
  9356. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  9357. 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);
  9358. if (sum_md) {
  9359. sum_md->master_id = src->id;
  9360. sum_md->special_state.ai = AI_LEGION;
  9361. if (sum_md->deletetimer != INVALID_TIMER)
  9362. delete_timer(sum_md->deletetimer, mob_timer_delete);
  9363. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  9364. mob_spawn(sum_md); //Now it is ready for spawning.
  9365. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  9366. }
  9367. }
  9368. if (hd)
  9369. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9370. }
  9371. break;
  9372. case RL_RICHS_COIN:
  9373. if (sd) {
  9374. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9375. for (i = 0; i < 10; i++)
  9376. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9377. }
  9378. break;
  9379. case RL_C_MARKER:
  9380. if (sd) {
  9381. // If marked by someone else, failed
  9382. if (tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 != src->id) {
  9383. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9384. break;
  9385. }
  9386. // Check if marked before
  9387. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  9388. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9389. // Find empty slot
  9390. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  9391. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9392. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9393. break;
  9394. }
  9395. }
  9396. sd->c_marker[i] = bl->id;
  9397. 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);
  9398. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9399. }
  9400. // If mob casts this, at least SC_C_MARKER as debuff
  9401. else {
  9402. 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);
  9403. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9404. }
  9405. break;
  9406. case RL_D_TAIL:
  9407. if (sd) {
  9408. if (battle_config.skill_wall_check)
  9409. 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);
  9410. else
  9411. 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);
  9412. if (!skill_area_temp[0]) {
  9413. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9414. break;
  9415. }
  9416. }
  9417. if (battle_config.skill_wall_check)
  9418. 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);
  9419. else
  9420. 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);
  9421. skill_area_temp[0] = 0;
  9422. break;
  9423. case RL_QD_SHOT:
  9424. if (sd) {
  9425. skill_area_temp[1] = bl->id;
  9426. // Check surrounding
  9427. if (battle_config.skill_wall_check)
  9428. 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);
  9429. else
  9430. 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);
  9431. if (skill_area_temp[0])
  9432. 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);
  9433. // Main target always receives damage
  9434. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9435. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  9436. if (tsc && tsc->data[SC_C_MARKER])
  9437. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  9438. }
  9439. else {
  9440. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9441. if (battle_config.skill_wall_check)
  9442. 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);
  9443. else
  9444. 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);
  9445. }
  9446. skill_area_temp[0] = 0;
  9447. skill_area_temp[1] = 0;
  9448. break;
  9449. case RL_FLICKER:
  9450. if (sd) {
  9451. int16 splash = skill_get_splash(skill_id, skill_lv);
  9452. sd->flicker = true;
  9453. skill_area_temp[1] = 0;
  9454. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9455. // Detonate RL_B_TRAP
  9456. if ((i = pc_checkskill(sd, RL_B_TRAP))) {
  9457. map_foreachinrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  9458. }
  9459. // Detonate RL_H_MINE
  9460. if ((i = pc_checkskill(sd, RL_H_MINE)))
  9461. map_foreachinrange(skill_area_sub, src, splash, BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  9462. sd->flicker = false;
  9463. }
  9464. break;
  9465. case SO_ELEMENTAL_SHIELD:
  9466. // Used to avoid displaying the warning below.
  9467. break;
  9468. default:
  9469. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  9470. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9471. map_freeblock_unlock();
  9472. return 1;
  9473. }
  9474. if(skill_id != SR_CURSEDCIRCLE){
  9475. struct status_change *sc = status_get_sc(src);
  9476. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
  9477. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9478. }
  9479. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  9480. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  9481. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  9482. }
  9483. if( sd && !(flag&1) )
  9484. {// ensure that the skill last-cast tick is recorded
  9485. sd->canskill_tick = gettick();
  9486. if( sd->state.arrow_atk )
  9487. {// consume arrow on last invocation to this skill.
  9488. battle_consume_ammo(sd, skill_id, skill_lv);
  9489. }
  9490. skill_onskillusage(sd, bl, skill_id, tick);
  9491. // perform skill requirement consumption
  9492. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9493. }
  9494. map_freeblock_unlock();
  9495. return 0;
  9496. }
  9497. /*==========================================
  9498. *
  9499. *------------------------------------------*/
  9500. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  9501. {
  9502. struct block_list *target, *src;
  9503. struct map_session_data *sd;
  9504. struct mob_data *md;
  9505. struct unit_data *ud;
  9506. struct status_change *sc = NULL;
  9507. int inf,inf2,flag = 0;
  9508. src = map_id2bl(id);
  9509. if( src == NULL )
  9510. {
  9511. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  9512. return 0;// not found
  9513. }
  9514. ud = unit_bl2ud(src);
  9515. if( ud == NULL )
  9516. {
  9517. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  9518. return 0;// ???
  9519. }
  9520. sd = BL_CAST(BL_PC, src);
  9521. md = BL_CAST(BL_MOB, src);
  9522. if( src->prev == NULL ) {
  9523. ud->skilltimer = INVALID_TIMER;
  9524. return 0;
  9525. }
  9526. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  9527. if( ud->skilltimer != tid ) {
  9528. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  9529. ud->skilltimer = INVALID_TIMER;
  9530. return 0;
  9531. }
  9532. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  9533. {// restore original walk speed
  9534. ud->skilltimer = INVALID_TIMER;
  9535. status_calc_bl(&sd->bl, SCB_SPEED);
  9536. }
  9537. ud->skilltimer = INVALID_TIMER;
  9538. }
  9539. if (ud->skilltarget == id)
  9540. target = src;
  9541. else
  9542. target = map_id2bl(ud->skilltarget);
  9543. // Use a do so that you can break out of it when the skill fails.
  9544. do {
  9545. if(!target || target->prev==NULL) break;
  9546. if(src->m != target->m || status_isdead(src)) break;
  9547. switch (ud->skill_id) {
  9548. //These should become skill_castend_pos
  9549. case WE_CALLPARTNER:
  9550. if(sd) clif_callpartner(sd);
  9551. case WE_CALLPARENT:
  9552. if(sd) {
  9553. struct map_session_data *f_sd = pc_get_father(sd);
  9554. struct map_session_data *m_sd = pc_get_mother(sd);
  9555. if( (f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade ))
  9556. break;
  9557. }
  9558. case WE_CALLBABY:
  9559. if(sd) {
  9560. struct map_session_data *c_sd = pc_get_child(sd);
  9561. if( c_sd && c_sd->state.autotrade )
  9562. break;
  9563. }
  9564. case AM_RESURRECTHOMUN:
  9565. case PF_SPIDERWEB:
  9566. //Find a random spot to place the skill. [Skotlex]
  9567. inf2 = skill_get_splash(ud->skill_id, ud->skill_lv);
  9568. ud->skillx = target->x + inf2;
  9569. ud->skilly = target->y + inf2;
  9570. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  9571. ud->skillx = target->x;
  9572. ud->skilly = target->y;
  9573. }
  9574. ud->skilltimer=tid;
  9575. return skill_castend_pos(tid,tick,id,data);
  9576. case GN_WALLOFTHORN:
  9577. ud->skillx = target->x;
  9578. ud->skilly = target->y;
  9579. ud->skilltimer = tid;
  9580. return skill_castend_pos(tid,tick,id,data);
  9581. }
  9582. if(ud->skill_id == RG_BACKSTAP) {
  9583. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  9584. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  9585. break;
  9586. }
  9587. }
  9588. if( ud->skill_id == PR_TURNUNDEAD )
  9589. {
  9590. struct status_data *tstatus = status_get_status_data(target);
  9591. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  9592. break;
  9593. }
  9594. if( ud->skill_id == RA_WUGSTRIKE ){
  9595. if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  9596. break;
  9597. }
  9598. if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA )
  9599. {
  9600. sc = status_get_sc(target);
  9601. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  9602. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  9603. clif_skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0);
  9604. break;
  9605. }
  9606. }
  9607. else
  9608. { // Check target validity.
  9609. inf = skill_get_inf(ud->skill_id);
  9610. inf2 = skill_get_inf2(ud->skill_id);
  9611. if(inf&INF_ATTACK_SKILL ||
  9612. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  9613. ) // Casted through combo.
  9614. inf = BCT_ENEMY; //Offensive skill.
  9615. else if(inf2&INF2_NO_ENEMY)
  9616. inf = BCT_NOENEMY;
  9617. else
  9618. inf = 0;
  9619. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  9620. {
  9621. inf |=
  9622. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  9623. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  9624. //Remove neutral targets (but allow enemy if skill is designed to be so)
  9625. inf &= ~BCT_NEUTRAL;
  9626. }
  9627. if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB )
  9628. {
  9629. if( ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM )
  9630. break;
  9631. }
  9632. else if (inf && battle_check_target(src, target, inf) <= 0){
  9633. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9634. break;
  9635. }
  9636. else if( ud->skill_id == RK_PHANTOMTHRUST && target->type != BL_MOB ) {
  9637. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  9638. break; // You can use Phantom Thurst on party members in normal maps too. [pakpil]
  9639. }
  9640. else if( ud->skill_id == AB_CLEARANCE && target->type != BL_MOB ) {
  9641. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  9642. break; // You can use Clearance on party members in normal maps too. [pakpil]
  9643. }
  9644. else if( sd && (inf2&INF2_CHORUS_SKILL) && skill_check_pc_partner(sd, ud->skill_id, &ud->skill_lv, 1, 0) < 1 ) {
  9645. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_NEED_HELPER, 0);
  9646. break;
  9647. }
  9648. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  9649. sc->data[SC_FOGWALL] &&
  9650. rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
  9651. if (sd) clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  9652. break;
  9653. }
  9654. }
  9655. //Avoid doing double checks for instant-cast skills.
  9656. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  9657. break;
  9658. if(md) {
  9659. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9660. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9661. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9662. }
  9663. if(src != target && battle_config.skill_add_range &&
  9664. !check_distance_bl(src, target, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
  9665. {
  9666. if (sd) {
  9667. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9668. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  9669. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9670. }
  9671. break;
  9672. }
  9673. #ifdef OFFICIAL_WALKPATH
  9674. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  9675. {
  9676. if (sd) {
  9677. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9678. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  9679. }
  9680. break;
  9681. }
  9682. #endif
  9683. if( sd )
  9684. {
  9685. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9686. break;
  9687. else
  9688. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9689. }
  9690. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9691. break;
  9692. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  9693. ud->state.running = 0;
  9694. status_change_end(src, SC_RUN, INVALID_TIMER);
  9695. flag = 1;
  9696. }
  9697. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  9698. unit_stop_walking(src,1);
  9699. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9700. 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]
  9701. if (sd) { //Cooldown application
  9702. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  9703. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  9704. }
  9705. if( battle_config.display_status_timers && sd )
  9706. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9707. if( sd )
  9708. {
  9709. switch( ud->skill_id )
  9710. {
  9711. case GS_DESPERADO:
  9712. case RL_FIREDANCE:
  9713. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  9714. break;
  9715. case CR_GRANDCROSS:
  9716. case NPC_GRANDDARKNESS:
  9717. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  9718. {
  9719. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  9720. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  9721. break;
  9722. }
  9723. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  9724. break;
  9725. }
  9726. }
  9727. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  9728. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  9729. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9730. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  9731. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  9732. map_freeblock_lock();
  9733. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  9734. skill_toggle_magicpower(src, ud->skill_id);
  9735. // only normal attack and auto cast skills benefit from its bonuses
  9736. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  9737. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  9738. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  9739. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9740. else
  9741. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9742. sc = status_get_sc(src);
  9743. if(sc && sc->count) {
  9744. if(sc->data[SC_SPIRIT] &&
  9745. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  9746. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  9747. ud->skill_id != WZ_WATERBALL)
  9748. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  9749. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  9750. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  9751. }
  9752. if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  9753. sd->skillitem = sd->skillitemlv = 0;
  9754. if (ud->skilltimer == INVALID_TIMER) {
  9755. if(md) md->skill_idx = -1;
  9756. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  9757. ud->skill_lv = ud->skilltarget = 0;
  9758. }
  9759. map_freeblock_unlock();
  9760. return 1;
  9761. } while(0);
  9762. //Skill failed.
  9763. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  9764. { //When Asura fails... (except when it fails from Wall of Fog)
  9765. //Consume SP/spheres
  9766. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  9767. status_set_sp(src, 0, 0);
  9768. sc = &sd->sc;
  9769. if (sc->count)
  9770. { //End states
  9771. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  9772. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  9773. #ifdef RENEWAL
  9774. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  9775. #endif
  9776. }
  9777. if( target && target->m == src->m ) { //Move character to target anyway.
  9778. short x, y;
  9779. short dir = map_calc_dir(src,target->x,target->y);
  9780. //Move 3 cells (From Caster)
  9781. if( dir > 0 && dir < 4 )
  9782. x = -3;
  9783. else if( dir > 4 )
  9784. x = 3;
  9785. else
  9786. x = 0;
  9787. if( dir > 2 && dir < 6 )
  9788. y = -3;
  9789. else if( dir == 7 || dir < 2 )
  9790. y = 3;
  9791. else
  9792. y = 0;
  9793. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  9794. clif_blown(src);
  9795. clif_spiritball(src);
  9796. }
  9797. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,5);
  9798. }
  9799. }
  9800. ud->skill_id = ud->skilltarget = 0;
  9801. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9802. ud->canact_tick = tick;
  9803. //You can't place a skill failed packet here because it would be
  9804. //sent in ALL cases, even cases where skill_check_condition fails
  9805. //which would lead to double 'skill failed' messages u.u [Skotlex]
  9806. if(sd)
  9807. sd->skillitem = sd->skillitemlv = 0;
  9808. else if(md)
  9809. md->skill_idx = -1;
  9810. return 0;
  9811. }
  9812. /*==========================================
  9813. *
  9814. *------------------------------------------*/
  9815. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  9816. {
  9817. struct block_list* src = map_id2bl(id);
  9818. struct map_session_data *sd;
  9819. struct unit_data *ud = unit_bl2ud(src);
  9820. struct mob_data *md;
  9821. nullpo_ret(ud);
  9822. sd = BL_CAST(BL_PC , src);
  9823. md = BL_CAST(BL_MOB, src);
  9824. if( src->prev == NULL ) {
  9825. ud->skilltimer = INVALID_TIMER;
  9826. return 0;
  9827. }
  9828. if( ud->skilltimer != tid )
  9829. {
  9830. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  9831. ud->skilltimer = INVALID_TIMER;
  9832. return 0;
  9833. }
  9834. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  9835. {// restore original walk speed
  9836. ud->skilltimer = INVALID_TIMER;
  9837. status_calc_bl(&sd->bl, SCB_SPEED);
  9838. }
  9839. ud->skilltimer = INVALID_TIMER;
  9840. do {
  9841. int maxcount=0;
  9842. if( status_isdead(src) )
  9843. break;
  9844. if( !(src->type&battle_config.skill_reiteration) &&
  9845. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  9846. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  9847. )
  9848. {
  9849. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9850. break;
  9851. }
  9852. if( src->type&battle_config.skill_nofootset &&
  9853. skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  9854. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  9855. )
  9856. {
  9857. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9858. break;
  9859. }
  9860. if( src->type&battle_config.land_skill_limit &&
  9861. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  9862. ) {
  9863. int i;
  9864. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  9865. if(ud->skillunit[i]->skill_id == ud->skill_id)
  9866. maxcount--;
  9867. }
  9868. if( maxcount == 0 )
  9869. {
  9870. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9871. break;
  9872. }
  9873. }
  9874. if(tid != INVALID_TIMER)
  9875. { //Avoid double checks on instant cast skills. [Skotlex]
  9876. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  9877. break;
  9878. if(battle_config.skill_add_range &&
  9879. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
  9880. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  9881. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9882. break;
  9883. }
  9884. }
  9885. if( sd )
  9886. {
  9887. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9888. break;
  9889. else
  9890. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9891. }
  9892. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9893. break;
  9894. if(md) {
  9895. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9896. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9897. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9898. }
  9899. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9900. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  9901. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  9902. if (ud->walktimer != INVALID_TIMER)
  9903. unit_stop_walking(src,1);
  9904. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9905. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv);
  9906. if (sd) { //Cooldown application
  9907. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  9908. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  9909. }
  9910. if( battle_config.display_status_timers && sd )
  9911. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9912. // if( sd )
  9913. // {
  9914. // switch( ud->skill_id )
  9915. // {
  9916. // case ????:
  9917. // sd->canequip_tick = tick + ????;
  9918. // break;
  9919. // }
  9920. // }
  9921. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  9922. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  9923. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  9924. map_freeblock_lock();
  9925. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  9926. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  9927. sd->skillitem = sd->skillitemlv = 0;
  9928. if (ud->skilltimer == INVALID_TIMER) {
  9929. if (md) md->skill_idx = -1;
  9930. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  9931. ud->skill_lv = ud->skillx = ud->skilly = 0;
  9932. }
  9933. map_freeblock_unlock();
  9934. return 1;
  9935. } while(0);
  9936. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9937. ud->canact_tick = tick;
  9938. ud->skill_id = ud->skill_lv = 0;
  9939. if(sd)
  9940. sd->skillitem = sd->skillitemlv = 0;
  9941. else if(md)
  9942. md->skill_idx = -1;
  9943. return 0;
  9944. }
  9945. /* skill count without self */
  9946. static int skill_count_wos(struct block_list *bl,va_list ap) {
  9947. struct block_list* src = va_arg(ap, struct block_list*);
  9948. if( src->id != bl->id ) {
  9949. return 1;
  9950. }
  9951. return 0;
  9952. }
  9953. /*==========================================
  9954. *
  9955. *------------------------------------------*/
  9956. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  9957. {
  9958. struct map_session_data* sd;
  9959. struct status_change* sc;
  9960. struct status_change_entry *sce;
  9961. struct skill_unit_group* sg;
  9962. enum sc_type type;
  9963. int i;
  9964. //if(skill_lv <= 0) return 0;
  9965. if(skill_id > 0 && !skill_lv) return 0; // celest
  9966. nullpo_ret(src);
  9967. if(status_isdead(src))
  9968. return 0;
  9969. sd = BL_CAST(BL_PC, src);
  9970. sc = status_get_sc(src);
  9971. type = status_skill2sc(skill_id);
  9972. sce = (sc && type != -1)?sc->data[type]:NULL;
  9973. switch (skill_id) { //Skill effect.
  9974. case WZ_METEOR:
  9975. case WZ_ICEWALL:
  9976. case MO_BODYRELOCATION:
  9977. case CR_CULTIVATION:
  9978. case HW_GANBANTEIN:
  9979. case LG_EARTHDRIVE:
  9980. case SC_ESCAPE:
  9981. case RL_HAMMER_OF_GOD:
  9982. break; //Effect is displayed on respective switch case.
  9983. default:
  9984. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  9985. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9986. else
  9987. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  9988. }
  9989. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  9990. skill_toggle_magicpower(src, skill_id);
  9991. switch(skill_id)
  9992. {
  9993. case PR_BENEDICTIO:
  9994. skill_area_temp[1] = src->id;
  9995. i = skill_get_splash(skill_id, skill_lv);
  9996. map_foreachinarea(skill_area_sub,
  9997. src->m, x-i, y-i, x+i, y+i, BL_PC,
  9998. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  9999. skill_castend_nodamage_id);
  10000. map_foreachinarea(skill_area_sub,
  10001. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10002. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  10003. skill_castend_damage_id);
  10004. break;
  10005. case BS_HAMMERFALL:
  10006. i = skill_get_splash(skill_id, skill_lv);
  10007. map_foreachinarea (skill_area_sub,
  10008. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10009. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  10010. skill_castend_nodamage_id);
  10011. break;
  10012. case HT_DETECTING:
  10013. i = skill_get_splash(skill_id, skill_lv);
  10014. map_foreachinarea( status_change_timer_sub,
  10015. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  10016. src,NULL,SC_SIGHT,tick);
  10017. if(battle_config.traps_setting&1)
  10018. map_foreachinarea( skill_reveal_trap,
  10019. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  10020. break;
  10021. case SR_RIDEINLIGHTNING:
  10022. i = skill_get_splash(skill_id, skill_lv);
  10023. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10024. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  10025. break;
  10026. case SA_VOLCANO:
  10027. case SA_DELUGE:
  10028. case SA_VIOLENTGALE:
  10029. { //Does not consumes if the skill is already active. [Skotlex]
  10030. struct skill_unit_group *sg2;
  10031. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  10032. {
  10033. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  10034. {
  10035. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10036. return 0; // not to consume items
  10037. }
  10038. else
  10039. sg2->limit = 0; //Disable it.
  10040. }
  10041. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10042. break;
  10043. }
  10044. // Skill Unit Setting
  10045. case MG_SAFETYWALL:
  10046. case MG_FIREWALL:
  10047. case MG_THUNDERSTORM:
  10048. case AL_PNEUMA:
  10049. case WZ_FIREPILLAR:
  10050. case WZ_QUAGMIRE:
  10051. case WZ_VERMILION:
  10052. case WZ_STORMGUST:
  10053. case WZ_HEAVENDRIVE:
  10054. case PR_SANCTUARY:
  10055. case PR_MAGNUS:
  10056. case CR_GRANDCROSS:
  10057. case NPC_GRANDDARKNESS:
  10058. case HT_SKIDTRAP:
  10059. case MA_SKIDTRAP:
  10060. case HT_LANDMINE:
  10061. case MA_LANDMINE:
  10062. case HT_ANKLESNARE:
  10063. case HT_SHOCKWAVE:
  10064. case HT_SANDMAN:
  10065. case MA_SANDMAN:
  10066. case HT_FLASHER:
  10067. case HT_FREEZINGTRAP:
  10068. case MA_FREEZINGTRAP:
  10069. case HT_BLASTMINE:
  10070. case HT_CLAYMORETRAP:
  10071. case AS_VENOMDUST:
  10072. case AM_DEMONSTRATION:
  10073. case PF_FOGWALL:
  10074. case PF_SPIDERWEB:
  10075. case HT_TALKIEBOX:
  10076. case WE_CALLPARTNER:
  10077. case WE_CALLPARENT:
  10078. case WE_CALLBABY:
  10079. case AC_SHOWER: //Ground-placed skill implementation.
  10080. case MA_SHOWER:
  10081. case SA_LANDPROTECTOR:
  10082. case BD_LULLABY:
  10083. case BD_RICHMANKIM:
  10084. case BD_ETERNALCHAOS:
  10085. case BD_DRUMBATTLEFIELD:
  10086. case BD_RINGNIBELUNGEN:
  10087. case BD_ROKISWEIL:
  10088. case BD_INTOABYSS:
  10089. case BD_SIEGFRIED:
  10090. case BA_DISSONANCE:
  10091. case BA_POEMBRAGI:
  10092. case BA_WHISTLE:
  10093. case BA_ASSASSINCROSS:
  10094. case BA_APPLEIDUN:
  10095. case DC_UGLYDANCE:
  10096. case DC_HUMMING:
  10097. case DC_DONTFORGETME:
  10098. case DC_FORTUNEKISS:
  10099. case DC_SERVICEFORYOU:
  10100. case CG_MOONLIT:
  10101. case GS_DESPERADO:
  10102. case NJ_KAENSIN:
  10103. case NJ_BAKUENRYU:
  10104. case NJ_SUITON:
  10105. case NJ_HYOUSYOURAKU:
  10106. case NJ_RAIGEKISAI:
  10107. case NJ_KAMAITACHI:
  10108. #ifdef RENEWAL
  10109. case NJ_HUUMA:
  10110. #endif
  10111. case NPC_EVILLAND:
  10112. case RA_ELECTRICSHOCKER:
  10113. case RA_CLUSTERBOMB:
  10114. case RA_MAGENTATRAP:
  10115. case RA_COBALTTRAP:
  10116. case RA_MAIZETRAP:
  10117. case RA_VERDURETRAP:
  10118. case RA_FIRINGTRAP:
  10119. case RA_ICEBOUNDTRAP:
  10120. case SC_MANHOLE:
  10121. case SC_DIMENSIONDOOR:
  10122. case SC_CHAOSPANIC:
  10123. case SC_MAELSTROM:
  10124. case SC_BLOODYLUST:
  10125. case WM_REVERBERATION:
  10126. case WM_POEMOFNETHERWORLD:
  10127. case SO_PSYCHIC_WAVE:
  10128. case SO_VACUUM_EXTREME:
  10129. case GN_THORNS_TRAP:
  10130. case GN_DEMONIC_FIRE:
  10131. case GN_HELLS_PLANT:
  10132. case SO_EARTHGRAVE:
  10133. case SO_DIAMONDDUST:
  10134. case SO_FIRE_INSIGNIA:
  10135. case SO_WATER_INSIGNIA:
  10136. case SO_WIND_INSIGNIA:
  10137. case SO_EARTH_INSIGNIA:
  10138. case KO_HUUMARANKA:
  10139. case KO_BAKURETSU:
  10140. case KO_ZENKAI:
  10141. case MH_LAVA_SLIDE:
  10142. case MH_VOLCANIC_ASH:
  10143. case MH_POISON_MIST:
  10144. case MH_STEINWAND:
  10145. case MH_XENO_SLASHER:
  10146. case NC_MAGMA_ERUPTION:
  10147. case SO_ELEMENTAL_SHIELD:
  10148. case RL_B_TRAP:
  10149. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  10150. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  10151. case GN_WALLOFTHORN:
  10152. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10153. break;
  10154. case WZ_ICEWALL:
  10155. flag|=1;
  10156. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  10157. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10158. break;
  10159. case RG_GRAFFITI: /* Graffiti [Valaris] */
  10160. skill_clear_unitgroup(src);
  10161. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10162. flag|=1;
  10163. break;
  10164. case HP_BASILICA:
  10165. if( sc->data[SC_BASILICA] ) {
  10166. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  10167. return 0;
  10168. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  10169. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  10170. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10171. return 0;
  10172. }
  10173. skill_clear_unitgroup(src);
  10174. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10175. flag|=1;
  10176. }
  10177. break;
  10178. case CG_HERMODE:
  10179. skill_clear_unitgroup(src);
  10180. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10181. sc_start4(src,src,SC_DANCING,100,
  10182. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10183. flag|=1;
  10184. break;
  10185. case RG_CLEANER: // [Valaris]
  10186. i = skill_get_splash(skill_id, skill_lv);
  10187. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  10188. break;
  10189. case SO_WARMER:
  10190. flag|= 8;
  10191. case SO_CLOUD_KILL:
  10192. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10193. break;
  10194. case WZ_METEOR: {
  10195. int area = skill_get_splash(skill_id, skill_lv);
  10196. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  10197. for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
  10198. // Creates a random Cell in the Splash Area
  10199. tmpx = x - area + rnd()%(area * 2 + 1);
  10200. tmpy = y - area + rnd()%(area * 2 + 1);
  10201. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL)
  10202. && !map_getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR))
  10203. clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
  10204. if( i > 0 )
  10205. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
  10206. x1 = tmpx;
  10207. y1 = tmpy;
  10208. }
  10209. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
  10210. }
  10211. break;
  10212. case AL_WARP:
  10213. if(sd)
  10214. {
  10215. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  10216. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  10217. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  10218. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  10219. );
  10220. }
  10221. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10222. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10223. return 0; // not to consume item.
  10224. case MO_BODYRELOCATION:
  10225. if (unit_movepos(src, x, y, 1, 1)) {
  10226. #if PACKETVER >= 20111005
  10227. clif_snap(src, src->x, src->y);
  10228. #else
  10229. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  10230. #endif
  10231. if (sd)
  10232. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  10233. }
  10234. break;
  10235. case NJ_SHADOWJUMP:
  10236. 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.
  10237. clif_blown(src);
  10238. status_change_end(src, SC_HIDING, INVALID_TIMER);
  10239. break;
  10240. case AM_SPHEREMINE:
  10241. case AM_CANNIBALIZE:
  10242. {
  10243. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  10244. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  10245. int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  10246. struct mob_data *md;
  10247. // Correct info, don't change any of this! [celest]
  10248. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  10249. if (md) {
  10250. md->master_id = src->id;
  10251. md->special_state.ai = (enum mob_ai)ai;
  10252. if( md->deletetimer != INVALID_TIMER )
  10253. delete_timer(md->deletetimer, mob_timer_delete);
  10254. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  10255. mob_spawn (md); //Now it is ready for spawning.
  10256. }
  10257. }
  10258. break;
  10259. // Slim Pitcher [Celest]
  10260. case CR_SLIMPITCHER:
  10261. if (sd) {
  10262. int i_lv = 0, j = 0;
  10263. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  10264. i_lv = skill_lv%11 - 1;
  10265. j = pc_search_inventory(sd, require.itemid[i_lv]);
  10266. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[i_lv])
  10267. {
  10268. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10269. return 1;
  10270. }
  10271. potion_flag = 1;
  10272. potion_hp = 0;
  10273. potion_sp = 0;
  10274. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  10275. potion_flag = 0;
  10276. //Apply skill bonuses
  10277. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  10278. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  10279. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  10280. + pc_skillheal_bonus(sd, skill_id);
  10281. potion_hp = potion_hp * (100+i_lv)/100;
  10282. potion_sp = potion_sp * (100+i_lv)/100;
  10283. if(potion_hp > 0 || potion_sp > 0) {
  10284. i_lv = skill_get_splash(skill_id, skill_lv);
  10285. map_foreachinarea(skill_area_sub,
  10286. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  10287. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10288. skill_castend_nodamage_id);
  10289. }
  10290. } else {
  10291. int id = skill_get_itemid(skill_id, skill_lv);
  10292. struct item_data *item;
  10293. item = itemdb_search(id);
  10294. potion_flag = 1;
  10295. potion_hp = 0;
  10296. potion_sp = 0;
  10297. run_script(item->script,0,src->id,0);
  10298. potion_flag = 0;
  10299. id = skill_get_max(CR_SLIMPITCHER)*10;
  10300. potion_hp = potion_hp * (100+id)/100;
  10301. potion_sp = potion_sp * (100+id)/100;
  10302. if(potion_hp > 0 || potion_sp > 0) {
  10303. id = skill_get_splash(skill_id, skill_lv);
  10304. map_foreachinarea(skill_area_sub,
  10305. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  10306. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10307. skill_castend_nodamage_id);
  10308. }
  10309. }
  10310. break;
  10311. case HW_GANBANTEIN:
  10312. if (rnd()%100 < 80) {
  10313. int dummy = 1;
  10314. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10315. i = skill_get_splash(skill_id, skill_lv);
  10316. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  10317. } else {
  10318. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10319. return 1;
  10320. }
  10321. break;
  10322. case HW_GRAVITATION:
  10323. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10324. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  10325. flag|=1;
  10326. break;
  10327. // Plant Cultivation [Celest]
  10328. case CR_CULTIVATION:
  10329. if (sd) {
  10330. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  10331. {
  10332. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10333. return 1;
  10334. }
  10335. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10336. if (rnd()%100 < 50) {
  10337. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10338. } else {
  10339. 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);
  10340. int t;
  10341. if (!md) break;
  10342. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  10343. {
  10344. if( md->deletetimer != INVALID_TIMER )
  10345. delete_timer(md->deletetimer, mob_timer_delete);
  10346. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  10347. }
  10348. mob_spawn (md);
  10349. }
  10350. }
  10351. break;
  10352. case SG_SUN_WARM:
  10353. case SG_MOON_WARM:
  10354. case SG_STAR_WARM:
  10355. skill_clear_unitgroup(src);
  10356. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  10357. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10358. flag|=1;
  10359. break;
  10360. case PA_GOSPEL:
  10361. if (sce && sce->val4 == BCT_SELF)
  10362. {
  10363. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  10364. return 0;
  10365. }
  10366. else
  10367. {
  10368. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  10369. if (!sg) break;
  10370. if (sce)
  10371. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  10372. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  10373. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  10374. }
  10375. break;
  10376. case NJ_TATAMIGAESHI:
  10377. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  10378. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  10379. break;
  10380. case AM_RESURRECTHOMUN: //[orn]
  10381. if (sd)
  10382. {
  10383. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  10384. {
  10385. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10386. break;
  10387. }
  10388. }
  10389. break;
  10390. case RK_WINDCUTTER:
  10391. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10392. case NC_COLDSLOWER:
  10393. case NC_ARMSCANNON:
  10394. case RK_DRAGONBREATH:
  10395. case RK_DRAGONBREATH_WATER:
  10396. i = skill_get_splash(skill_id,skill_lv);
  10397. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10398. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10399. break;
  10400. case SO_ARRULLO:
  10401. i = skill_get_splash(skill_id,skill_lv);
  10402. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10403. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10404. break;
  10405. case GC_POISONSMOKE:
  10406. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  10407. if( sd )
  10408. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  10409. return 0;
  10410. }
  10411. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  10412. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  10413. break;
  10414. case AB_EPICLESIS:
  10415. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  10416. i = sg->unit->range;
  10417. 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);
  10418. }
  10419. break;
  10420. case WL_COMET:
  10421. if( sc ) {
  10422. sc->comet_x = x;
  10423. sc->comet_y = y;
  10424. }
  10425. i = skill_get_splash(skill_id,skill_lv);
  10426. 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);
  10427. break;
  10428. case WL_EARTHSTRAIN:
  10429. {
  10430. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  10431. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  10432. for( w = 1; w <= wave; w++ )
  10433. {
  10434. switch( dir ){
  10435. case 0: case 1: case 7: sy = y + w; break;
  10436. case 3: case 4: case 5: sy = y - w; break;
  10437. case 2: sx = x - w; break;
  10438. case 6: sx = x + w; break;
  10439. }
  10440. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  10441. }
  10442. }
  10443. break;
  10444. case RA_DETONATOR:
  10445. i = skill_get_splash(skill_id, skill_lv);
  10446. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  10447. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10448. break;
  10449. case NC_NEUTRALBARRIER:
  10450. case NC_STEALTHFIELD:
  10451. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  10452. skill_clear_unitgroup(src);
  10453. return 0;
  10454. }
  10455. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  10456. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10457. 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));
  10458. if( sd ) pc_overheat(sd,1);
  10459. }
  10460. break;
  10461. case NC_SILVERSNIPER:
  10462. {
  10463. struct mob_data *md;
  10464. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  10465. if( md ) {
  10466. md->master_id = src->id;
  10467. md->special_state.ai = AI_FAW;
  10468. if( md->deletetimer != INVALID_TIMER )
  10469. delete_timer(md->deletetimer, mob_timer_delete);
  10470. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  10471. mob_spawn(md);
  10472. }
  10473. }
  10474. break;
  10475. case NC_MAGICDECOY:
  10476. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  10477. break;
  10478. case SC_FEINTBOMB:
  10479. skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  10480. skill_blown(src,src,3*skill_lv,unit_getdir(src),0);
  10481. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  10482. break;
  10483. case SC_ESCAPE:
  10484. clif_skill_nodamage(src,src,skill_id,-1,1);
  10485. skill_unitsetting(src,HT_ANKLESNARE,skill_lv,x,y,2);
  10486. skill_addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0);
  10487. break;
  10488. case LG_OVERBRAND: {
  10489. int dir = map_calc_dir(src,x,y);
  10490. int sx = src->x, sy = src->y;
  10491. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
  10492. for( i = 0; i < layout->count; i++ )
  10493. 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);
  10494. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  10495. }
  10496. break;
  10497. case LG_BANDING:
  10498. if( sc && sc->data[SC_BANDING] )
  10499. status_change_end(src,SC_BANDING,INVALID_TIMER);
  10500. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10501. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10502. if( sd ) pc_banding(sd,skill_lv);
  10503. }
  10504. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10505. break;
  10506. case LG_RAYOFGENESIS:
  10507. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  10508. i = skill_get_splash(skill_id,skill_lv);
  10509. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10510. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10511. } else if( sd )
  10512. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10513. break;
  10514. case WM_DOMINION_IMPULSE:
  10515. i = skill_get_splash(skill_id, skill_lv);
  10516. map_foreachinarea(skill_active_reverberation,
  10517. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  10518. break;
  10519. case WM_GREAT_ECHO:
  10520. flag|=1; // Should counsume 1 item per skill usage.
  10521. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
  10522. break;
  10523. case WM_SEVERE_RAINSTORM:
  10524. flag |= 1;
  10525. if (sd)
  10526. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  10527. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10528. break;
  10529. case GN_CRAZYWEED: {
  10530. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  10531. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  10532. int x1 = x - area + rnd()%(area * 2 + 1);
  10533. int y1 = y - area + rnd()%(area * 2 + 1);
  10534. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  10535. }
  10536. }
  10537. break;
  10538. case GN_FIRE_EXPANSION: {
  10539. int i_su;
  10540. struct unit_data *ud = unit_bl2ud(src);
  10541. if( !ud ) break;
  10542. for( i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su ++ ) {
  10543. if( ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE &&
  10544. distance_xy(x, y, ud->skillunit[i_su]->unit->bl.x, ud->skillunit[i_su]->unit->bl.y) < 4 ) {
  10545. switch( skill_lv ) {
  10546. case 1:
  10547. ud->skillunit[i_su]->unit->val2 = skill_lv;
  10548. ud->skillunit[i_su]->unit->group->val2 = skill_lv;
  10549. break;
  10550. case 2:
  10551. map_foreachinarea(skill_area_sub,src->m,
  10552. ud->skillunit[i_su]->unit->bl.x - 2,ud->skillunit[i_su]->unit->bl.y - 2,
  10553. ud->skillunit[i_su]->unit->bl.x + 2,ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  10554. src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  10555. skill_delunit(ud->skillunit[i_su]->unit);
  10556. break;
  10557. case 3:
  10558. skill_delunit(ud->skillunit[i_su]->unit);
  10559. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  10560. flag |= 1;
  10561. break;
  10562. case 4:
  10563. skill_delunit(ud->skillunit[i_su]->unit);
  10564. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  10565. flag |= 1;
  10566. break;
  10567. case 5: {
  10568. int acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  10569. if( sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5 )
  10570. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  10571. map_foreachinarea(skill_area_sub, src->m,
  10572. ud->skillunit[i_su]->unit->bl.x - 2, ud->skillunit[i_su]->unit->bl.y - 2,
  10573. ud->skillunit[i_su]->unit->bl.x + 2, ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  10574. src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  10575. skill_delunit(ud->skillunit[i_su]->unit);
  10576. }
  10577. break;
  10578. }
  10579. }
  10580. }
  10581. }
  10582. break;
  10583. case SO_FIREWALK:
  10584. case SO_ELECTRICWALK:
  10585. if( sc && sc->data[type] )
  10586. status_change_end(src,type,INVALID_TIMER);
  10587. clif_skill_nodamage(src, src ,skill_id, skill_lv,
  10588. sc_start2(src,src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv)));
  10589. break;
  10590. case KO_MAKIBISHI:
  10591. for( i = 0; i < (skill_lv+2); i++ ) {
  10592. x = src->x - 1 + rnd()%3;
  10593. y = src->y - 1 + rnd()%3;
  10594. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10595. }
  10596. break;
  10597. case KO_MUCHANAGE: {
  10598. struct status_data *sstatus;
  10599. int rate = 0;
  10600. sstatus = status_get_status_data(src);
  10601. i = skill_get_splash(skill_id,skill_lv);
  10602. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  10603. if( rate < 0 )
  10604. rate = 0;
  10605. 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);
  10606. if( rnd()%100 < rate )
  10607. 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);
  10608. }
  10609. break;
  10610. case RL_FALLEN_ANGEL:
  10611. if (unit_movepos(src,x,y,1,1)) {
  10612. enum e_skill skill_use = GS_DESPERADO;
  10613. uint8 skill_use_lv = pc_checkskill(sd,skill_use);
  10614. clif_blown(src);
  10615. if (skill_use_lv && skill_check_condition_castend(sd,skill_use,skill_use_lv)) {
  10616. sd->skill_id_old = RL_FALLEN_ANGEL;
  10617. skill_castend_pos2(src,src->x,src->y,skill_use,skill_use_lv,tick,SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  10618. battle_consume_ammo(sd,skill_use,skill_use_lv);
  10619. }
  10620. sd->skill_id_old = 0;
  10621. }
  10622. else {
  10623. if (sd)
  10624. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10625. }
  10626. break;
  10627. case RL_HAMMER_OF_GOD:
  10628. {
  10629. i = skill_get_splash(skill_id, skill_lv);
  10630. if (sd) {
  10631. 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);
  10632. if (!skill_area_temp[0]) {
  10633. // This skill doesn't have area effect, apply self? :P
  10634. //clif_skill_poseffect(src, skill_id, skill_lv, x, y, tick+500);
  10635. clif_skill_nodamage(src, src, skill_id, 0, 1);
  10636. break;
  10637. }
  10638. }
  10639. 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);
  10640. skill_area_temp[0] = 0;
  10641. break;
  10642. }
  10643. break;
  10644. case RL_FIRE_RAIN: {
  10645. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  10646. int sx = x = src->x, sy = y = src->y;
  10647. for (w = 1; w <= wave; w++) {
  10648. switch (dir) {
  10649. case 0: sy = y + w; break;
  10650. case 1: sy = y + w; sx = x - w; break;
  10651. case 2: sx = x - w; break;
  10652. case 3: sx = x - w; sy = y - w; break;
  10653. case 4: sy = y - w; break;
  10654. case 5: sx = x + w; sy = y - w; break;
  10655. case 6: sx = x + w; break;
  10656. case 7: sy = y + w; sx = x + w; break;
  10657. }
  10658. skill_addtimerskill(src,gettick() + (40 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  10659. }
  10660. }
  10661. break;
  10662. default:
  10663. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  10664. return 1;
  10665. }
  10666. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10667. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10668. if( sd )
  10669. {// ensure that the skill last-cast tick is recorded
  10670. sd->canskill_tick = gettick();
  10671. if( sd->state.arrow_atk && !(flag&1) )
  10672. {// consume arrow if this is a ground skill
  10673. battle_consume_ammo(sd, skill_id, skill_lv);
  10674. }
  10675. skill_onskillusage(sd, NULL, skill_id, tick);
  10676. // perform skill requirement consumption
  10677. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10678. }
  10679. return 0;
  10680. }
  10681. /*==========================================
  10682. *
  10683. *------------------------------------------*/
  10684. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  10685. {
  10686. nullpo_ret(sd);
  10687. //Simplify skill_failed code.
  10688. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  10689. if(skill_id != sd->menuskill_id)
  10690. return 0;
  10691. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  10692. skill_failed(sd);
  10693. return 0;
  10694. }
  10695. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  10696. skill_failed(sd);
  10697. return 0;
  10698. }
  10699. pc_stop_attack(sd);
  10700. pc_stop_walking(sd,0);
  10701. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  10702. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  10703. if(strcmp(mapname,"cancel")==0) {
  10704. skill_failed(sd);
  10705. return 0;
  10706. }
  10707. switch(skill_id)
  10708. {
  10709. case AL_TELEPORT:
  10710. case ALL_ODINS_RECALL:
  10711. //The storage window is closed automatically by the client when there's
  10712. //any kind of map change, so we need to restore it automatically
  10713. //bugreport:8027
  10714. if(strcmp(mapname,"Random") == 0)
  10715. pc_randomwarp(sd,CLR_TELEPORT);
  10716. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  10717. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  10718. clif_refresh_storagewindow(sd);
  10719. break;
  10720. case AL_WARP:
  10721. {
  10722. const struct point *p[4];
  10723. struct skill_unit_group *group;
  10724. int i, lv, wx, wy;
  10725. int maxcount=0;
  10726. int x,y;
  10727. unsigned short mapindex;
  10728. mapindex = mapindex_name2id((char*)mapname);
  10729. if(!mapindex) { //Given map not found?
  10730. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10731. skill_failed(sd);
  10732. return 0;
  10733. }
  10734. p[0] = &sd->status.save_point;
  10735. p[1] = &sd->status.memo_point[0];
  10736. p[2] = &sd->status.memo_point[1];
  10737. p[3] = &sd->status.memo_point[2];
  10738. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  10739. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  10740. if(sd->ud.skillunit[i]->skill_id == skill_id)
  10741. maxcount--;
  10742. }
  10743. if(!maxcount) {
  10744. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10745. skill_failed(sd);
  10746. return 0;
  10747. }
  10748. }
  10749. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  10750. wx = sd->menuskill_val>>16;
  10751. wy = sd->menuskill_val&0xffff;
  10752. if( lv <= 0 ) return 0;
  10753. if( lv > 4 ) lv = 4; // crash prevention
  10754. // check if the chosen map exists in the memo list
  10755. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  10756. if( i < lv ) {
  10757. x=p[i]->x;
  10758. y=p[i]->y;
  10759. } else {
  10760. skill_failed(sd);
  10761. return 0;
  10762. }
  10763. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  10764. { // This checks versus skill_id/skill_lv...
  10765. skill_failed(sd);
  10766. return 0;
  10767. }
  10768. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  10769. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  10770. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  10771. skill_failed(sd);
  10772. return 0;
  10773. }
  10774. group->val1 = (group->val1<<16)|(short)0;
  10775. // record the destination coordinates
  10776. group->val2 = (x<<16)|y;
  10777. group->val3 = mapindex;
  10778. }
  10779. break;
  10780. }
  10781. sd->menuskill_id = sd->menuskill_val = 0;
  10782. return 0;
  10783. #undef skill_failed
  10784. }
  10785. /// transforms 'target' skill unit into dissonance (if conditions are met)
  10786. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  10787. {
  10788. struct skill_unit* target = (struct skill_unit*)bl;
  10789. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  10790. int flag = va_arg(ap, int);
  10791. if (src == target)
  10792. return 0;
  10793. if (!target->group || !(target->group->state.song_dance&0x1))
  10794. return 0;
  10795. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  10796. return 0;
  10797. if (flag) //Set dissonance
  10798. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  10799. else //Remove dissonance
  10800. target->val2 &= ~UF_ENSEMBLE;
  10801. clif_getareachar_skillunit(&target->bl, target, AREA); //Update look of affected cell.
  10802. return 1;
  10803. }
  10804. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  10805. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  10806. //When 1, this unit has been positioned, so start the cancel effect.
  10807. int skill_dance_overlap(struct skill_unit* unit, int flag)
  10808. {
  10809. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  10810. return 0;
  10811. if (!flag && !(unit->val2&UF_ENSEMBLE))
  10812. return 0; //Nothing to remove, this unit is not overlapped.
  10813. if (unit->val1 != unit->group->skill_id)
  10814. { //Reset state
  10815. unit->val1 = unit->group->skill_id;
  10816. unit->val2 &= ~UF_ENSEMBLE;
  10817. }
  10818. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  10819. }
  10820. /**
  10821. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  10822. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  10823. * @param flag 0 Convert
  10824. * @param flag 1 Revert
  10825. * @return true success
  10826. * @TODO: This should be completely removed later and rewritten
  10827. * The entire execution of the overlapping songs instances is dirty and hacked together
  10828. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  10829. */
  10830. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  10831. {
  10832. static int prevflag = 1; // by default the backup is empty
  10833. static struct skill_unit_group backup;
  10834. struct skill_unit_group* group;
  10835. if( unit == NULL || (group = unit->group) == NULL )
  10836. return false;
  10837. //val2&UF_ENSEMBLE is a hack to indicate dissonance
  10838. if ( !((group->state.song_dance&0x1) && (unit->val2&UF_ENSEMBLE)) )
  10839. return false;
  10840. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  10841. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  10842. flag ? "read an empty backup" : "write to a full backup",
  10843. group->skill_id, group->skill_lv, group->src_id);
  10844. return false;
  10845. }
  10846. prevflag = flag;
  10847. if (!flag) { //Transform
  10848. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  10849. // backup
  10850. backup.skill_id = group->skill_id;
  10851. backup.skill_lv = group->skill_lv;
  10852. backup.unit_id = group->unit_id;
  10853. backup.target_flag = group->target_flag;
  10854. backup.bl_flag = group->bl_flag;
  10855. backup.interval = group->interval;
  10856. // replace
  10857. group->skill_id = skill_id;
  10858. group->skill_lv = 1;
  10859. group->unit_id = skill_get_unit_id(skill_id,0);
  10860. group->target_flag = skill_get_unit_target(skill_id);
  10861. group->bl_flag = skill_get_unit_bl_target(skill_id);
  10862. group->interval = skill_get_unit_interval(skill_id);
  10863. } else { //Restore
  10864. group->skill_id = backup.skill_id;
  10865. group->skill_lv = backup.skill_lv;
  10866. group->unit_id = backup.unit_id;
  10867. group->target_flag = backup.target_flag;
  10868. group->bl_flag = backup.bl_flag;
  10869. group->interval = backup.interval;
  10870. }
  10871. return true;
  10872. }
  10873. /**
  10874. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  10875. * @param src Object that triggers the skill
  10876. * @param skill_id Skill ID
  10877. * @param skill_lv Skill level of used skill
  10878. * @param x Position x
  10879. * @param y Position y
  10880. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  10881. * @return skill_unit_group
  10882. */
  10883. struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  10884. {
  10885. struct skill_unit_group *group;
  10886. int i, limit, val1 = 0, val2 = 0, val3 = 0;
  10887. int target, interval, range, unit_flag, req_item = 0;
  10888. struct s_skill_unit_layout *layout;
  10889. struct map_session_data *sd;
  10890. struct status_data *status;
  10891. struct status_change *sc;
  10892. int active_flag = 1;
  10893. int subunt = 0;
  10894. nullpo_retr(NULL, src);
  10895. limit = skill_get_time(skill_id,skill_lv);
  10896. range = skill_get_unit_range(skill_id,skill_lv);
  10897. interval = skill_get_unit_interval(skill_id);
  10898. target = skill_get_unit_target(skill_id);
  10899. unit_flag = skill_get_unit_flag(skill_id);
  10900. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  10901. sd = BL_CAST(BL_PC, src);
  10902. status = status_get_status_data(src);
  10903. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  10904. switch( skill_id ) {
  10905. case MH_STEINWAND:
  10906. val2 = 4 + skill_lv;
  10907. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  10908. break;
  10909. case MG_SAFETYWALL:
  10910. #ifdef RENEWAL
  10911. val2 = status_get_max_hp(src) * 3;
  10912. #else
  10913. val2 = skill_lv+1;
  10914. #endif
  10915. break;
  10916. case MG_FIREWALL:
  10917. if(sc && sc->data[SC_VIOLENTGALE])
  10918. limit = limit*3/2;
  10919. val2 = 4+skill_lv;
  10920. break;
  10921. case AL_WARP:
  10922. val1=skill_lv+6;
  10923. if(!(flag&1))
  10924. limit=2000;
  10925. else // previous implementation (not used anymore)
  10926. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  10927. if( src->type != BL_SKILL ) return NULL;
  10928. group = ((TBL_SKILL*)src)->group;
  10929. src = map_id2bl(group->src_id);
  10930. if( !src ) return NULL;
  10931. val2 = group->val2; //Copy the (x,y) position you warp to
  10932. val3 = group->val3; //as well as the mapindex to warp to.
  10933. }
  10934. break;
  10935. case HP_BASILICA:
  10936. val1 = src->id; // Store caster id.
  10937. break;
  10938. case PR_SANCTUARY:
  10939. case NPC_EVILLAND:
  10940. val1=(skill_lv+3)*2;
  10941. break;
  10942. case WZ_FIREPILLAR:
  10943. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  10944. return NULL;
  10945. if((flag&1)!=0)
  10946. limit=1000;
  10947. val1=skill_lv+2;
  10948. break;
  10949. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  10950. case AM_DEMONSTRATION:
  10951. case GN_HELLS_PLANT:
  10952. if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  10953. return NULL;
  10954. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  10955. && (src->type&battle_config.vs_traps_bctall))
  10956. target = BCT_ALL;
  10957. break;
  10958. case HT_ANKLESNARE:
  10959. if( flag&2 ) val3 = SC_ESCAPE;
  10960. case HT_SKIDTRAP:
  10961. case MA_SKIDTRAP:
  10962. //Save position of caster
  10963. val1 = ((src->x)<<16)|(src->y);
  10964. case HT_SHOCKWAVE:
  10965. case HT_SANDMAN:
  10966. case MA_SANDMAN:
  10967. case HT_CLAYMORETRAP:
  10968. case HT_LANDMINE:
  10969. case MA_LANDMINE:
  10970. case HT_FLASHER:
  10971. case HT_FREEZINGTRAP:
  10972. case MA_FREEZINGTRAP:
  10973. case HT_BLASTMINE:
  10974. case RA_ELECTRICSHOCKER:
  10975. case RA_CLUSTERBOMB:
  10976. case RA_MAGENTATRAP:
  10977. case RA_COBALTTRAP:
  10978. case RA_MAIZETRAP:
  10979. case RA_VERDURETRAP:
  10980. case RA_FIRINGTRAP:
  10981. case RA_ICEBOUNDTRAP:
  10982. case RL_B_TRAP:
  10983. {
  10984. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  10985. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  10986. if( req.itemid[i] )
  10987. req_item = req.itemid[i];
  10988. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  10989. limit *= 4; // longer trap times in WOE [celest]
  10990. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  10991. target = BCT_ALL;
  10992. }
  10993. break;
  10994. case SA_LANDPROTECTOR:
  10995. case SA_VOLCANO:
  10996. case SA_DELUGE:
  10997. case SA_VIOLENTGALE:
  10998. {
  10999. struct skill_unit_group *old_sg;
  11000. if ((old_sg = skill_locate_element_field(src)) != NULL)
  11001. { //HelloKitty confirmed that these are interchangeable,
  11002. //so you can change element and not consume gemstones.
  11003. if ((
  11004. old_sg->skill_id == SA_VOLCANO ||
  11005. old_sg->skill_id == SA_DELUGE ||
  11006. old_sg->skill_id == SA_VIOLENTGALE
  11007. ) && old_sg->limit > 0)
  11008. { //Use the previous limit (minus the elapsed time) [Skotlex]
  11009. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  11010. if (limit < 0) //This can happen...
  11011. limit = skill_get_time(skill_id,skill_lv);
  11012. }
  11013. skill_clear_group(src,1);
  11014. }
  11015. break;
  11016. }
  11017. case BA_WHISTLE:
  11018. val1 = skill_lv +status->agi/10; // Flee increase
  11019. val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
  11020. if(sd){
  11021. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11022. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  11023. }
  11024. break;
  11025. case DC_HUMMING:
  11026. val1 = 2*skill_lv+status->dex/10; // Hit increase
  11027. #ifdef RENEWAL
  11028. val1 *= 2;
  11029. #endif
  11030. if(sd)
  11031. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11032. break;
  11033. case BA_POEMBRAGI:
  11034. val1 = 3*skill_lv+status->dex/10; // Casting time reduction
  11035. //For some reason at level 10 the base delay reduction is 50%.
  11036. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
  11037. if(sd){
  11038. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11039. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  11040. }
  11041. break;
  11042. case DC_DONTFORGETME:
  11043. val1 = 30 * skill_lv + status->dex; // ASPD decrease
  11044. val2 = 2 * skill_lv + status->agi / 10; // Movement speed adjustment.
  11045. if(sd){
  11046. val1 += 10 * pc_checkskill(sd,DC_DANCINGLESSON);
  11047. val2 += (pc_checkskill(sd,DC_DANCINGLESSON) + 1) / 2; // Movement speed -1% per 2 levels
  11048. }
  11049. break;
  11050. case DC_SERVICEFORYOU:
  11051. val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase
  11052. val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
  11053. if(sd){
  11054. val1 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11055. val2 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11056. }
  11057. break;
  11058. case BA_ASSASSINCROSS:
  11059. #ifdef RENEWAL
  11060. val1 = skill_lv + (status->agi/20); // ASPD increase
  11061. #else
  11062. val1 = 10 + skill_lv + (status->agi/10); // ASPD increase
  11063. #endif
  11064. if(sd)
  11065. val1 += pc_checkskill(sd,BA_MUSICALLESSON)/2;
  11066. val1*=10; // ASPD works with 1000 as 100%
  11067. break;
  11068. case DC_FORTUNEKISS:
  11069. val1 = 10+skill_lv+(status->luk/10); // Critical increase
  11070. if(sd)
  11071. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11072. val1*=10; //Because every 10 crit is an actual cri point.
  11073. break;
  11074. case BD_DRUMBATTLEFIELD:
  11075. #ifdef RENEWAL
  11076. val1 = (skill_lv+5)*25; //Atk increase
  11077. val2 = skill_lv*10; //Def increase
  11078. #else
  11079. val1 = (skill_lv+1)*25; //Atk increase
  11080. val2 = (skill_lv+1)*2; //Def increase
  11081. #endif
  11082. break;
  11083. case BD_RINGNIBELUNGEN:
  11084. val1 = (skill_lv+2)*25; //Atk increase
  11085. break;
  11086. case BD_RICHMANKIM:
  11087. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  11088. break;
  11089. case BD_SIEGFRIED:
  11090. val1 = 55 + skill_lv*5; //Elemental Resistance
  11091. val2 = skill_lv*10; //Status ailment resistance
  11092. break;
  11093. case WE_CALLPARTNER:
  11094. if (sd) val1 = sd->status.partner_id;
  11095. break;
  11096. case WE_CALLPARENT:
  11097. if (sd) {
  11098. val1 = sd->status.father;
  11099. val2 = sd->status.mother;
  11100. }
  11101. break;
  11102. case WE_CALLBABY:
  11103. if (sd) val1 = sd->status.child;
  11104. break;
  11105. case NJ_KAENSIN:
  11106. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  11107. val2 = (skill_lv+1)/2 + 4;
  11108. break;
  11109. case NJ_SUITON:
  11110. skill_clear_group(src, 1);
  11111. break;
  11112. case GS_GROUNDDRIFT:
  11113. {
  11114. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  11115. val1 = status->rhw.ele;
  11116. if (!val1)
  11117. val1=element[rnd()%5];
  11118. switch (val1)
  11119. {
  11120. case ELE_FIRE:
  11121. subunt++;
  11122. case ELE_WATER:
  11123. subunt++;
  11124. case ELE_POISON:
  11125. subunt++;
  11126. case ELE_DARK:
  11127. subunt++;
  11128. case ELE_WIND:
  11129. break;
  11130. default:
  11131. subunt=rnd()%5;
  11132. break;
  11133. }
  11134. break;
  11135. }
  11136. case GC_POISONSMOKE:
  11137. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  11138. return NULL;
  11139. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  11140. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  11141. limit = 4000 + 2000 * skill_lv;
  11142. break;
  11143. case GD_LEADERSHIP:
  11144. case GD_GLORYWOUNDS:
  11145. case GD_SOULCOLD:
  11146. case GD_HAWKEYES:
  11147. limit = 1000000;//it doesn't matter
  11148. break;
  11149. case LG_BANDING:
  11150. limit = -1;
  11151. break;
  11152. case WM_REVERBERATION:
  11153. interval = limit;
  11154. val2 = 1;
  11155. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  11156. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  11157. target = BCT_ALL;
  11158. case WM_SEVERE_RAINSTORM:
  11159. case SO_WATER_INSIGNIA:
  11160. case SO_FIRE_INSIGNIA:
  11161. case SO_WIND_INSIGNIA:
  11162. case SO_EARTH_INSIGNIA:
  11163. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11164. return NULL;
  11165. break;
  11166. case SO_CLOUD_KILL:
  11167. skill_clear_group(src, 4);
  11168. break;
  11169. case SO_WARMER:
  11170. skill_clear_group(src, 8);
  11171. break;
  11172. case GN_WALLOFTHORN:
  11173. // Turns to Firewall
  11174. if( flag&1 )
  11175. limit = 3000;
  11176. val3 = (x<<16)|y;
  11177. break;
  11178. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  11179. case GN_FIRE_EXPANSION_TEAR_GAS:
  11180. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  11181. break;
  11182. case KO_ZENKAI:
  11183. if( sd ){
  11184. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  11185. if( i < 5 ){
  11186. val1 = sd->talisman[i]; // no. of aura
  11187. val2 = i; // aura type
  11188. limit += val1 * 1000;
  11189. subunt = i - 1;
  11190. pc_del_talisman(sd, sd->talisman[i], i);
  11191. }
  11192. }
  11193. break;
  11194. }
  11195. // Init skill unit group
  11196. nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval)));
  11197. group->val1 = val1;
  11198. group->val2 = val2;
  11199. group->val3 = val3;
  11200. group->target_flag = target;
  11201. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11202. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  11203. 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
  11204. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  11205. group->item_id = req_item;
  11206. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  11207. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  11208. active_flag = 0;
  11209. // Put message for Talkie Box & Graffiti
  11210. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  11211. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  11212. if (sd)
  11213. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  11214. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  11215. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  11216. }
  11217. // Dance skill
  11218. if (group->state.song_dance) {
  11219. if(sd) {
  11220. sd->skill_id_dance = skill_id;
  11221. sd->skill_lv_dance = skill_lv;
  11222. }
  11223. if (
  11224. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  11225. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  11226. )
  11227. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  11228. }
  11229. // Set skill unit
  11230. limit = group->limit;
  11231. for( i = 0; i < layout->count; i++ ) {
  11232. struct skill_unit *unit;
  11233. int ux = x + layout->dx[i];
  11234. int uy = y + layout->dy[i];
  11235. int unit_val1 = skill_lv;
  11236. int unit_val2 = 0;
  11237. int alive = 1;
  11238. // are the coordinates out of range?
  11239. if( ux <= 0 || uy <= 0 || ux >= map[src->m].xs || uy >= map[src->m].ys ){
  11240. continue;
  11241. }
  11242. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  11243. continue; // don't place skill units on walls (except for songs/dances/encores)
  11244. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  11245. continue; // no path between cell and center of casting.
  11246. switch( skill_id ) {
  11247. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  11248. case HT_LANDMINE:
  11249. case MA_LANDMINE:
  11250. case HT_ANKLESNARE:
  11251. case HT_SHOCKWAVE:
  11252. case HT_SANDMAN:
  11253. case MA_SANDMAN:
  11254. case HT_FLASHER:
  11255. case HT_FREEZINGTRAP:
  11256. case MA_FREEZINGTRAP:
  11257. case HT_TALKIEBOX:
  11258. case HT_SKIDTRAP:
  11259. case MA_SKIDTRAP:
  11260. case HT_CLAYMORETRAP:
  11261. case HT_BLASTMINE:
  11262. case RA_ELECTRICSHOCKER:
  11263. case RA_CLUSTERBOMB:
  11264. case RA_MAGENTATRAP:
  11265. case RA_COBALTTRAP:
  11266. case RA_MAIZETRAP:
  11267. case RA_VERDURETRAP:
  11268. case RA_FIRINGTRAP:
  11269. case RA_ICEBOUNDTRAP:
  11270. unit_val1 = 3500;
  11271. break;
  11272. case MG_FIREWALL:
  11273. case NJ_KAENSIN:
  11274. unit_val2 = group->val2;
  11275. break;
  11276. case WZ_ICEWALL:
  11277. unit_val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  11278. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  11279. break;
  11280. case GS_DESPERADO:
  11281. unit_val1 = abs(layout->dx[i]);
  11282. unit_val2 = abs(layout->dy[i]);
  11283. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  11284. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  11285. if (unit_val1) unit_val1--;
  11286. unit_val1 = 36 -12*unit_val1;
  11287. } else //Diagonal edges
  11288. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  11289. if (unit_val1 < 1) unit_val1 = 1;
  11290. unit_val2 = 0;
  11291. break;
  11292. case WM_REVERBERATION:
  11293. case WM_POEMOFNETHERWORLD:
  11294. unit_val1 = 1 + skill_lv;
  11295. break;
  11296. case GN_WALLOFTHORN:
  11297. if (flag&1) // Turned become Firewall
  11298. break;
  11299. unit_val1 = 2000 + 2000 * skill_lv; // HP
  11300. unit_val2 = 20; // Max hits
  11301. break;
  11302. case RL_B_TRAP:
  11303. unit_val1 = 3500;
  11304. unit_val2 = 0;
  11305. break;
  11306. default:
  11307. if (group->state.song_dance&0x1)
  11308. unit_val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  11309. break;
  11310. }
  11311. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  11312. unit_val2 |= UF_RANGEDSINGLEUNIT; // center.
  11313. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  11314. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  11315. // Check active cell to failing or remove current unit
  11316. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  11317. if( !alive )
  11318. continue;
  11319. nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2)));
  11320. unit->limit = limit;
  11321. unit->range = range;
  11322. if (skill_id == PF_FOGWALL && alive == 2)
  11323. { //Double duration of cells on top of Deluge/Suiton
  11324. unit->limit *= 2;
  11325. group->limit = unit->limit;
  11326. }
  11327. // Execute on all targets standing on this cell
  11328. if (range == 0 && active_flag)
  11329. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  11330. }
  11331. if (!group->alive_count)
  11332. { //No cells? Something that was blocked completely by Land Protector?
  11333. skill_delunitgroup(group);
  11334. return NULL;
  11335. }
  11336. //success, unit created.
  11337. switch( skill_id ) {
  11338. case NJ_TATAMIGAESHI: //Store number of tiles.
  11339. group->val1 = group->alive_count;
  11340. break;
  11341. }
  11342. return group;
  11343. }
  11344. /*==========================================
  11345. *
  11346. *------------------------------------------*/
  11347. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11348. {
  11349. skill_unit_onplace(unit, bl, tick);
  11350. }
  11351. /**
  11352. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  11353. * while skill unit initialized or moved (such by knock back).
  11354. * As a follow of skill_unit_effect flag &1
  11355. * @param unit
  11356. * @param bl Target
  11357. * @param tick
  11358. */
  11359. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11360. {
  11361. struct skill_unit_group *sg;
  11362. struct block_list *ss; // Actual source that cast the skill unit
  11363. struct status_change *sc;
  11364. struct status_change_entry *sce;
  11365. enum sc_type type;
  11366. uint16 skill_id;
  11367. nullpo_ret(unit);
  11368. nullpo_ret(bl);
  11369. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  11370. return 0;
  11371. nullpo_ret(sg = unit->group);
  11372. nullpo_ret(ss = map_id2bl(sg->src_id));
  11373. 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) ||
  11374. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  11375. return 0; //AoE skills are ineffective. [Skotlex]
  11376. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  11377. return 0; //Songs don't work in Basilica
  11378. sc = status_get_sc(bl);
  11379. if (sc && sc->option&OPTION_HIDE && !(skill_get_inf3(sg->skill_id)&INF3_HIT_HIDING))
  11380. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  11381. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  11382. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  11383. if (sc && sc->data[SC_HOVERING] && skill_get_inf3(sg->skill_id)&INF3_NO_EFF_HOVERING)
  11384. return 0; // Under Hovering characters are immune to trap and ground target skills.
  11385. type = status_skill2sc(sg->skill_id);
  11386. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  11387. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  11388. switch (sg->unit_id) {
  11389. case UNT_SPIDERWEB:
  11390. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
  11391. // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  11392. sc->data[SC_SPIDERWEB]->val2++;
  11393. break;
  11394. } else if( sc && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
  11395. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11396. if( status_change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,SCSTART_NORATEDEF) ) {
  11397. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  11398. if( td )
  11399. sec = DIFF_TICK(td->tick, tick);
  11400. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  11401. clif_fixpos(bl);
  11402. sg->val2 = bl->id;
  11403. }
  11404. else
  11405. sec = 3000; //Couldn't trap it?
  11406. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11407. }
  11408. break;
  11409. case UNT_SAFETYWALL:
  11410. if (!sce)
  11411. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  11412. break;
  11413. case UNT_BLOODYLUST:
  11414. if (sg->src_id == bl->id)
  11415. break; //Does not affect the caster.
  11416. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  11417. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  11418. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  11419. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  11420. break;
  11421. case UNT_PNEUMA:
  11422. if (!sce)
  11423. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11424. break;
  11425. case UNT_CHAOSPANIC:
  11426. 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);
  11427. break;
  11428. case UNT_WARP_WAITING: {
  11429. int working = sg->val1&0xffff;
  11430. if(bl->type==BL_PC && !working){
  11431. struct map_session_data *sd = (struct map_session_data *)bl;
  11432. if((!sd->chatID || battle_config.chat_warpportal)
  11433. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  11434. {
  11435. int x = sg->val2>>16;
  11436. int y = sg->val2&0xffff;
  11437. int count = sg->val1>>16;
  11438. unsigned short m = sg->val3;
  11439. if( --count <= 0 )
  11440. skill_delunitgroup(sg);
  11441. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  11442. working = 1;/* we break it because officials break it, lovely stuff. */
  11443. sg->val1 = (count<<16)|working;
  11444. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  11445. }
  11446. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  11447. int16 m = map_mapindex2mapid(sg->val3);
  11448. if (m < 0) break; //Map not available on this map-server.
  11449. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  11450. }
  11451. }
  11452. break;
  11453. case UNT_QUAGMIRE:
  11454. if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
  11455. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11456. break;
  11457. case UNT_VOLCANO:
  11458. case UNT_DELUGE:
  11459. case UNT_VIOLENTGALE:
  11460. if(!sce)
  11461. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  11462. break;
  11463. case UNT_SUITON:
  11464. if(!sce)
  11465. sc_start4(ss, bl,type,100,sg->skill_lv,
  11466. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  11467. 0,0,sg->limit);
  11468. break;
  11469. case UNT_HERMODE:
  11470. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  11471. status_change_clear_buffs(bl,1); //Should dispell only allies.
  11472. case UNT_RICHMANKIM:
  11473. case UNT_ETERNALCHAOS:
  11474. case UNT_DRUMBATTLEFIELD:
  11475. case UNT_RINGNIBELUNGEN:
  11476. case UNT_ROKISWEIL:
  11477. case UNT_INTOABYSS:
  11478. case UNT_SIEGFRIED:
  11479. //Needed to check when a dancer/bard leaves their ensemble area.
  11480. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11481. return skill_id;
  11482. if (!sce)
  11483. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11484. break;
  11485. case UNT_WHISTLE:
  11486. case UNT_ASSASSINCROSS:
  11487. case UNT_POEMBRAGI:
  11488. case UNT_APPLEIDUN:
  11489. case UNT_HUMMING:
  11490. case UNT_DONTFORGETME:
  11491. case UNT_FORTUNEKISS:
  11492. case UNT_SERVICEFORYOU:
  11493. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11494. return 0;
  11495. if (!sc) return 0;
  11496. if (!sce)
  11497. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11498. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  11499. sce->val4 = 0; //remove the mark that we stepped out
  11500. delete_timer(sce->timer, status_change_timer);
  11501. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  11502. }
  11503. break;
  11504. case UNT_FOGWALL:
  11505. if (!sce)
  11506. {
  11507. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  11508. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  11509. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  11510. }
  11511. break;
  11512. case UNT_GRAVITATION:
  11513. if (!sce)
  11514. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  11515. break;
  11516. case UNT_BASILICA:
  11517. {
  11518. int i = battle_check_target(bl, bl, BCT_ENEMY);
  11519. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  11520. { // knock-back any enemy except Boss
  11521. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  11522. break;
  11523. }
  11524. if (!sce && i <= 0)
  11525. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  11526. }
  11527. break;
  11528. // officially, icewall has no problems existing on occupied cells [ultramage]
  11529. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  11530. // unit->val1 = 0;
  11531. // if(unit->limit + sg->tick > tick + 700)
  11532. // unit->limit = DIFF_TICK(tick+700,sg->tick);
  11533. // break;
  11534. case UNT_MOONLIT:
  11535. //Knockback out of area if affected char isn't in Moonlit effect
  11536. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  11537. break;
  11538. if (ss == bl) //Also needed to prevent infinite loop crash.
  11539. break;
  11540. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11541. break;
  11542. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  11543. if (!sce && battle_check_target(&sg->unit->bl, bl, sg->target_flag) > 0)
  11544. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  11545. break;
  11546. case UNT_FIRE_EXPANSION_TEAR_GAS:
  11547. if (!sce && battle_check_target(&sg->unit->bl, bl, sg->target_flag) > 0)
  11548. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  11549. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  11550. break;
  11551. case UNT_VOLCANIC_ASH:
  11552. if (!sce)
  11553. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  11554. break;
  11555. case UNT_GD_LEADERSHIP:
  11556. case UNT_GD_GLORYWOUNDS:
  11557. case UNT_GD_SOULCOLD:
  11558. case UNT_GD_HAWKEYES:
  11559. if ( !sce && battle_check_target(&sg->unit->bl, bl, sg->target_flag) > 0 )
  11560. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  11561. break;
  11562. }
  11563. return skill_id;
  11564. }
  11565. /**
  11566. * Process skill unit each interval (sg->interval, see interval field of skill_unit_db.txt)
  11567. * @param unit Skill unit
  11568. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  11569. * @param tick
  11570. */
  11571. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11572. {
  11573. struct skill_unit_group *sg;
  11574. struct block_list *ss;
  11575. TBL_PC* tsd;
  11576. struct status_data *tstatus;
  11577. struct status_change *tsc;
  11578. struct skill_unit_group_tickset *ts;
  11579. enum sc_type type;
  11580. uint16 skill_id;
  11581. int diff = 0;
  11582. nullpo_ret(unit);
  11583. nullpo_ret(bl);
  11584. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  11585. return 0;
  11586. nullpo_ret(sg = unit->group);
  11587. nullpo_ret(ss = map_id2bl(sg->src_id));
  11588. tsd = BL_CAST(BL_PC, bl);
  11589. tsc = status_get_sc(bl);
  11590. tstatus = status_get_status_data(bl);
  11591. type = status_skill2sc(sg->skill_id);
  11592. skill_id = sg->skill_id;
  11593. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  11594. return 0; // Under Hovering characters are immune to trap and ground target skills.
  11595. if (sg->interval == -1) {
  11596. switch (sg->unit_id) {
  11597. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  11598. case UNT_FIREPILLAR_ACTIVE:
  11599. case UNT_ELECTRICSHOCKER:
  11600. case UNT_MANHOLE:
  11601. return 0;
  11602. default:
  11603. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  11604. return 0;
  11605. }
  11606. }
  11607. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  11608. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  11609. diff = DIFF_TICK(tick,ts->tick);
  11610. if (diff < 0)
  11611. return 0;
  11612. ts->tick = tick+sg->interval;
  11613. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  11614. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  11615. }
  11616. // Wall of Thorn damaged by Fire element unit [Cydh]
  11617. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  11618. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  11619. struct skill_unit *su = (struct skill_unit *)bl;
  11620. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  11621. 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);
  11622. su->group->limit = sg->limit = 0;
  11623. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  11624. return skill_id;
  11625. }
  11626. }
  11627. switch (sg->unit_id) {
  11628. // Units that deals simple attack
  11629. case UNT_GRAVITATION:
  11630. case UNT_EARTHSTRAIN:
  11631. case UNT_FIREWALK:
  11632. case UNT_ELECTRICWALK:
  11633. case UNT_PSYCHIC_WAVE:
  11634. case UNT_MAGMA_ERUPTION:
  11635. case UNT_MAKIBISHI:
  11636. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11637. break;
  11638. case UNT_DUMMYSKILL:
  11639. switch (sg->skill_id) {
  11640. case SG_SUN_WARM: //SG skills [Komurka]
  11641. case SG_MOON_WARM:
  11642. case SG_STAR_WARM: {
  11643. int count = 0;
  11644. const int x = bl->x, y = bl->y;
  11645. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  11646. do {
  11647. if( bl->type == BL_PC )
  11648. status_zap(bl, 0, 15); // sp damage to players
  11649. else // mobs
  11650. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  11651. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  11652. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  11653. } else { //should end when out of sp.
  11654. sg->limit = DIFF_TICK(tick,sg->tick);
  11655. break;
  11656. }
  11657. } while( x == bl->x && y == bl->y &&
  11658. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  11659. }
  11660. break;
  11661. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  11662. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  11663. if (tsc)
  11664. tsc->sg_counter++; //SG hit counter.
  11665. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  11666. tsc->sg_counter=0; //Attack absorbed.
  11667. break;
  11668. #endif
  11669. case GS_DESPERADO:
  11670. if (rnd()%100 < unit->val1)
  11671. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11672. break;
  11673. case GN_CRAZYWEED_ATK:
  11674. if( bl->type == BL_SKILL ) {
  11675. struct skill_unit *su = (struct skill_unit *)bl;
  11676. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  11677. break;
  11678. }
  11679. default:
  11680. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11681. }
  11682. break;
  11683. case UNT_FIREWALL:
  11684. case UNT_KAEN: {
  11685. int count = 0;
  11686. const int x = bl->x, y = bl->y;
  11687. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  11688. break;
  11689. //Take into account these hit more times than the timer interval can handle.
  11690. do
  11691. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  11692. while(--unit->val2 && x == bl->x && y == bl->y &&
  11693. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  11694. if (unit->val2 <= 0)
  11695. skill_delunit(unit);
  11696. }
  11697. break;
  11698. case UNT_SANCTUARY:
  11699. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  11700. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  11701. 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) )
  11702. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  11703. } else {
  11704. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11705. struct mob_data *md = BL_CAST(BL_MOB, bl);
  11706. #ifdef RENEWAL
  11707. if( md && md->mob_id == MOBID_EMPERIUM )
  11708. break;
  11709. #endif
  11710. if( md && mob_is_battleground(md) )
  11711. break;
  11712. if( tstatus->hp >= tstatus->max_hp )
  11713. break;
  11714. if( status_isimmune(bl) )
  11715. heal = 0;
  11716. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  11717. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  11718. heal = ~heal + 1;
  11719. status_heal(bl, heal, 0, 0);
  11720. if( diff >= 500 )
  11721. sg->val1--;
  11722. }
  11723. if( sg->val1 <= 0 )
  11724. skill_delunitgroup(sg);
  11725. break;
  11726. case UNT_EVILLAND:
  11727. //Will heal demon and undead element monsters, but not players.
  11728. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  11729. { //Damage enemies
  11730. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  11731. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11732. } else {
  11733. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11734. if (tstatus->hp >= tstatus->max_hp)
  11735. break;
  11736. if (status_isimmune(bl))
  11737. heal = 0;
  11738. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  11739. status_heal(bl, heal, 0, 0);
  11740. }
  11741. break;
  11742. case UNT_MAGNUS:
  11743. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  11744. break;
  11745. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11746. break;
  11747. case UNT_FIREPILLAR_WAITING:
  11748. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  11749. skill_delunit(unit);
  11750. break;
  11751. case UNT_SKIDTRAP: {
  11752. //Knockback away from position of user during placement [Playtester]
  11753. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  11754. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,0);
  11755. sg->unit_id = UNT_USED_TRAPS;
  11756. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  11757. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11758. //Target will be stopped for 3 seconds
  11759. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  11760. }
  11761. break;
  11762. case UNT_ANKLESNARE:
  11763. case UNT_MANHOLE:
  11764. if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
  11765. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11766. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  11767. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  11768. if( td )
  11769. sec = DIFF_TICK(td->tick, tick);
  11770. if( !unit_blown_immune(bl,0x1) ) {
  11771. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  11772. clif_fixpos(bl);
  11773. }
  11774. sg->val2 = bl->id;
  11775. } else
  11776. sec = 3000; //Couldn't trap it?
  11777. if (sg->unit_id == UNT_ANKLESNARE) {
  11778. clif_skillunit_update(&unit->bl);
  11779. /**
  11780. * If you're snared from a trap that was invisible this makes the trap be
  11781. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  11782. * bugreport:3961
  11783. **/
  11784. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  11785. }
  11786. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11787. sg->interval = -1;
  11788. unit->range = 0;
  11789. }
  11790. break;
  11791. case UNT_ELECTRICSHOCKER:
  11792. if( bl->id != ss->id ) {
  11793. if( status_get_mode(bl)&MD_BOSS )
  11794. break;
  11795. 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) ) {
  11796. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  11797. clif_fixpos(bl);
  11798. }
  11799. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  11800. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11801. }
  11802. break;
  11803. case UNT_VENOMDUST:
  11804. if(tsc && !tsc->data[type])
  11805. 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);
  11806. break;
  11807. case UNT_LANDMINE:
  11808. //Land Mine only hits single target
  11809. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11810. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11811. sg->limit = 1500;
  11812. break;
  11813. case UNT_MAGENTATRAP:
  11814. case UNT_COBALTTRAP:
  11815. case UNT_MAIZETRAP:
  11816. case UNT_VERDURETRAP:
  11817. if( bl->type == BL_PC )// it won't work on players
  11818. break;
  11819. case UNT_FIRINGTRAP:
  11820. case UNT_ICEBOUNDTRAP:
  11821. case UNT_CLUSTERBOMB:
  11822. if( bl->id == ss->id )// it won't trigger on caster
  11823. break;
  11824. case UNT_BLASTMINE:
  11825. case UNT_SHOCKWAVE:
  11826. case UNT_SANDMAN:
  11827. case UNT_FLASHER:
  11828. case UNT_FREEZINGTRAP:
  11829. case UNT_FIREPILLAR_ACTIVE:
  11830. case UNT_CLAYMORETRAP:
  11831. if (tsc && tsc->data[SC__MANHOLE])
  11832. break;
  11833. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  11834. 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);
  11835. else
  11836. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  11837. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  11838. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  11839. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11840. sg->limit = DIFF_TICK(tick, sg->tick) +
  11841. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  11842. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  11843. break;
  11844. case UNT_TALKIEBOX:
  11845. if (sg->src_id == bl->id)
  11846. break;
  11847. if (sg->val2 == 0) {
  11848. clif_talkiebox(&unit->bl, sg->valstr);
  11849. sg->unit_id = UNT_USED_TRAPS;
  11850. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  11851. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  11852. sg->val2 = -1;
  11853. }
  11854. break;
  11855. case UNT_LULLABY:
  11856. if (ss->id == bl->id)
  11857. break;
  11858. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  11859. break;
  11860. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  11861. if (ss->id != bl->id)
  11862. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  11863. break;
  11864. case UNT_DISSONANCE:
  11865. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11866. break;
  11867. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  11868. int heal;
  11869. #ifdef RENEWAL
  11870. struct mob_data *md = BL_CAST(BL_MOB, bl);
  11871. if (md && md->mob_id == MOBID_EMPERIUM)
  11872. break;
  11873. #endif
  11874. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11875. break; // affects self only when soullinked
  11876. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  11877. if (tsc->data[SC_AKAITSUKI] && heal)
  11878. heal = ~heal + 1;
  11879. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  11880. status_heal(bl, heal, 0, 0);
  11881. }
  11882. break;
  11883. case UNT_TATAMIGAESHI:
  11884. case UNT_DEMONSTRATION:
  11885. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11886. break;
  11887. case UNT_GOSPEL:
  11888. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  11889. break;
  11890. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  11891. { // Support Effect only on party, not guild
  11892. int heal;
  11893. int i = rnd()%13; // Positive buff count
  11894. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  11895. switch (i)
  11896. {
  11897. case 0: // Heal 1~9999 HP
  11898. heal = rnd() %9999+1;
  11899. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  11900. status_heal(bl,heal,0,0);
  11901. break;
  11902. case 1: // End all negative status
  11903. status_change_clear_buffs(bl,6);
  11904. if (tsd) clif_gospel_info(tsd, 0x15);
  11905. break;
  11906. case 2: // Immunity to all status
  11907. sc_start(ss, bl,SC_SCRESIST,100,100,time);
  11908. if (tsd) clif_gospel_info(tsd, 0x16);
  11909. break;
  11910. case 3: // MaxHP +100%
  11911. sc_start(ss, bl,SC_INCMHPRATE,100,100,time);
  11912. if (tsd) clif_gospel_info(tsd, 0x17);
  11913. break;
  11914. case 4: // MaxSP +100%
  11915. sc_start(ss, bl,SC_INCMSPRATE,100,100,time);
  11916. if (tsd) clif_gospel_info(tsd, 0x18);
  11917. break;
  11918. case 5: // All stats +20
  11919. sc_start(ss, bl,SC_INCALLSTATUS,100,20,time);
  11920. if (tsd) clif_gospel_info(tsd, 0x19);
  11921. break;
  11922. case 6: // Level 10 Blessing
  11923. sc_start(ss, bl,SC_BLESSING,100,10,time);
  11924. break;
  11925. case 7: // Level 10 Increase AGI
  11926. sc_start(ss, bl,SC_INCREASEAGI,100,10,time);
  11927. break;
  11928. case 8: // Enchant weapon with Holy element
  11929. sc_start(ss, bl,SC_ASPERSIO,100,1,time);
  11930. if (tsd) clif_gospel_info(tsd, 0x1c);
  11931. break;
  11932. case 9: // Enchant armor with Holy element
  11933. sc_start(ss, bl,SC_BENEDICTIO,100,1,time);
  11934. if (tsd) clif_gospel_info(tsd, 0x1d);
  11935. break;
  11936. case 10: // DEF +25%
  11937. sc_start(ss, bl,SC_INCDEFRATE,100,25,time);
  11938. if (tsd) clif_gospel_info(tsd, 0x1e);
  11939. break;
  11940. case 11: // ATK +100%
  11941. sc_start(ss, bl,SC_INCATKRATE,100,100,time);
  11942. if (tsd) clif_gospel_info(tsd, 0x1f);
  11943. break;
  11944. case 12: // HIT/Flee +50
  11945. sc_start(ss, bl,SC_INCHIT,100,50,time);
  11946. sc_start(ss, bl,SC_INCFLEE,100,50,time);
  11947. if (tsd) clif_gospel_info(tsd, 0x20);
  11948. break;
  11949. }
  11950. }
  11951. else if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  11952. { // Offensive Effect
  11953. int i = rnd()%9; // Negative buff count
  11954. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  11955. switch (i)
  11956. {
  11957. case 0: // Deal 1~9999 damage
  11958. skill_attack(BF_MISC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11959. break;
  11960. case 1: // Curse
  11961. sc_start(ss, bl,SC_CURSE,100,1,time);
  11962. break;
  11963. case 2: // Blind
  11964. sc_start(ss, bl,SC_BLIND,100,1,time);
  11965. break;
  11966. case 3: // Poison
  11967. sc_start(ss, bl,SC_POISON,100,1,time);
  11968. break;
  11969. case 4: // Level 10 Provoke
  11970. sc_start(ss, bl,SC_PROVOKE,100,10,time);
  11971. break;
  11972. case 5: // DEF -100%
  11973. sc_start(ss, bl,SC_INCDEFRATE,100,-100,time);
  11974. break;
  11975. case 6: // ATK -100%
  11976. sc_start(ss, bl,SC_INCATKRATE,100,-100,time);
  11977. break;
  11978. case 7: // Flee -100%
  11979. sc_start(ss, bl,SC_INCFLEERATE,100,-100,time);
  11980. break;
  11981. case 8: // Speed/ASPD -25%
  11982. sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  11983. break;
  11984. }
  11985. }
  11986. break;
  11987. case UNT_BASILICA:
  11988. {
  11989. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  11990. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  11991. { // knock-back any enemy except Boss
  11992. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  11993. break;
  11994. }
  11995. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  11996. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  11997. }
  11998. break;
  11999. case UNT_GROUNDDRIFT_WIND:
  12000. case UNT_GROUNDDRIFT_DARK:
  12001. case UNT_GROUNDDRIFT_POISON:
  12002. case UNT_GROUNDDRIFT_WATER:
  12003. case UNT_GROUNDDRIFT_FIRE:
  12004. map_foreachinrange(skill_trap_splash,&unit->bl,
  12005. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  12006. &unit->bl,tick);
  12007. sg->unit_id = UNT_USED_TRAPS;
  12008. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  12009. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12010. break;
  12011. case UNT_POISONSMOKE:
  12012. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  12013. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  12014. break;
  12015. case UNT_EPICLESIS:
  12016. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12017. int hp, sp;
  12018. switch( sg->skill_lv ) {
  12019. case 1: case 2: hp = 3; sp = 2; break;
  12020. case 3: case 4: hp = 4; sp = 3; break;
  12021. case 5: default: hp = 5; sp = 4; break;
  12022. }
  12023. hp = tstatus->max_hp * hp / 100;
  12024. sp = tstatus->max_sp * sp / 100;
  12025. if (tstatus->hp < tstatus->max_hp)
  12026. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  12027. if (tstatus->sp < tstatus->max_sp)
  12028. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  12029. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  12030. hp = ~hp + 1;
  12031. status_heal(bl, hp, sp, 3);
  12032. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  12033. sg->val2++;
  12034. // Reveal hidden players every 5 seconds.
  12035. if( sg->val2 >= 5 ) {
  12036. sg->val2 = 0;
  12037. // Doesn't remove Invisibility or Chase Walk.
  12038. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  12039. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  12040. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  12041. }
  12042. }
  12043. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  12044. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  12045. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  12046. break;
  12047. case UNT_STEALTHFIELD:
  12048. if( bl->id == sg->src_id )
  12049. break; // Dont work on Self (video shows that)
  12050. case UNT_NEUTRALBARRIER:
  12051. sc_start(ss, bl,type,100,sg->skill_lv,sg->interval + 100);
  12052. break;
  12053. case UNT_DIMENSIONDOOR:
  12054. if( tsd && !map[bl->m].flag.noteleport )
  12055. pc_randomwarp(tsd,CLR_TELEPORT);
  12056. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  12057. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  12058. break;
  12059. case UNT_REVERBERATION:
  12060. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12061. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  12062. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  12063. sg->unit_id = UNT_USED_TRAPS;
  12064. break;
  12065. case UNT_SEVERE_RAINSTORM:
  12066. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12067. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  12068. break;
  12069. case UNT_NETHERWORLD:
  12070. if (!(status_get_mode(bl)&MD_BOSS) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  12071. if (!(tsc && tsc->data[type])) {
  12072. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12073. sg->limit = DIFF_TICK(tick,sg->tick);
  12074. sg->unit_id = UNT_USED_TRAPS;
  12075. }
  12076. }
  12077. break;
  12078. case UNT_THORNS_TRAP:
  12079. if( tsc ) {
  12080. if( !sg->val2 ) {
  12081. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12082. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  12083. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12084. if( td )
  12085. sec = DIFF_TICK(td->tick, tick);
  12086. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  12087. clif_fixpos(bl);
  12088. sg->val2 = bl->id;
  12089. } else
  12090. sec = 3000; // Couldn't trap it?
  12091. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12092. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  12093. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  12094. }
  12095. break;
  12096. case UNT_WALLOFTHORN:
  12097. if (unit->val2-- <= 0) // Max hit reached
  12098. break;
  12099. if (status_get_mode(bl)&MD_BOSS)
  12100. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  12101. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), -1, 0);
  12102. 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);
  12103. break;
  12104. case UNT_DEMONIC_FIRE:
  12105. switch( sg->val2 ) {
  12106. case 1:
  12107. default:
  12108. sc_start(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12109. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  12110. break;
  12111. }
  12112. break;
  12113. case UNT_HELLS_PLANT:
  12114. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 )
  12115. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &unit->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, SCSTART_NONE);
  12116. if( ss != bl) // The caster is the only one who can step on the Plants without destroying them
  12117. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  12118. break;
  12119. case UNT_CLOUD_KILL:
  12120. if(tsc && !tsc->data[type])
  12121. 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);
  12122. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12123. break;
  12124. case UNT_WARMER:
  12125. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12126. int hp = 0;
  12127. struct status_change *ssc = status_get_sc(ss);
  12128. if( ssc && ssc->data[SC_HEATER_OPTION] )
  12129. hp = tstatus->max_hp * 3 * sg->skill_lv / 100;
  12130. else
  12131. hp = tstatus->max_hp * sg->skill_lv / 100;
  12132. if( tstatus->hp != tstatus->max_hp )
  12133. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 0);
  12134. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  12135. hp = ~hp + 1;
  12136. status_heal(bl, hp, 0, 0);
  12137. sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12138. }
  12139. break;
  12140. case UNT_ZEPHYR:
  12141. if (ss == bl)
  12142. break; // Doesn't affect the Elemental
  12143. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12144. break;
  12145. case UNT_FIRE_INSIGNIA:
  12146. case UNT_WATER_INSIGNIA:
  12147. case UNT_WIND_INSIGNIA:
  12148. case UNT_EARTH_INSIGNIA:
  12149. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12150. if (!battle_check_undead(tstatus->race, tstatus->def_ele)) {
  12151. int hp = tstatus->max_hp / 100; //+1% each 5s
  12152. if ((sg->val3) % 5) { //each 5s
  12153. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  12154. status_heal(bl, hp, 0, 2);
  12155. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  12156. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  12157. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  12158. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  12159. ){
  12160. status_heal(bl, -hp, 0, 0);
  12161. }
  12162. }
  12163. sg->val3++; //timer
  12164. if (sg->val3 > 5) sg->val3 = 0;
  12165. }
  12166. break;
  12167. case UNT_VACUUM_EXTREME:
  12168. if ( tsc && tsc->data[SC_HALLUCINATIONWALK] )
  12169. return 0;
  12170. else {
  12171. sg->limit -= 100 * tstatus->str/20;
  12172. sc_start(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit);
  12173. }
  12174. break;
  12175. case UNT_BANDING:
  12176. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(status_get_mode(bl)&MD_BOSS) && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  12177. 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));
  12178. break;
  12179. case UNT_FIRE_MANTLE:
  12180. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12181. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12182. break;
  12183. case UNT_ZENKAI_WATER:
  12184. case UNT_ZENKAI_LAND:
  12185. case UNT_ZENKAI_FIRE:
  12186. case UNT_ZENKAI_WIND:
  12187. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  12188. switch( sg->unit_id ) {
  12189. case UNT_ZENKAI_WATER:
  12190. switch (rnd()%2 + 1) {
  12191. case 1:
  12192. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12193. break;
  12194. case 2:
  12195. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12196. break;
  12197. }
  12198. break;
  12199. case UNT_ZENKAI_LAND:
  12200. switch (rnd()%2 + 1) {
  12201. case 1:
  12202. sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12203. break;
  12204. case 2:
  12205. sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12206. break;
  12207. }
  12208. break;
  12209. case UNT_ZENKAI_FIRE:
  12210. sc_start(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12211. break;
  12212. case UNT_ZENKAI_WIND:
  12213. switch (rnd()%3 + 1) {
  12214. case 1:
  12215. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12216. break;
  12217. case 2:
  12218. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12219. break;
  12220. case 3:
  12221. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12222. break;
  12223. }
  12224. break;
  12225. }
  12226. } else
  12227. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  12228. break;
  12229. case UNT_LAVA_SLIDE:
  12230. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12231. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  12232. sg->limit = DIFF_TICK(tick, sg->tick);
  12233. break;
  12234. case UNT_POISON_MIST:
  12235. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12236. 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);
  12237. break;
  12238. case UNT_CHAOSPANIC:
  12239. if (tsc && tsc->data[type])
  12240. break;
  12241. 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);
  12242. break;
  12243. case UNT_B_TRAP:
  12244. if (tsc && tsc->data[type])
  12245. break;
  12246. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12247. unit->val2++; // Mark as ever been used
  12248. break;
  12249. case UNT_FIRE_RAIN:
  12250. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  12251. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  12252. 1,sg->skill_id,sg->skill_lv,6);
  12253. break;
  12254. }
  12255. if (bl->type == BL_MOB && ss != bl)
  12256. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  12257. return skill_id;
  12258. }
  12259. /**
  12260. * Triggered when a char steps out of a skill unit
  12261. * @param src Skill unit from char moved out
  12262. * @param bl Char
  12263. * @param tick
  12264. */
  12265. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, unsigned int tick)
  12266. {
  12267. struct skill_unit_group *sg;
  12268. struct status_change *sc;
  12269. struct status_change_entry *sce;
  12270. enum sc_type type;
  12271. nullpo_ret(src);
  12272. nullpo_ret(bl);
  12273. nullpo_ret(sg=src->group);
  12274. sc = status_get_sc(bl);
  12275. type = status_skill2sc(sg->skill_id);
  12276. sce = (sc && type != -1)?sc->data[type]:NULL;
  12277. 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.
  12278. return 0;
  12279. switch(sg->unit_id){
  12280. case UNT_SAFETYWALL:
  12281. case UNT_PNEUMA:
  12282. case UNT_EPICLESIS://Arch Bishop
  12283. case UNT_NEUTRALBARRIER:
  12284. case UNT_STEALTHFIELD:
  12285. if (sce)
  12286. status_change_end(bl, type, INVALID_TIMER);
  12287. break;
  12288. case UNT_BASILICA:
  12289. if (sce && sce->val4 != bl->id)
  12290. status_change_end(bl, type, INVALID_TIMER);
  12291. break;
  12292. case UNT_HERMODE: //Clear Hermode if the owner moved.
  12293. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  12294. status_change_end(bl, type, INVALID_TIMER);
  12295. break;
  12296. case UNT_SPIDERWEB:
  12297. {
  12298. struct block_list *target = map_id2bl(sg->val2);
  12299. if (target && target==bl) {
  12300. if (sce && sce->val3 == sg->group_id)
  12301. status_change_end(bl, type, INVALID_TIMER);
  12302. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  12303. }
  12304. break;
  12305. }
  12306. case UNT_DISSONANCE:
  12307. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  12308. {
  12309. short i;
  12310. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  12311. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  12312. type = status_skill2sc(i);
  12313. sce = (sc && type != -1)?sc->data[type]:NULL;
  12314. if(sce)
  12315. return i;
  12316. }
  12317. }
  12318. }
  12319. case UNT_WHISTLE:
  12320. case UNT_ASSASSINCROSS:
  12321. case UNT_POEMBRAGI:
  12322. case UNT_APPLEIDUN:
  12323. case UNT_HUMMING:
  12324. case UNT_DONTFORGETME:
  12325. case UNT_FORTUNEKISS:
  12326. case UNT_SERVICEFORYOU:
  12327. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12328. return -1;
  12329. }
  12330. return sg->skill_id;
  12331. }
  12332. /**
  12333. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  12334. * @param skill_id Skill ID
  12335. * @param bl A char
  12336. * @param tick
  12337. */
  12338. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, unsigned int tick)
  12339. {
  12340. struct status_change *sc;
  12341. struct status_change_entry *sce;
  12342. enum sc_type type;
  12343. sc = status_get_sc(bl);
  12344. if (sc && !sc->count)
  12345. sc = NULL;
  12346. type = status_skill2sc(skill_id);
  12347. sce = (sc && type != -1)?sc->data[type]:NULL;
  12348. switch (skill_id)
  12349. {
  12350. case WZ_QUAGMIRE:
  12351. if (bl->type==BL_MOB)
  12352. break;
  12353. if (sce)
  12354. status_change_end(bl, type, INVALID_TIMER);
  12355. break;
  12356. case BD_LULLABY:
  12357. case BD_RICHMANKIM:
  12358. case BD_ETERNALCHAOS:
  12359. case BD_DRUMBATTLEFIELD:
  12360. case BD_RINGNIBELUNGEN:
  12361. case BD_ROKISWEIL:
  12362. case BD_INTOABYSS:
  12363. case BD_SIEGFRIED:
  12364. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  12365. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  12366. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  12367. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  12368. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  12369. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  12370. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  12371. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  12372. }
  12373. case MH_STEINWAND:
  12374. case MG_SAFETYWALL:
  12375. case AL_PNEUMA:
  12376. case SA_VOLCANO:
  12377. case SA_DELUGE:
  12378. case SA_VIOLENTGALE:
  12379. case CG_HERMODE:
  12380. case HW_GRAVITATION:
  12381. case HP_BASILICA:
  12382. case NJ_SUITON:
  12383. case SC_MAELSTROM:
  12384. case EL_WATER_BARRIER:
  12385. case EL_ZEPHYR:
  12386. case EL_POWER_OF_GAIA:
  12387. case SO_FIRE_INSIGNIA:
  12388. case SO_WATER_INSIGNIA:
  12389. case SO_WIND_INSIGNIA:
  12390. case SO_EARTH_INSIGNIA:
  12391. case SC_BLOODYLUST:
  12392. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  12393. case GN_FIRE_EXPANSION_TEAR_GAS:
  12394. case SO_ELEMENTAL_SHIELD:
  12395. if (sce)
  12396. status_change_end(bl, type, INVALID_TIMER);
  12397. break;
  12398. case BA_DISSONANCE:
  12399. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  12400. {
  12401. short i;
  12402. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  12403. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  12404. type = status_skill2sc(i);
  12405. sce = (sc && type != -1)?sc->data[type]:NULL;
  12406. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  12407. delete_timer(sce->timer, status_change_timer);
  12408. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12409. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  12410. }
  12411. }
  12412. }
  12413. }
  12414. break;
  12415. case BA_POEMBRAGI:
  12416. case BA_WHISTLE:
  12417. case BA_ASSASSINCROSS:
  12418. case BA_APPLEIDUN:
  12419. case DC_HUMMING:
  12420. case DC_DONTFORGETME:
  12421. case DC_FORTUNEKISS:
  12422. case DC_SERVICEFORYOU:
  12423. if (sce)
  12424. {
  12425. delete_timer(sce->timer, status_change_timer);
  12426. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  12427. //not possible on our current implementation.
  12428. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12429. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  12430. }
  12431. break;
  12432. case PF_FOGWALL:
  12433. if (sce)
  12434. {
  12435. status_change_end(bl, type, INVALID_TIMER);
  12436. if ((sce=sc->data[SC_BLIND]))
  12437. {
  12438. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  12439. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  12440. else {
  12441. delete_timer(sce->timer, status_change_timer);
  12442. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  12443. }
  12444. }
  12445. }
  12446. break;
  12447. case GD_LEADERSHIP:
  12448. case GD_GLORYWOUNDS:
  12449. case GD_SOULCOLD:
  12450. case GD_HAWKEYES:
  12451. if( !(sce && sce->val4) )
  12452. status_change_end(bl, type, INVALID_TIMER);
  12453. break;
  12454. }
  12455. return skill_id;
  12456. }
  12457. /*==========================================
  12458. * Invoked when a unit cell has been placed/removed/deleted.
  12459. * flag values:
  12460. * flag&1: Invoke onplace function (otherwise invoke onout)
  12461. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  12462. * flag&8: Recursive
  12463. *------------------------------------------*/
  12464. static int skill_unit_effect(struct block_list* bl, va_list ap)
  12465. {
  12466. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  12467. struct skill_unit_group* group = unit->group;
  12468. unsigned int tick = va_arg(ap,unsigned int);
  12469. unsigned int flag = va_arg(ap,unsigned int);
  12470. uint16 skill_id;
  12471. bool dissonance = false;
  12472. bool isTarget = false;
  12473. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  12474. return 0;
  12475. nullpo_ret(group);
  12476. if( !(flag&8) ) {
  12477. dissonance = skill_dance_switch(unit, 0);
  12478. //Target-type check.
  12479. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  12480. }
  12481. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  12482. skill_id = group->skill_id;
  12483. if( isTarget ){
  12484. if( flag&1 )
  12485. skill_unit_onplace(unit,bl,tick);
  12486. else {
  12487. if( skill_unit_onout(unit,bl,tick) == -1 )
  12488. return 0; // Don't let a Bard/Dancer update their own song timer
  12489. }
  12490. if( flag&4 )
  12491. skill_unit_onleft(skill_id, bl, tick);
  12492. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  12493. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  12494. if( dissonance ) {
  12495. skill_dance_switch(unit, 1);
  12496. //we placed a dissonance, let's update
  12497. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  12498. }
  12499. return 0;
  12500. }
  12501. /**
  12502. * Check skill unit while receiving damage
  12503. * @param unit Skill unit
  12504. * @param damage Received damage
  12505. * @return Damage
  12506. */
  12507. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  12508. {
  12509. struct skill_unit_group *sg;
  12510. nullpo_ret(unit);
  12511. nullpo_ret(sg = unit->group);
  12512. switch( sg->unit_id ) {
  12513. case UNT_BLASTMINE:
  12514. case UNT_SKIDTRAP:
  12515. case UNT_LANDMINE:
  12516. case UNT_SHOCKWAVE:
  12517. case UNT_SANDMAN:
  12518. case UNT_FLASHER:
  12519. case UNT_CLAYMORETRAP:
  12520. case UNT_FREEZINGTRAP:
  12521. case UNT_TALKIEBOX:
  12522. case UNT_ANKLESNARE:
  12523. case UNT_ICEWALL:
  12524. case UNT_REVERBERATION:
  12525. case UNT_WALLOFTHORN:
  12526. case UNT_NETHERWORLD:
  12527. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  12528. break;
  12529. default:
  12530. damage = 0;
  12531. break;
  12532. }
  12533. return damage;
  12534. }
  12535. /**
  12536. * Check char condition around the skill caster
  12537. * @param bl Char around area
  12538. * @param *c Counter for 'valid' condition found
  12539. * @param *p_sd Stores 'rid' of char found
  12540. * @param skill_id Skill ID
  12541. * @param skill_lv Level of used skill
  12542. */
  12543. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  12544. {
  12545. int *c, skill_id;
  12546. struct block_list *src;
  12547. struct map_session_data *sd;
  12548. struct map_session_data *tsd;
  12549. int *p_sd; //Contains the list of characters found.
  12550. nullpo_ret(bl);
  12551. nullpo_ret(tsd=(struct map_session_data*)bl);
  12552. nullpo_ret(src=va_arg(ap,struct block_list *));
  12553. nullpo_ret(sd=(struct map_session_data*)src);
  12554. c=va_arg(ap,int *);
  12555. p_sd = va_arg(ap, int *);
  12556. skill_id = va_arg(ap,int);
  12557. if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skill_id)&INF2_CHORUS_SKILL) )
  12558. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  12559. if (bl == src)
  12560. return 0;
  12561. if(pc_isdead(tsd))
  12562. return 0;
  12563. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  12564. return 0;
  12565. if( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) {
  12566. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  12567. p_sd[(*c)++] = tsd->bl.id;
  12568. return 1;
  12569. } else {
  12570. switch(skill_id) {
  12571. case PR_BENEDICTIO: {
  12572. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  12573. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  12574. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  12575. && sd->status.sp >= 10)
  12576. p_sd[(*c)++]=tsd->bl.id;
  12577. return 1;
  12578. }
  12579. case AB_ADORAMUS:
  12580. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  12581. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  12582. p_sd[(*c)++] = tsd->bl.id;
  12583. return 1;
  12584. case WL_COMET:
  12585. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  12586. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  12587. p_sd[(*c)++] = tsd->bl.id;
  12588. return 1;
  12589. case LG_RAYOFGENESIS:
  12590. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  12591. tsd->sc.data[SC_BANDING] )
  12592. p_sd[(*c)++] = tsd->bl.id;
  12593. return 1;
  12594. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  12595. {
  12596. uint16 skill_lv;
  12597. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  12598. return 0;
  12599. if (sd->status.sex != tsd->status.sex &&
  12600. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  12601. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  12602. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  12603. sd->status.party_id && tsd->status.party_id &&
  12604. sd->status.party_id == tsd->status.party_id &&
  12605. !tsd->sc.data[SC_DANCING])
  12606. {
  12607. p_sd[(*c)++]=tsd->bl.id;
  12608. return skill_lv;
  12609. } else {
  12610. return 0;
  12611. }
  12612. }
  12613. break;
  12614. }
  12615. }
  12616. return 0;
  12617. }
  12618. /**
  12619. * Checks and stores partners for ensemble skills [Skotlex]
  12620. * Max partners is 2.
  12621. * @param sd Caster
  12622. * @param skill_id
  12623. * @param skill_lv
  12624. * @param range Area range to check
  12625. * @param cast_flag Special handle
  12626. */
  12627. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  12628. {
  12629. static int c=0;
  12630. static int p_sd[2] = { 0, 0 };
  12631. int i;
  12632. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  12633. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  12634. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  12635. if (cast_flag) { //Execute the skill on the partners.
  12636. struct map_session_data* tsd;
  12637. switch (skill_id) {
  12638. case PR_BENEDICTIO:
  12639. for (i = 0; i < c; i++) {
  12640. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  12641. status_charge(&tsd->bl, 0, 10);
  12642. }
  12643. return c;
  12644. case AB_ADORAMUS:
  12645. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  12646. i = 2 * (*skill_lv);
  12647. status_charge(&tsd->bl, 0, i);
  12648. }
  12649. break;
  12650. case WM_GREAT_ECHO:
  12651. for( i = 0; i < c; i++ ) {
  12652. if( (tsd = map_id2sd(p_sd[i])) != NULL )
  12653. status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
  12654. }
  12655. break;
  12656. default: //Warning: Assuming Ensemble skills here (for speed)
  12657. if( is_chorus )
  12658. break;//Chorus skills are not to be parsed as ensambles
  12659. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  12660. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  12661. 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);
  12662. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  12663. tsd->skill_id_dance = skill_id;
  12664. tsd->skill_lv_dance = *skill_lv;
  12665. }
  12666. return c;
  12667. }
  12668. }
  12669. //Else: new search for partners.
  12670. c = 0;
  12671. memset (p_sd, 0, sizeof(p_sd));
  12672. if( is_chorus )
  12673. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  12674. else
  12675. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  12676. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  12677. *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.
  12678. return c;
  12679. }
  12680. /**
  12681. * Sub function to count how many spawned mob is around.
  12682. * Some skills check with matched AI.
  12683. * @param rid Source ID
  12684. * @param mob_class Monster ID
  12685. * @param skill_id Used skill
  12686. * @param *c Counter for found monster
  12687. */
  12688. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  12689. {
  12690. int *c,src_id,mob_class,skill;
  12691. uint16 ai;
  12692. struct mob_data *md;
  12693. md=(struct mob_data*)bl;
  12694. src_id=va_arg(ap,int);
  12695. mob_class=va_arg(ap,int);
  12696. skill=va_arg(ap,int);
  12697. c=va_arg(ap,int *);
  12698. 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);
  12699. if( md->master_id != src_id || md->special_state.ai != ai)
  12700. return 0; //Non alchemist summoned mobs have nothing to do here.
  12701. if(md->mob_id==mob_class)
  12702. (*c)++;
  12703. return 1;
  12704. }
  12705. /**
  12706. * Determines if a given skill should be made to consume ammo
  12707. * when used by the player. [Skotlex]
  12708. * @param sd Player
  12709. * @param skill_id Skill ID
  12710. * @return True if skill is need ammo; False otherwise.
  12711. */
  12712. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  12713. {
  12714. return (
  12715. battle_config.arrow_decrement == 2 &&
  12716. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  12717. skill_id != HT_PHANTASMIC &&
  12718. skill_get_type(skill_id) == BF_WEAPON &&
  12719. !(skill_get_nk(skill_id)&NK_NO_DAMAGE) &&
  12720. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  12721. );
  12722. }
  12723. /**
  12724. * Check SC required to cast a skill
  12725. * @param sc
  12726. * @param skill_id
  12727. * @return True if condition is met, False otherwise
  12728. **/
  12729. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require) {
  12730. uint8 c = 0;
  12731. struct status_change *sc = NULL;
  12732. if (!require->status_count)
  12733. return true;
  12734. nullpo_ret(sd);
  12735. if (!require || !skill_get_index(skill_id))
  12736. return false;
  12737. if (!(sc = &sd->sc)) {
  12738. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  12739. return false;
  12740. }
  12741. /* May has multiple requirements */
  12742. for (c = 0; c < require->status_count; c++) {
  12743. enum sc_type req_sc = require->status[c];
  12744. if (req_sc == SC_NONE)
  12745. continue;
  12746. switch (req_sc) {
  12747. /* Official fail msg */
  12748. case SC_PUSH_CART:
  12749. if (!sc->data[SC_PUSH_CART]) {
  12750. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CART, 0);
  12751. return false;
  12752. }
  12753. break;
  12754. case SC_POISONINGWEAPON:
  12755. if (!sc->data[SC_POISONINGWEAPON]) {
  12756. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  12757. return false;
  12758. }
  12759. break;
  12760. default:
  12761. if (!sc->data[req_sc]) {
  12762. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  12763. return false;
  12764. }
  12765. break;
  12766. }
  12767. }
  12768. return true;
  12769. }
  12770. /**
  12771. * Check skill condition when cast begin
  12772. * For ammo, only check if the skill need ammo
  12773. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  12774. * @param sd Player who uses skill
  12775. * @param skill_id ID of used skill
  12776. * @param skill_lv Level of used skill
  12777. * @return true: All condition passed, false: Failed
  12778. */
  12779. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  12780. {
  12781. struct status_data *status;
  12782. struct status_change *sc;
  12783. struct skill_condition require;
  12784. int i;
  12785. uint32 inf2, inf3;
  12786. nullpo_retr(false,sd);
  12787. if (sd->chatID) return false;
  12788. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  12789. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  12790. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  12791. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  12792. return true;
  12793. }
  12794. switch( sd->menuskill_id ) {
  12795. case AM_PHARMACY:
  12796. switch( skill_id ) {
  12797. case AM_PHARMACY:
  12798. case AC_MAKINGARROW:
  12799. case BS_REPAIRWEAPON:
  12800. case AM_TWILIGHT1:
  12801. case AM_TWILIGHT2:
  12802. case AM_TWILIGHT3:
  12803. return false;
  12804. }
  12805. break;
  12806. case GN_MIX_COOKING:
  12807. case GN_MAKEBOMB:
  12808. case GN_S_PHARMACY:
  12809. case GN_CHANGEMATERIAL:
  12810. if( sd->menuskill_id != skill_id )
  12811. return false;
  12812. break;
  12813. }
  12814. status = &sd->battle_status;
  12815. sc = &sd->sc;
  12816. if( !sc->count )
  12817. sc = NULL;
  12818. if( sd->skillitem == skill_id )
  12819. {
  12820. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  12821. sd->state.abra_flag = 0;
  12822. else
  12823. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  12824. if( (i = sd->itemindex) == -1 ||
  12825. sd->status.inventory[i].nameid != sd->itemid ||
  12826. sd->inventory_data[i] == NULL ||
  12827. !sd->inventory_data[i]->flag.delay_consume ||
  12828. sd->status.inventory[i].amount < 1
  12829. )
  12830. { //Something went wrong, item exploit?
  12831. sd->itemid = sd->itemindex = -1;
  12832. return false;
  12833. }
  12834. //Consume
  12835. sd->itemid = sd->itemindex = -1;
  12836. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  12837. ; //Do not consume item.
  12838. else if( sd->status.inventory[i].expire_time == 0 )
  12839. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  12840. }
  12841. return true;
  12842. }
  12843. if( pc_is90overweight(sd) ) {
  12844. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  12845. return false;
  12846. }
  12847. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  12848. return false;
  12849. //Checks if disabling skill - in which case no SP requirements are necessary
  12850. if( sc && skill_disable_check(sc,skill_id))
  12851. return true;
  12852. inf3 = skill_get_inf3(skill_id);
  12853. // Check the skills that can be used while mounted on a warg
  12854. if( pc_isridingwug(sd) ) {
  12855. if(!(inf3&INF3_USABLE_WARG))
  12856. return false; // in official there is no message.
  12857. }
  12858. if( pc_ismadogear(sd) ) {
  12859. //None Mado skills are unusable when Mado is equipped. [Jobbie]
  12860. //Only Mechanic exlcusive skill can be used.
  12861. if(inf3&INF3_DIS_MADO){
  12862. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12863. return false;
  12864. }
  12865. }
  12866. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  12867. return false;
  12868. require = skill_get_requirement(sd,skill_id,skill_lv);
  12869. //Can only update state when weapon/arrow info is checked.
  12870. sd->state.arrow_atk = require.ammo?1:0;
  12871. // perform skill-group checks
  12872. inf2 = skill_get_inf2(skill_id);
  12873. if(inf2&INF2_CHORUS_SKILL) {
  12874. if ( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_splash(skill_id,skill_lv),0) < 1 ){
  12875. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12876. return false;
  12877. }
  12878. }
  12879. else if(inf2&INF2_ENSEMBLE_SKILL) {
  12880. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  12881. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12882. return false;
  12883. }
  12884. }
  12885. // perform skill-specific checks (and actions)
  12886. switch( skill_id ) {
  12887. case SO_SPELLFIST:
  12888. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  12889. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12890. return false;
  12891. }
  12892. case SA_CASTCANCEL:
  12893. if(sd->ud.skilltimer == INVALID_TIMER) {
  12894. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12895. return false;
  12896. }
  12897. break;
  12898. case AS_CLOAKING:
  12899. {
  12900. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  12901. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  12902. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  12903. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  12904. int di;
  12905. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  12906. if( di == 8 ) {
  12907. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12908. return false;
  12909. }
  12910. }
  12911. break;
  12912. }
  12913. case AL_WARP:
  12914. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  12915. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  12916. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  12917. return false;
  12918. }
  12919. break;
  12920. case MO_CALLSPIRITS:
  12921. if(sc && sc->data[SC_RAISINGDRAGON])
  12922. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  12923. if(sd->spiritball >= skill_lv) {
  12924. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12925. return false;
  12926. }
  12927. break;
  12928. case MO_FINGEROFFENSIVE:
  12929. case GS_FLING:
  12930. case SR_RAMPAGEBLASTER:
  12931. case SR_RIDEINLIGHTNING:
  12932. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  12933. sd->spiritball_old = require.spiritball = sd->spiritball;
  12934. else
  12935. sd->spiritball_old = require.spiritball;
  12936. break;
  12937. case MO_CHAINCOMBO:
  12938. if(!sc)
  12939. return false;
  12940. if(sc->data[SC_BLADESTOP])
  12941. break;
  12942. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  12943. break;
  12944. return false;
  12945. case MO_COMBOFINISH:
  12946. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  12947. return false;
  12948. break;
  12949. case CH_TIGERFIST:
  12950. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  12951. return false;
  12952. break;
  12953. case CH_CHAINCRUSH:
  12954. if(!(sc && sc->data[SC_COMBO]))
  12955. return false;
  12956. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  12957. return false;
  12958. break;
  12959. case MO_EXTREMITYFIST:
  12960. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  12961. // return false;
  12962. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  12963. break;
  12964. if( sc && sc->data[SC_COMBO] ) {
  12965. switch(sc->data[SC_COMBO]->val1) {
  12966. case MO_COMBOFINISH:
  12967. case CH_TIGERFIST:
  12968. case CH_CHAINCRUSH:
  12969. break;
  12970. default:
  12971. return false;
  12972. }
  12973. }
  12974. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  12975. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12976. return false;
  12977. }
  12978. break;
  12979. case TK_MISSION:
  12980. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  12981. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12982. return false;
  12983. }
  12984. break;
  12985. case TK_READYCOUNTER:
  12986. case TK_READYDOWN:
  12987. case TK_READYSTORM:
  12988. case TK_READYTURN:
  12989. case TK_JUMPKICK:
  12990. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  12991. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12992. return false;
  12993. }
  12994. break;
  12995. case TK_TURNKICK:
  12996. case TK_STORMKICK:
  12997. case TK_DOWNKICK:
  12998. case TK_COUNTER:
  12999. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  13000. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  13001. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  13002. return false; //Combo needs to be ready
  13003. if (sc->data[SC_COMBO]->val3) { //Kick chain
  13004. //Do not repeat a kick.
  13005. if (sc->data[SC_COMBO]->val3 != skill_id)
  13006. break;
  13007. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  13008. return false;
  13009. }
  13010. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  13011. unit_cancel_combo(&sd->bl);
  13012. return false;
  13013. }
  13014. break; //Combo ready.
  13015. case BD_ADAPTATION:
  13016. {
  13017. int time;
  13018. if(!(sc && sc->data[SC_DANCING])) {
  13019. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13020. return false;
  13021. }
  13022. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  13023. if (skill_get_time(
  13024. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  13025. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  13026. - time < skill_get_time2(skill_id,skill_lv))
  13027. {
  13028. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13029. return false;
  13030. }
  13031. }
  13032. break;
  13033. case PR_BENEDICTIO:
  13034. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  13035. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13036. return false;
  13037. }
  13038. break;
  13039. case SL_SMA:
  13040. if(!(sc && sc->data[SC_SMA]))
  13041. return false;
  13042. break;
  13043. case HT_POWER:
  13044. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  13045. return false;
  13046. break;
  13047. case CG_HERMODE:
  13048. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  13049. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13050. return false;
  13051. }
  13052. break;
  13053. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  13054. {
  13055. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  13056. int size = range*2+1;
  13057. for (s=0;s<size*size;s++) {
  13058. int x = sd->bl.x+(s%size-range);
  13059. int y = sd->bl.y+(s/size-range);
  13060. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  13061. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13062. return false;
  13063. }
  13064. }
  13065. }
  13066. break;
  13067. case PR_REDEMPTIO:
  13068. {
  13069. int exp;
  13070. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  13071. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  13072. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  13073. return false;
  13074. }
  13075. break;
  13076. }
  13077. case HP_BASILICA:
  13078. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  13079. if( sd ) {
  13080. // When castbegin, needs 7x7 clear area
  13081. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  13082. int size = range*2+1;
  13083. for( s=0;s<size*size;s++ ) {
  13084. int x = sd->bl.x+(s%size-range);
  13085. int y = sd->bl.y+(s/size-range);
  13086. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  13087. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13088. return false;
  13089. }
  13090. }
  13091. if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  13092. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13093. return false;
  13094. }
  13095. }
  13096. }
  13097. break;
  13098. case AM_TWILIGHT2:
  13099. case AM_TWILIGHT3:
  13100. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  13101. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13102. return false;
  13103. }
  13104. break;
  13105. case SG_SUN_WARM:
  13106. case SG_MOON_WARM:
  13107. case SG_STAR_WARM:
  13108. if (sc && sc->data[SC_MIRACLE])
  13109. break;
  13110. i = skill_id-SG_SUN_WARM;
  13111. if (sd->bl.m == sd->feel_map[i].m)
  13112. break;
  13113. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13114. return false;
  13115. break;
  13116. case SG_SUN_COMFORT:
  13117. case SG_MOON_COMFORT:
  13118. case SG_STAR_COMFORT:
  13119. if (sc && sc->data[SC_MIRACLE])
  13120. break;
  13121. i = skill_id-SG_SUN_COMFORT;
  13122. if (sd->bl.m == sd->feel_map[i].m &&
  13123. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  13124. break;
  13125. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13126. return false;
  13127. case SG_FUSION:
  13128. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  13129. break;
  13130. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  13131. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  13132. if( require.sp > 0 ) {
  13133. if (status->sp < (unsigned int)require.sp)
  13134. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13135. else
  13136. status_zap(&sd->bl, 0, require.sp);
  13137. }
  13138. return false;
  13139. case GD_BATTLEORDER:
  13140. case GD_REGENERATION:
  13141. case GD_RESTORE:
  13142. if (!map_flag_gvg2(sd->bl.m)) {
  13143. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13144. return false;
  13145. }
  13146. case GD_EMERGENCYCALL:
  13147. case GD_ITEMEMERGENCYCALL:
  13148. // other checks were already done in skill_isNotOk()
  13149. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  13150. return false;
  13151. break;
  13152. case GS_GLITTERING:
  13153. if(sd->spiritball >= 10) {
  13154. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13155. return false;
  13156. }
  13157. break;
  13158. case NJ_ISSEN:
  13159. #ifdef RENEWAL
  13160. if (status->hp < (status->hp/100)) {
  13161. #else
  13162. if (status->hp < 2) {
  13163. #endif
  13164. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13165. return false;
  13166. }
  13167. case NJ_BUNSINJYUTSU:
  13168. if (!(sc && sc->data[SC_NEN])) {
  13169. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13170. return false;
  13171. }
  13172. break;
  13173. case NJ_ZENYNAGE:
  13174. case KO_MUCHANAGE:
  13175. if(sd->status.zeny < require.zeny) {
  13176. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13177. return false;
  13178. }
  13179. break;
  13180. case PF_HPCONVERSION:
  13181. if (status->sp == status->max_sp)
  13182. return false; //Unusable when at full SP.
  13183. break;
  13184. case AM_CALLHOMUN: //Can't summon if a hom is already out
  13185. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  13186. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13187. return false;
  13188. }
  13189. break;
  13190. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  13191. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  13192. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13193. return false;
  13194. }
  13195. break;
  13196. case AB_ANCILLA: {
  13197. int count = 0;
  13198. for( i = 0; i < MAX_INVENTORY; i++ )
  13199. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  13200. count += sd->status.inventory[i].amount;
  13201. if( count >= 3 ) {
  13202. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  13203. return false;
  13204. }
  13205. }
  13206. break;
  13207. /**
  13208. * Keeping as a note:
  13209. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  13210. */
  13211. //case AB_LAUDAAGNUS:
  13212. //case AB_LAUDARAMUS:
  13213. // if( !sd->status.party_id ) {
  13214. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13215. // return false;
  13216. // }
  13217. // break;
  13218. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  13219. case WL_COMET:
  13220. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  13221. && sd->special_state.no_gemstone == 0
  13222. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) {
  13223. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  13224. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13225. return false;
  13226. }
  13227. break;
  13228. case WL_SUMMONFB:
  13229. case WL_SUMMONBL:
  13230. case WL_SUMMONWB:
  13231. case WL_SUMMONSTONE:
  13232. if( sc ) {
  13233. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  13234. if( i == SC_SPHERE_5+1 ) { // No more free slots
  13235. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  13236. return false;
  13237. }
  13238. }
  13239. break;
  13240. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  13241. if( sc ) {
  13242. int j = 0;
  13243. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  13244. if( sc->data[i] ) {
  13245. j++;
  13246. }
  13247. if( j < 4 ) { // Need 4 spheres minimum
  13248. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13249. return false;
  13250. }
  13251. }
  13252. else { // no status at all? no spheres present
  13253. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13254. return false;
  13255. }
  13256. break;
  13257. case GC_HALLUCINATIONWALK:
  13258. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  13259. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13260. return false;
  13261. }
  13262. break;
  13263. case GC_COUNTERSLASH:
  13264. case GC_WEAPONCRUSH:
  13265. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  13266. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  13267. return false;
  13268. }
  13269. break;
  13270. case RA_WUGMASTERY:
  13271. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  13272. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13273. return false;
  13274. }
  13275. break;
  13276. case RA_WUGSTRIKE:
  13277. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  13278. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13279. return false;
  13280. }
  13281. break;
  13282. case RA_WUGRIDER:
  13283. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  13284. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13285. return false;
  13286. }
  13287. break;
  13288. case RA_WUGDASH:
  13289. if(!pc_isridingwug(sd)) {
  13290. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13291. return false;
  13292. }
  13293. break;
  13294. case LG_BANDING:
  13295. if( sc && sc->data[SC_INSPIRATION] ) {
  13296. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13297. return false;
  13298. }
  13299. break;
  13300. case LG_PRESTIGE:
  13301. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  13302. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13303. return false;
  13304. }
  13305. break;
  13306. case LG_RAGEBURST:
  13307. if( sd->spiritball == 0 ) {
  13308. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  13309. return false;
  13310. }
  13311. sd->spiritball_old = require.spiritball = sd->spiritball;
  13312. break;
  13313. case LG_SHIELDSPELL: {
  13314. short index = sd->equip_index[EQI_HAND_L];
  13315. struct item_data *shield_data = NULL;
  13316. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  13317. shield_data = sd->inventory_data[index];
  13318. 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.
  13319. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13320. break;
  13321. }
  13322. }
  13323. break;
  13324. case LG_RAYOFGENESIS:
  13325. if( sc && sc->data[SC_INSPIRATION] )
  13326. return true; // Don't check for partner.
  13327. if( !(sc && sc->data[SC_BANDING]) ) {
  13328. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13329. return false;
  13330. } else if( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_range(skill_id,skill_lv),0) < 1 )
  13331. return false; // Just fails, no msg here.
  13332. break;
  13333. case LG_HESPERUSLIT:
  13334. if( sc && sc->data[SC_INSPIRATION] )
  13335. return true;
  13336. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < 3 ) {
  13337. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13338. return false;
  13339. }
  13340. break;
  13341. case SR_FALLENEMPIRE:
  13342. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  13343. return false;
  13344. break;
  13345. case SR_CRESCENTELBOW:
  13346. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  13347. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  13348. return false;
  13349. }
  13350. break;
  13351. case SR_CURSEDCIRCLE:
  13352. if (map_flag_gvg(sd->bl.m)) {
  13353. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  13354. MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
  13355. char output[128];
  13356. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  13357. clif_colormes(sd,color_table[COLOR_RED], output);
  13358. return false;
  13359. }
  13360. }
  13361. if( sd->spiritball > 0 )
  13362. sd->spiritball_old = require.spiritball = sd->spiritball;
  13363. else {
  13364. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13365. return false;
  13366. }
  13367. break;
  13368. case SR_GATEOFHELL:
  13369. if( sd->spiritball > 0 )
  13370. sd->spiritball_old = require.spiritball;
  13371. break;
  13372. case SC_MANHOLE:
  13373. case SC_DIMENSIONDOOR:
  13374. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  13375. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13376. return false;
  13377. }
  13378. break;
  13379. case SC_FEINTBOMB:
  13380. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) ) {
  13381. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13382. return false;
  13383. }
  13384. break;
  13385. case WM_GREAT_ECHO: {
  13386. int count;
  13387. count = skill_check_pc_partner(sd, skill_id, &skill_lv, skill_get_splash(skill_id,skill_lv), 0);
  13388. if( count < 1 ) {
  13389. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  13390. return false;
  13391. } else
  13392. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  13393. }
  13394. break;
  13395. case SO_FIREWALK:
  13396. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  13397. if( sc && sc->data[SC_PROPERTYWALK] &&
  13398. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  13399. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13400. return false;
  13401. }
  13402. break;
  13403. case SO_EL_CONTROL:
  13404. if( !sd->status.ele_id || !sd->ed ) {
  13405. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13406. return false;
  13407. }
  13408. break;
  13409. case RETURN_TO_ELDICASTES:
  13410. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  13411. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13412. return false;
  13413. }
  13414. break;
  13415. case LG_REFLECTDAMAGE:
  13416. case CR_REFLECTSHIELD:
  13417. if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){
  13418. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13419. return false;
  13420. }
  13421. break;
  13422. case KO_KAHU_ENTEN:
  13423. case KO_HYOUHU_HUBUKI:
  13424. case KO_KAZEHU_SEIRAN:
  13425. case KO_DOHU_KOUKAI:
  13426. {
  13427. int ttype = skill_get_ele(skill_id, skill_lv);
  13428. ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
  13429. if( sd->talisman[ttype] >= 10 ) {
  13430. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  13431. return false;
  13432. }
  13433. }
  13434. break;
  13435. case KO_KAIHOU:
  13436. case KO_ZENKAI:
  13437. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  13438. if( i > 4 ) {
  13439. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  13440. return false;
  13441. }
  13442. break;
  13443. case KO_JYUMONJIKIRI:
  13444. if (sd->status.shield && !sd->weapontype2 && (sd->weapontype1 == W_DAGGER || sd->weapontype1 == W_1HSWORD))
  13445. return true; // Wearing Shield + Dagger/Sword, other non-shield weapon checks are later
  13446. break;
  13447. }
  13448. /* check state required */
  13449. switch (require.state) {
  13450. case ST_HIDDEN:
  13451. if(!pc_ishiding(sd)) {
  13452. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13453. return false;
  13454. }
  13455. break;
  13456. case ST_RIDING:
  13457. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  13458. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13459. return false;
  13460. }
  13461. break;
  13462. case ST_FALCON:
  13463. if(!pc_isfalcon(sd)) {
  13464. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13465. return false;
  13466. }
  13467. break;
  13468. case ST_CART:
  13469. if(!pc_iscarton(sd)) {
  13470. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  13471. return false;
  13472. }
  13473. break;
  13474. case ST_SHIELD:
  13475. if(sd->status.shield <= 0) {
  13476. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13477. return false;
  13478. }
  13479. break;
  13480. case ST_RECOV_WEIGHT_RATE:
  13481. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  13482. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13483. return false;
  13484. }
  13485. break;
  13486. case ST_MOVE_ENABLE:
  13487. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  13488. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  13489. if (!unit_can_move(&sd->bl)) {
  13490. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13491. return false;
  13492. }
  13493. break;
  13494. case ST_WATER:
  13495. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  13496. break;
  13497. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  13498. break;
  13499. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13500. return false;
  13501. case ST_RIDINGDRAGON:
  13502. if( !pc_isridingdragon(sd) ) {
  13503. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  13504. return false;
  13505. }
  13506. break;
  13507. case ST_WUG:
  13508. if( !pc_iswug(sd) ) {
  13509. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13510. return false;
  13511. }
  13512. break;
  13513. case ST_RIDINGWUG:
  13514. if( !pc_isridingwug(sd) ) {
  13515. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13516. return false;
  13517. }
  13518. break;
  13519. case ST_MADO:
  13520. if( !pc_ismadogear(sd) ) {
  13521. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  13522. return false;
  13523. }
  13524. break;
  13525. case ST_ELEMENTALSPIRIT:
  13526. if(!sd->ed) {
  13527. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  13528. return false;
  13529. }
  13530. break;
  13531. case ST_PECO:
  13532. if(!pc_isriding(sd)) {
  13533. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13534. return false;
  13535. }
  13536. break;
  13537. }
  13538. /* check the status required */
  13539. if (require.status_count) {
  13540. switch (skill_id) {
  13541. // Being checked later in skill_check_condition_castend()
  13542. case WZ_SIGHTRASHER:
  13543. break;
  13544. default:
  13545. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  13546. return false;
  13547. break;
  13548. }
  13549. }
  13550. //check if equipped item
  13551. if (require.eqItem_count) {
  13552. for (i = 0; i < require.eqItem_count; i++) {
  13553. uint16 reqeqit = require.eqItem[i];
  13554. if (!reqeqit)
  13555. break; //no more required item get out of here
  13556. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  13557. char output[CHAT_SIZE_MAX];
  13558. //Official use msgstringtable.txt for each skill failure
  13559. sprintf(output,msg_txt(sd,722),itemdb_jname(reqeqit));
  13560. clif_colormes(sd,color_table[COLOR_RED],output);
  13561. return false;
  13562. }
  13563. }
  13564. }
  13565. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  13566. //mhp is the max-hp-requirement, that is,
  13567. //you must have this % or less of HP to cast it.
  13568. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13569. return false;
  13570. }
  13571. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13572. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13573. return false;
  13574. }
  13575. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  13576. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13577. return false;
  13578. }
  13579. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  13580. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13581. return false;
  13582. }
  13583. if( (require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  13584. (require.spiritball == -1 && sd->spiritball < 1) ) {
  13585. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,(require.spiritball == -1)? 1: require.spiritball);
  13586. return false;
  13587. }
  13588. return true;
  13589. }
  13590. /**
  13591. * Check skill condition when cast end.
  13592. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  13593. * @param sd Player who uses skill
  13594. * @param skill_id ID of used skill
  13595. * @param skill_lv Level of used skill
  13596. * @return true: All condition passed, false: Failed
  13597. */
  13598. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13599. {
  13600. struct skill_condition require;
  13601. struct status_data *status;
  13602. int i;
  13603. short index[MAX_SKILL_ITEM_REQUIRE];
  13604. nullpo_retr(false,sd);
  13605. if( sd->chatID )
  13606. return false;
  13607. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  13608. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13609. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13610. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13611. return true;
  13612. }
  13613. switch( sd->menuskill_id ) { // Cast start or cast end??
  13614. case AM_PHARMACY:
  13615. switch( skill_id ) {
  13616. case AM_PHARMACY:
  13617. case AC_MAKINGARROW:
  13618. case BS_REPAIRWEAPON:
  13619. case AM_TWILIGHT1:
  13620. case AM_TWILIGHT2:
  13621. case AM_TWILIGHT3:
  13622. return false;
  13623. }
  13624. break;
  13625. case GN_MIX_COOKING:
  13626. case GN_MAKEBOMB:
  13627. case GN_S_PHARMACY:
  13628. case GN_CHANGEMATERIAL:
  13629. if( sd->menuskill_id != skill_id )
  13630. return false;
  13631. break;
  13632. }
  13633. if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
  13634. return true;
  13635. if( pc_is90overweight(sd) ) {
  13636. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13637. return false;
  13638. }
  13639. // perform skill-specific checks (and actions)
  13640. switch( skill_id ) {
  13641. case PR_BENEDICTIO:
  13642. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13643. break;
  13644. case AM_CANNIBALIZE:
  13645. case AM_SPHEREMINE: {
  13646. int c=0;
  13647. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA };
  13648. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  13649. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  13650. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  13651. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13652. if(c >= maxcount ||
  13653. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  13654. { //Fails when: exceed max limit. There are other plant types already out.
  13655. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13656. return false;
  13657. }
  13658. }
  13659. break;
  13660. }
  13661. case NC_SILVERSNIPER:
  13662. case NC_MAGICDECOY: {
  13663. int c = 0;
  13664. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  13665. int mob_class = MOBID_SILVERSNIPER;
  13666. if( skill_id == NC_MAGICDECOY )
  13667. mob_class = MOBID_MAGICDECOY_FIRE;
  13668. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  13669. if( skill_id == NC_MAGICDECOY ) {
  13670. int j;
  13671. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  13672. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  13673. } else
  13674. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13675. if( c >= maxcount ) {
  13676. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13677. return false;
  13678. }
  13679. }
  13680. }
  13681. break;
  13682. case KO_ZANZOU: {
  13683. int c = 0;
  13684. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  13685. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  13686. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13687. return false;
  13688. }
  13689. }
  13690. break;
  13691. }
  13692. status = &sd->battle_status;
  13693. require = skill_get_requirement(sd,skill_id,skill_lv);
  13694. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  13695. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13696. return false;
  13697. }
  13698. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13699. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13700. return false;
  13701. }
  13702. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  13703. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  13704. clif_arrow_fail(sd,0);
  13705. return false;
  13706. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  13707. char e_msg[100];
  13708. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  13709. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  13710. return false;
  13711. }
  13712. else if (require.ammo&(1<<AMMO_KUNAI)) {
  13713. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  13714. return false;
  13715. }
  13716. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  13717. skill_get_desc(skill_id),
  13718. require.ammo_qty,
  13719. itemdb_jname(sd->status.inventory[i].nameid));
  13720. clif_colormes(sd,color_table[COLOR_RED],e_msg);
  13721. return false;
  13722. }
  13723. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  13724. //which is the closest we have to wrong ammo type. [Skotlex]
  13725. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  13726. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13727. return false;
  13728. }
  13729. }
  13730. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  13731. if( !require.itemid[i] )
  13732. continue;
  13733. index[i] = pc_search_inventory(sd,require.itemid[i]);
  13734. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  13735. if( require.itemid[i] == ITEMID_HOLY_WATER )
  13736. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  13737. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  13738. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  13739. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  13740. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  13741. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  13742. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  13743. else if( require.itemid[i] == ITEMID_ANCILLA )
  13744. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  13745. else {
  13746. char output[CHAT_SIZE_MAX];
  13747. //Official is using msgstringtable.txt for each requirement failure
  13748. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13749. sprintf(output, msg_txt(sd,720), itemdb_jname(require.itemid[i])); // %s is required.
  13750. clif_colormes(sd,color_table[COLOR_RED],output);
  13751. }
  13752. return false;
  13753. }
  13754. }
  13755. /* check the status required */
  13756. if (require.status_count) {
  13757. switch (skill_id) {
  13758. case WZ_SIGHTRASHER:
  13759. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  13760. return false;
  13761. break;
  13762. default:
  13763. break;
  13764. }
  13765. }
  13766. return true;
  13767. }
  13768. /** Consume skill requirement
  13769. * @param sd Player who uses the skill
  13770. * @param skill_id ID of used skill
  13771. * @param skill_lv Level of used skill
  13772. * @param type Consume type
  13773. * type&1: consume the others (before skill was used);
  13774. * type&2: consume items (after skill was used)
  13775. */
  13776. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  13777. {
  13778. struct skill_condition require;
  13779. nullpo_retv(sd);
  13780. require = skill_get_requirement(sd,skill_id,skill_lv);
  13781. if( type&1 ) {
  13782. switch( skill_id ) {
  13783. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  13784. case MC_IDENTIFY:
  13785. require.sp = 0;
  13786. break;
  13787. case GS_DESPERADO:
  13788. if (sd->skill_id_old == RL_FALLEN_ANGEL) //Don't consume SP if triggered by Fallen Angel
  13789. require.sp = 0;
  13790. break;
  13791. default:
  13792. if(sd->state.autocast)
  13793. require.sp = 0;
  13794. break;
  13795. }
  13796. if(require.hp || require.sp)
  13797. status_zap(&sd->bl, require.hp, require.sp);
  13798. if(require.spiritball > 0)
  13799. pc_delspiritball(sd,require.spiritball,0);
  13800. else if(require.spiritball == -1) {
  13801. sd->spiritball_old = sd->spiritball;
  13802. pc_delspiritball(sd,sd->spiritball,0);
  13803. }
  13804. if(require.zeny > 0)
  13805. {
  13806. if( skill_id == NJ_ZENYNAGE )
  13807. require.zeny = 0; //Zeny is reduced on skill_attack.
  13808. if( sd->status.zeny < require.zeny )
  13809. require.zeny = sd->status.zeny;
  13810. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  13811. }
  13812. }
  13813. if( type&2 ) {
  13814. struct status_change *sc = &sd->sc;
  13815. int n,i;
  13816. if( !sc->count )
  13817. sc = NULL;
  13818. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  13819. {
  13820. if( !require.itemid[i] )
  13821. continue;
  13822. if( itemid_isgemstone(require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  13823. continue; //Gemstones are checked, but not substracted from inventory.
  13824. switch( skill_id ){
  13825. case SA_SEISMICWEAPON:
  13826. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  13827. continue;
  13828. break;
  13829. case SA_FLAMELAUNCHER:
  13830. case SA_VOLCANO:
  13831. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  13832. continue;
  13833. break;
  13834. case SA_FROSTWEAPON:
  13835. case SA_DELUGE:
  13836. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  13837. continue;
  13838. break;
  13839. case SA_LIGHTNINGLOADER:
  13840. case SA_VIOLENTGALE:
  13841. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  13842. continue;
  13843. break;
  13844. }
  13845. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  13846. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  13847. }
  13848. }
  13849. }
  13850. /**
  13851. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  13852. * @param sd Player's that will be checked
  13853. * @param skill_id Skill that's being used
  13854. * @param skill_lv Skill level of used skill
  13855. * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
  13856. */
  13857. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13858. {
  13859. struct skill_condition req;
  13860. struct status_data *status;
  13861. struct status_change *sc;
  13862. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  13863. uint16 idx;
  13864. bool level_dependent = false;
  13865. memset(&req,0,sizeof(req));
  13866. if( !sd )
  13867. return req;
  13868. if( sd->skillitem == skill_id )
  13869. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  13870. sc = &sd->sc;
  13871. if( !sc->count )
  13872. sc = NULL;
  13873. //Checks if disabling skill - in which case no SP requirements are necessary
  13874. if( sc && skill_disable_check(sc,skill_id) )
  13875. return req;
  13876. idx = skill_get_index(skill_id);
  13877. if( idx == 0 ) // invalid skill id
  13878. return req;
  13879. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  13880. return req;
  13881. status = &sd->battle_status;
  13882. req.hp = skill_db[idx].require.hp[skill_lv-1];
  13883. hp_rate = skill_db[idx].require.hp_rate[skill_lv-1];
  13884. if(hp_rate > 0)
  13885. req.hp += (status->hp * hp_rate)/100;
  13886. else
  13887. req.hp += (status->max_hp * (-hp_rate))/100;
  13888. req.sp = skill_db[idx].require.sp[skill_lv-1];
  13889. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  13890. req.sp /= 2;
  13891. sp_rate = skill_db[idx].require.sp_rate[skill_lv-1];
  13892. if(sp_rate > 0)
  13893. req.sp += (status->sp * sp_rate)/100;
  13894. else
  13895. req.sp += (status->max_sp * (-sp_rate))/100;
  13896. if( sd->dsprate != 100 )
  13897. req.sp = req.sp * sd->dsprate / 100;
  13898. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  13899. if( i < ARRAYLENGTH(sd->skillusesprate) )
  13900. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  13901. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  13902. if( i < ARRAYLENGTH(sd->skillusesp) )
  13903. req.sp -= sd->skillusesp[i].val;
  13904. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  13905. if( sc ) {
  13906. if( sc->data[SC__LAZINESS] )
  13907. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  13908. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  13909. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  13910. if( sc->data[SC_RECOGNIZEDSPELL] )
  13911. req.sp += req.sp / 4;
  13912. if( sc->data[SC_OFFERTORIUM])
  13913. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  13914. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  13915. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  13916. }
  13917. req.zeny = skill_db[idx].require.zeny[skill_lv-1];
  13918. if( sc && sc->data[SC__UNLUCKY] ) {
  13919. if(sc->data[SC__UNLUCKY]->val1 < 3)
  13920. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  13921. else
  13922. req.zeny += 1000;
  13923. }
  13924. req.spiritball = skill_db[idx].require.spiritball[skill_lv-1];
  13925. req.state = skill_db[idx].require.state;
  13926. req.mhp = skill_db[idx].require.mhp[skill_lv-1];
  13927. req.weapon = skill_db[idx].require.weapon;
  13928. req.ammo_qty = skill_db[idx].require.ammo_qty[skill_lv-1];
  13929. if (req.ammo_qty)
  13930. req.ammo = skill_db[idx].require.ammo;
  13931. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  13932. { //Assume this skill is using the weapon, therefore it requires arrows.
  13933. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  13934. req.ammo_qty = 1;
  13935. }
  13936. req.status_count = skill_db[idx].require.status_count;
  13937. req.status = skill_db[idx].require.status;
  13938. req.eqItem_count = skill_db[idx].require.eqItem_count;
  13939. req.eqItem = skill_db[idx].require.eqItem;
  13940. switch( skill_id ) {
  13941. /* Skill level-dependent checks */
  13942. case NC_SHAPESHIFT:
  13943. case NC_REPAIR:
  13944. //NOTE: Please make sure Magic_Gear_Fuel in the last position in skill_require_db.txt
  13945. req.itemid[1] = skill_db[idx].require.itemid[MAX_SKILL_ITEM_REQUIRE-1];
  13946. req.amount[1] = skill_db[idx].require.amount[MAX_SKILL_ITEM_REQUIRE-1];
  13947. case GN_FIRE_EXPANSION:
  13948. case SO_SUMMON_AGNI:
  13949. case SO_SUMMON_AQUA:
  13950. case SO_SUMMON_VENTUS:
  13951. case SO_SUMMON_TERA:
  13952. case SO_WATER_INSIGNIA:
  13953. case SO_FIRE_INSIGNIA:
  13954. case SO_WIND_INSIGNIA:
  13955. case SO_EARTH_INSIGNIA:
  13956. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  13957. req.itemid[0] = skill_db[idx].require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  13958. req.amount[0] = skill_db[idx].require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  13959. level_dependent = true;
  13960. /* Normal skill requirements and gemstone checks */
  13961. default:
  13962. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  13963. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  13964. if (!level_dependent) {
  13965. switch( skill_id ) {
  13966. case AM_POTIONPITCHER:
  13967. case CR_SLIMPITCHER:
  13968. case CR_CULTIVATION:
  13969. if (i != skill_lv%11 - 1)
  13970. continue;
  13971. break;
  13972. case AM_CALLHOMUN:
  13973. if (sd->status.hom_id) //Don't delete items when hom is already out.
  13974. continue;
  13975. break;
  13976. case AB_ADORAMUS:
  13977. 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)) )
  13978. continue;
  13979. break;
  13980. case WL_COMET:
  13981. 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)) )
  13982. continue;
  13983. break;
  13984. }
  13985. req.itemid[i] = skill_db[idx].require.itemid[i];
  13986. req.amount[i] = skill_db[idx].require.amount[i];
  13987. if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
  13988. int16 itIndex;
  13989. if( (itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i] ) ){
  13990. req.itemid[i] = ITEMID_TRAP_ALLOY;
  13991. req.amount[i] = 1;
  13992. }
  13993. break;
  13994. }
  13995. }
  13996. // Check requirement for gemstone.
  13997. if (itemid_isgemstone(req.itemid[i])) {
  13998. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  13999. req.itemid[i] = req.amount[i] = 0;
  14000. else {
  14001. if( sd->special_state.no_gemstone )
  14002. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  14003. if( skill_id != SA_ABRACADABRA )
  14004. req.itemid[i] = req.amount[i] = 0;
  14005. else if( --req.amount[i] < 1 )
  14006. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14007. }
  14008. if(sc && sc->data[SC_INTOABYSS])
  14009. {
  14010. if( skill_id != SA_ABRACADABRA )
  14011. req.itemid[i] = req.amount[i] = 0;
  14012. else if( --req.amount[i] < 1 )
  14013. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14014. }
  14015. }
  14016. }
  14017. }
  14018. break;
  14019. }
  14020. // Check for cost reductions due to skills & SCs
  14021. switch(skill_id) {
  14022. case MC_MAMMONITE:
  14023. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  14024. req.zeny -= req.zeny*10/100;
  14025. break;
  14026. case AL_HOLYLIGHT:
  14027. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  14028. req.sp *= 5;
  14029. break;
  14030. case SL_SMA:
  14031. case SL_STUN:
  14032. case SL_STIN:
  14033. {
  14034. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  14035. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  14036. break;
  14037. if(sd->status.base_level>=90)
  14038. req.sp -= req.sp*7*kaina_lv/100;
  14039. else if(sd->status.base_level>=80)
  14040. req.sp -= req.sp*5*kaina_lv/100;
  14041. else if(sd->status.base_level>=70)
  14042. req.sp -= req.sp*3*kaina_lv/100;
  14043. }
  14044. break;
  14045. case MO_CHAINCOMBO:
  14046. case MO_COMBOFINISH:
  14047. case CH_TIGERFIST:
  14048. case CH_CHAINCRUSH:
  14049. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  14050. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  14051. break;
  14052. case MO_BODYRELOCATION:
  14053. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  14054. req.spiritball = 0;
  14055. break;
  14056. case MO_EXTREMITYFIST:
  14057. if( sc ) {
  14058. if( sc->data[SC_BLADESTOP] )
  14059. req.spiritball--;
  14060. else if( sc->data[SC_COMBO] ) {
  14061. switch( sc->data[SC_COMBO]->val1 ) {
  14062. case MO_COMBOFINISH:
  14063. req.spiritball = 4;
  14064. break;
  14065. case CH_TIGERFIST:
  14066. req.spiritball = 3;
  14067. break;
  14068. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  14069. req.spiritball = sd->spiritball?sd->spiritball:1;
  14070. break;
  14071. }
  14072. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  14073. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  14074. }
  14075. break;
  14076. case SR_RAMPAGEBLASTER:
  14077. req.spiritball = sd->spiritball?sd->spiritball:15;
  14078. break;
  14079. case LG_RAGEBURST:
  14080. req.spiritball = sd->spiritball?sd->spiritball:1;
  14081. break;
  14082. case SR_GATEOFHELL:
  14083. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  14084. req.sp -= req.sp * 10 / 100;
  14085. break;
  14086. case SO_SUMMON_AGNI:
  14087. case SO_SUMMON_AQUA:
  14088. case SO_SUMMON_VENTUS:
  14089. case SO_SUMMON_TERA: {
  14090. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  14091. if( spirit_sympathy )
  14092. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  14093. }
  14094. break;
  14095. case SO_PSYCHIC_WAVE:
  14096. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  14097. req.sp += req.sp / 2; // 1.5x SP cost
  14098. break;
  14099. }
  14100. //Check if player is using the copied skill [Cydh]
  14101. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  14102. uint16 req_opt = skill_db[idx].copyable.req_opt;
  14103. if (req_opt&0x0001) req.hp = 0;
  14104. if (req_opt&0x0002) req.mhp = 0;
  14105. if (req_opt&0x0004) req.sp = 0;
  14106. if (req_opt&0x0008) req.hp_rate = 0;
  14107. if (req_opt&0x0010) req.sp_rate = 0;
  14108. if (req_opt&0x0020) req.zeny = 0;
  14109. if (req_opt&0x0040) req.weapon = 0;
  14110. if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
  14111. if (req_opt&0x0100) req.state = ST_NONE;
  14112. if (req_opt&0x0200) req.status_count = 0;
  14113. if (req_opt&0x0400) req.spiritball = 0;
  14114. if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  14115. if (req_opt&0x1000) req.eqItem_count = 0;
  14116. }
  14117. return req;
  14118. }
  14119. /*==========================================
  14120. * Does cast-time reductions based on dex, item bonuses and config setting
  14121. *------------------------------------------*/
  14122. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  14123. int time = skill_get_cast(skill_id, skill_lv);
  14124. nullpo_ret(bl);
  14125. #ifndef RENEWAL_CAST
  14126. {
  14127. struct map_session_data *sd;
  14128. sd = BL_CAST(BL_PC, bl);
  14129. // calculate base cast time (reduced by dex)
  14130. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  14131. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14132. if( scale > 0 ) // not instant cast
  14133. time = time * scale / battle_config.castrate_dex_scale;
  14134. else
  14135. return 0; // instant cast
  14136. }
  14137. // calculate cast time reduced by item/card bonuses
  14138. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  14139. {
  14140. int i;
  14141. if( sd->castrate != 100 )
  14142. time = time * sd->castrate / 100;
  14143. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  14144. {
  14145. if( sd->skillcast[i].id == skill_id )
  14146. {
  14147. time+= time * sd->skillcast[i].val / 100;
  14148. break;
  14149. }
  14150. }
  14151. }
  14152. }
  14153. #endif
  14154. // config cast time multiplier
  14155. if (battle_config.cast_rate != 100)
  14156. time = time * battle_config.cast_rate / 100;
  14157. // return final cast time
  14158. time = max(time, 0);
  14159. //ShowInfo("Castime castfix = %d\n",time);
  14160. return time;
  14161. }
  14162. #ifndef RENEWAL_CAST
  14163. /**
  14164. * Get the skill cast time for Pre-Re cast
  14165. * @param bl: The caster
  14166. * @param time: Cast time before Status Change addition or reduction
  14167. * @return time: Modified castime after status change addition or reduction
  14168. */
  14169. int skill_castfix_sc(struct block_list *bl, int time)
  14170. {
  14171. struct status_change *sc = status_get_sc(bl);
  14172. if( time < 0 )
  14173. return 0;
  14174. if (sc && sc->count) {
  14175. if (sc->data[SC_SLOWCAST])
  14176. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  14177. if (sc->data[SC_PARALYSIS])
  14178. time += sc->data[SC_PARALYSIS]->val3;
  14179. if (sc->data[SC_SUFFRAGIUM]) {
  14180. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  14181. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14182. }
  14183. if (sc->data[SC_MEMORIZE]) {
  14184. time>>=1;
  14185. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14186. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14187. }
  14188. if (sc->data[SC_POEMBRAGI])
  14189. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  14190. if (sc->data[SC_IZAYOI])
  14191. time -= time * 50 / 100;
  14192. }
  14193. time = max(time, 0);
  14194. //ShowInfo("Castime castfix_sc = %d\n",time);
  14195. return time;
  14196. }
  14197. #else
  14198. /**
  14199. * Get the skill cast time for RENEWAL_CAST
  14200. * @param bl: The caster
  14201. * @param time: Cast time without reduction
  14202. * @param skill_id: Skill ID of the casted skill
  14203. * @param skill_lv: Skill level of the casted skill
  14204. * @return time: Modified castime after status and bonus addition or reduction
  14205. */
  14206. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  14207. {
  14208. struct status_change *sc = status_get_sc(bl);
  14209. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  14210. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
  14211. if( time < 0 )
  14212. return 0;
  14213. if( bl->type == BL_MOB )
  14214. return (int)time;
  14215. if( fixed == 0 ){
  14216. fixed = (int)time * 20 / 100; // fixed time
  14217. time = time * 80 / 100; // variable time
  14218. }else if( fixed < 0 ) // no fixed cast time
  14219. fixed = 0;
  14220. if(sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses.
  14221. if( sd->bonus.varcastrate < 0 )
  14222. VARCAST_REDUCTION(sd->bonus.varcastrate);
  14223. if( sd->bonus.add_varcast != 0 ) // bonus bVariableCast
  14224. time += sd->bonus.add_varcast;
  14225. if( sd->bonus.add_fixcast != 0 ) // bonus bFixedCast
  14226. fixed += sd->bonus.add_fixcast;
  14227. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
  14228. if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
  14229. fixed += sd->skillfixcast[i].val;
  14230. break;
  14231. }
  14232. for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ )
  14233. if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
  14234. time += sd->skillvarcast[i].val;
  14235. break;
  14236. }
  14237. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  14238. if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate
  14239. VARCAST_REDUCTION(sd->skillcast[i].val);
  14240. break;
  14241. }
  14242. for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ )
  14243. if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate
  14244. fixcast_r = sd->skillfixcastrate[i].val;
  14245. break;
  14246. }
  14247. }
  14248. if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2) ) {
  14249. // All variable cast additive bonuses must come first
  14250. if (sc->data[SC_SLOWCAST])
  14251. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  14252. if( sc->data[SC__LAZINESS] )
  14253. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  14254. // Variable cast reduction bonuses
  14255. if (sc->data[SC_SUFFRAGIUM]) {
  14256. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  14257. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14258. }
  14259. if (sc->data[SC_MEMORIZE]) {
  14260. VARCAST_REDUCTION(50);
  14261. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14262. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14263. }
  14264. if (sc->data[SC_POEMBRAGI])
  14265. VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2);
  14266. if (sc->data[SC_IZAYOI])
  14267. VARCAST_REDUCTION(50);
  14268. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
  14269. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells.
  14270. if( sc->data[SC_TELEKINESIS_INTENSE] )
  14271. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  14272. // Fixed cast reduction bonuses
  14273. if( sc->data[SC_SECRAMENT] )
  14274. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  14275. if( sd && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP )
  14276. fixcast_r = max(fixcast_r, 5 + skill_lv * 5);
  14277. // Fixed cast non percentage bonuses
  14278. if( sc->data[SC_MANDRAGORA] )
  14279. fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
  14280. if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] )
  14281. fixed -= 1000;
  14282. if (sc->data[SC_DANCEWITHWUG])
  14283. fixed -= fixed * sc->data[SC_DANCEWITHWUG]->val4 / 100;
  14284. if( sc->data[SC_HEAT_BARREL] )
  14285. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  14286. if (sc->data[SC_IZAYOI])
  14287. fixed = 0;
  14288. }
  14289. if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){
  14290. VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) );
  14291. fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0);
  14292. }
  14293. if( varcast_r < 0 ) // now compute overall factors
  14294. time = time * (1 - (float)varcast_r / 100);
  14295. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point
  14296. time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time;
  14297. // underflow checking/capping
  14298. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0);
  14299. return (int)time;
  14300. }
  14301. #endif
  14302. /*==========================================
  14303. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  14304. *------------------------------------------*/
  14305. int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  14306. {
  14307. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  14308. int time = skill_get_delay(skill_id, skill_lv);
  14309. struct map_session_data *sd;
  14310. struct status_change *sc = status_get_sc(bl);
  14311. nullpo_ret(bl);
  14312. sd = BL_CAST(BL_PC, bl);
  14313. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  14314. return 0; //Will use picked skill's delay.
  14315. if (bl->type&battle_config.no_skill_delay)
  14316. return battle_config.min_skill_delay_limit;
  14317. if (time < 0)
  14318. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  14319. // Delay reductions
  14320. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  14321. case MO_TRIPLEATTACK:
  14322. case MO_CHAINCOMBO:
  14323. case MO_COMBOFINISH:
  14324. case CH_TIGERFIST:
  14325. case CH_CHAINCRUSH:
  14326. case SR_DRAGONCOMBO:
  14327. case SR_FALLENEMPIRE:
  14328. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  14329. if (time == 0)
  14330. time = 1000;
  14331. time -= (4*status_get_agi(bl) + 2*status_get_dex(bl));
  14332. break;
  14333. case HP_BASILICA:
  14334. if( sc && !sc->data[SC_BASILICA] )
  14335. time = 0; // There is no Delay on Basilica creation, only on cancel
  14336. break;
  14337. default:
  14338. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  14339. { // if skill delay is allowed to be reduced by dex
  14340. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14341. if (scale > 0)
  14342. time = time * scale / battle_config.castrate_dex_scale;
  14343. else //To be capped later to minimum.
  14344. time = 0;
  14345. }
  14346. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  14347. { // if skill delay is allowed to be reduced by agi
  14348. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  14349. if (scale > 0)
  14350. time = time * scale / battle_config.castrate_dex_scale;
  14351. else //To be capped later to minimum.
  14352. time = 0;
  14353. }
  14354. }
  14355. if ( sc && sc->data[SC_SPIRIT] ) {
  14356. switch (skill_id) {
  14357. case CR_SHIELDBOOMERANG:
  14358. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  14359. time /= 2;
  14360. break;
  14361. case AS_SONICBLOW:
  14362. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  14363. time /= 2;
  14364. break;
  14365. }
  14366. }
  14367. if (!(delaynodex&2))
  14368. {
  14369. if (sc && sc->count) {
  14370. if (sc->data[SC_POEMBRAGI])
  14371. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  14372. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
  14373. time /= 2; // After Delay of Wind element spells reduced by 50%.
  14374. }
  14375. }
  14376. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  14377. time = time * sd->delayrate / 100;
  14378. if (battle_config.delay_rate != 100)
  14379. time = time * battle_config.delay_rate / 100;
  14380. //min delay
  14381. time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
  14382. time = max(time, battle_config.min_skill_delay_limit);
  14383. //ShowInfo("Delay delayfix = %d\n",time);
  14384. return time;
  14385. }
  14386. /*=========================================
  14387. *
  14388. *-----------------------------------------*/
  14389. struct square {
  14390. int val1[5];
  14391. int val2[5];
  14392. };
  14393. static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y)
  14394. {
  14395. nullpo_retv(tc);
  14396. if(dir == 0){
  14397. tc->val1[0]=x-2;
  14398. tc->val1[1]=x-1;
  14399. tc->val1[2]=x;
  14400. tc->val1[3]=x+1;
  14401. tc->val1[4]=x+2;
  14402. tc->val2[0]=
  14403. tc->val2[1]=
  14404. tc->val2[2]=
  14405. tc->val2[3]=
  14406. tc->val2[4]=y-1;
  14407. }
  14408. else if(dir==2){
  14409. tc->val1[0]=
  14410. tc->val1[1]=
  14411. tc->val1[2]=
  14412. tc->val1[3]=
  14413. tc->val1[4]=x+1;
  14414. tc->val2[0]=y+2;
  14415. tc->val2[1]=y+1;
  14416. tc->val2[2]=y;
  14417. tc->val2[3]=y-1;
  14418. tc->val2[4]=y-2;
  14419. }
  14420. else if(dir==4){
  14421. tc->val1[0]=x-2;
  14422. tc->val1[1]=x-1;
  14423. tc->val1[2]=x;
  14424. tc->val1[3]=x+1;
  14425. tc->val1[4]=x+2;
  14426. tc->val2[0]=
  14427. tc->val2[1]=
  14428. tc->val2[2]=
  14429. tc->val2[3]=
  14430. tc->val2[4]=y+1;
  14431. }
  14432. else if(dir==6){
  14433. tc->val1[0]=
  14434. tc->val1[1]=
  14435. tc->val1[2]=
  14436. tc->val1[3]=
  14437. tc->val1[4]=x-1;
  14438. tc->val2[0]=y+2;
  14439. tc->val2[1]=y+1;
  14440. tc->val2[2]=y;
  14441. tc->val2[3]=y-1;
  14442. tc->val2[4]=y-2;
  14443. }
  14444. else if(dir==1){
  14445. tc->val1[0]=x-1;
  14446. tc->val1[1]=x;
  14447. tc->val1[2]=x+1;
  14448. tc->val1[3]=x+2;
  14449. tc->val1[4]=x+3;
  14450. tc->val2[0]=y-4;
  14451. tc->val2[1]=y-3;
  14452. tc->val2[2]=y-1;
  14453. tc->val2[3]=y;
  14454. tc->val2[4]=y+1;
  14455. }
  14456. else if(dir==3){
  14457. tc->val1[0]=x+3;
  14458. tc->val1[1]=x+2;
  14459. tc->val1[2]=x+1;
  14460. tc->val1[3]=x;
  14461. tc->val1[4]=x-1;
  14462. tc->val2[0]=y-1;
  14463. tc->val2[1]=y;
  14464. tc->val2[2]=y+1;
  14465. tc->val2[3]=y+2;
  14466. tc->val2[4]=y+3;
  14467. }
  14468. else if(dir==5){
  14469. tc->val1[0]=x+1;
  14470. tc->val1[1]=x;
  14471. tc->val1[2]=x-1;
  14472. tc->val1[3]=x-2;
  14473. tc->val1[4]=x-3;
  14474. tc->val2[0]=y+3;
  14475. tc->val2[1]=y+2;
  14476. tc->val2[2]=y+1;
  14477. tc->val2[3]=y;
  14478. tc->val2[4]=y-1;
  14479. }
  14480. else if(dir==7){
  14481. tc->val1[0]=x-3;
  14482. tc->val1[1]=x-2;
  14483. tc->val1[2]=x-1;
  14484. tc->val1[3]=x;
  14485. tc->val1[4]=x+1;
  14486. tc->val2[1]=y;
  14487. tc->val2[0]=y+1;
  14488. tc->val2[2]=y-1;
  14489. tc->val2[3]=y-2;
  14490. tc->val2[4]=y-3;
  14491. }
  14492. }
  14493. static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are)
  14494. {
  14495. int c;
  14496. nullpo_retv(tc);
  14497. for( c = 0; c < 5; c++ ) {
  14498. switch( dir ) {
  14499. case 0: tc->val2[c]+=are; break;
  14500. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  14501. case 2: tc->val1[c]-=are; break;
  14502. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  14503. case 4: tc->val2[c]-=are; break;
  14504. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  14505. case 6: tc->val1[c]+=are; break;
  14506. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  14507. }
  14508. }
  14509. }
  14510. void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  14511. {
  14512. int c,n=4;
  14513. uint8 dir = map_calc_dir(src,bl->x,bl->y);
  14514. struct square tc;
  14515. int x=bl->x,y=bl->y;
  14516. skill_brandishspear_first(&tc,dir,x,y);
  14517. skill_brandishspear_dir(&tc,dir,4);
  14518. skill_area_temp[1] = bl->id;
  14519. if(skill_lv > 9){
  14520. for(c=1;c<4;c++){
  14521. map_foreachincell(skill_area_sub,
  14522. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14523. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14524. skill_castend_damage_id);
  14525. }
  14526. }
  14527. if(skill_lv > 6){
  14528. skill_brandishspear_dir(&tc,dir,-1);
  14529. n--;
  14530. }else{
  14531. skill_brandishspear_dir(&tc,dir,-2);
  14532. n-=2;
  14533. }
  14534. if(skill_lv > 3){
  14535. for(c=0;c<5;c++){
  14536. map_foreachincell(skill_area_sub,
  14537. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14538. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14539. skill_castend_damage_id);
  14540. if(skill_lv > 6 && n==3 && c==4){
  14541. skill_brandishspear_dir(&tc,dir,-1);
  14542. n--;c=-1;
  14543. }
  14544. }
  14545. }
  14546. for(c=0;c<10;c++){
  14547. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  14548. map_foreachincell(skill_area_sub,
  14549. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  14550. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  14551. skill_castend_damage_id);
  14552. }
  14553. }
  14554. /*==========================================
  14555. * Weapon Repair [Celest/DracoRPG]
  14556. *------------------------------------------*/
  14557. void skill_repairweapon(struct map_session_data *sd, int idx) {
  14558. int material;
  14559. int materials[4] = { 1002, 998, 999, 756 };
  14560. struct item *item;
  14561. struct map_session_data *target_sd;
  14562. nullpo_retv(sd);
  14563. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  14564. return;
  14565. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  14566. return;
  14567. if( idx < 0 || idx >= MAX_INVENTORY )
  14568. return; //Invalid index??
  14569. item = &target_sd->status.inventory[idx];
  14570. if( !item->nameid || !item->attribute )
  14571. return; //Again invalid item....
  14572. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  14573. clif_item_repaireffect(sd,idx,1);
  14574. return;
  14575. }
  14576. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  14577. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  14578. else
  14579. material = materials [2]; // Armors consume 1 Steel
  14580. if ( pc_search_inventory(sd,material) < 0 ) {
  14581. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14582. return;
  14583. }
  14584. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  14585. item->attribute = 0;/* clear broken state */
  14586. clif_equiplist(target_sd);
  14587. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  14588. clif_item_repaireffect(sd,idx,0);
  14589. if( sd != target_sd )
  14590. clif_item_repaireffect(target_sd,idx,0);
  14591. }
  14592. /*==========================================
  14593. * Item Appraisal
  14594. *------------------------------------------*/
  14595. void skill_identify(struct map_session_data *sd, int idx)
  14596. {
  14597. int flag=1;
  14598. nullpo_retv(sd);
  14599. if(idx >= 0 && idx < MAX_INVENTORY) {
  14600. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  14601. flag=0;
  14602. sd->status.inventory[idx].identify=1;
  14603. }
  14604. }
  14605. clif_item_identified(sd,idx,flag);
  14606. }
  14607. /*==========================================
  14608. * Weapon Refine [Celest]
  14609. *------------------------------------------*/
  14610. void skill_weaponrefine(struct map_session_data *sd, int idx)
  14611. {
  14612. nullpo_retv(sd);
  14613. if (idx >= 0 && idx < MAX_INVENTORY)
  14614. {
  14615. struct item *item;
  14616. struct item_data *ditem = sd->inventory_data[idx];
  14617. item = &sd->status.inventory[idx];
  14618. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  14619. int i = 0, per;
  14620. int material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON, };
  14621. if( ditem->flag.no_refine ) { // if the item isn't refinable
  14622. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14623. return;
  14624. }
  14625. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  14626. clif_upgrademessage(sd->fd, 2, item->nameid);
  14627. return;
  14628. }
  14629. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  14630. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  14631. return;
  14632. }
  14633. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  14634. if( sd->class_&JOBL_THIRD )
  14635. per += 10;
  14636. else
  14637. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  14638. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  14639. if (per > rnd() % 100) {
  14640. int ep=0;
  14641. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  14642. item->refine++;
  14643. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  14644. if(item->equip) {
  14645. ep = item->equip;
  14646. pc_unequipitem(sd,idx,3);
  14647. }
  14648. clif_delitem(sd,idx,1,3);
  14649. clif_upgrademessage(sd->fd, 0, item->nameid);
  14650. clif_inventorylist(sd);
  14651. clif_refine(sd->fd,0,idx,item->refine);
  14652. if (ep)
  14653. pc_equipitem(sd,idx,ep);
  14654. clif_misceffect(&sd->bl,3);
  14655. if(item->refine == 10 &&
  14656. item->card[0] == CARD0_FORGE &&
  14657. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  14658. { // Fame point system [DracoRPG]
  14659. switch(ditem->wlv){
  14660. case 1:
  14661. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  14662. break;
  14663. case 2:
  14664. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  14665. break;
  14666. case 3:
  14667. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  14668. break;
  14669. }
  14670. }
  14671. } else {
  14672. item->refine = 0;
  14673. if(item->equip)
  14674. pc_unequipitem(sd,idx,3);
  14675. clif_upgrademessage(sd->fd, 1, item->nameid);
  14676. clif_refine(sd->fd,1,idx,item->refine);
  14677. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  14678. clif_misceffect(&sd->bl,2);
  14679. clif_emotion(&sd->bl, E_OMG);
  14680. }
  14681. }
  14682. }
  14683. }
  14684. /*==========================================
  14685. *
  14686. *------------------------------------------*/
  14687. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  14688. {
  14689. uint16 skill_lv;
  14690. int maxlv=1,lv;
  14691. nullpo_ret(sd);
  14692. skill_lv = sd->menuskill_val;
  14693. lv=pc_checkskill(sd,skill_id);
  14694. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  14695. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  14696. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  14697. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  14698. maxlv =10; //Soul Linker bonus. [Skotlex]
  14699. else if(skill_lv==2) maxlv=1;
  14700. else if(skill_lv==3) maxlv=2;
  14701. else if(skill_lv>=4) maxlv=3;
  14702. }
  14703. else if(skill_id==MG_SOULSTRIKE){
  14704. if(skill_lv==5) maxlv=1;
  14705. else if(skill_lv==6) maxlv=2;
  14706. else if(skill_lv>=7) maxlv=3;
  14707. }
  14708. else if(skill_id==MG_FIREBALL){
  14709. if(skill_lv==8) maxlv=1;
  14710. else if(skill_lv>=9) maxlv=2;
  14711. }
  14712. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  14713. else return 0;
  14714. if(maxlv > lv)
  14715. maxlv = lv;
  14716. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  14717. skill_get_time(SA_AUTOSPELL,skill_lv));
  14718. return 0;
  14719. }
  14720. /*==========================================
  14721. * Sitting skills functions.
  14722. *------------------------------------------*/
  14723. static int skill_sit_count(struct block_list *bl, va_list ap)
  14724. {
  14725. struct map_session_data *sd;
  14726. int type =va_arg(ap,int);
  14727. sd=(struct map_session_data*)bl;
  14728. if(!pc_issit(sd))
  14729. return 0;
  14730. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14731. return 1;
  14732. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  14733. return 1;
  14734. return 0;
  14735. }
  14736. static int skill_sit_in (struct block_list *bl, va_list ap)
  14737. {
  14738. struct map_session_data *sd;
  14739. int type = va_arg(ap,int);
  14740. sd = (struct map_session_data*)bl;
  14741. if(!pc_issit(sd))
  14742. return 0;
  14743. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14744. sd->state.gangsterparadise = 1;
  14745. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
  14746. sd->state.rest = 1;
  14747. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14748. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14749. }
  14750. return 0;
  14751. }
  14752. static int skill_sit_out (struct block_list *bl, va_list ap)
  14753. {
  14754. struct map_session_data *sd;
  14755. int type = va_arg(ap,int);
  14756. sd = (struct map_session_data*)bl;
  14757. if(sd->state.gangsterparadise && type&1)
  14758. sd->state.gangsterparadise = 0;
  14759. if(sd->state.rest && type&2) {
  14760. sd->state.rest = 0;
  14761. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14762. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14763. }
  14764. return 0;
  14765. }
  14766. int skill_sit (struct map_session_data *sd, int type)
  14767. {
  14768. int flag = 0;
  14769. int range = 0, lv;
  14770. nullpo_ret(sd);
  14771. if((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  14772. flag |= 1;
  14773. range = skill_get_splash(RG_GANGSTER, lv);
  14774. }
  14775. if((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  14776. flag |= 2;
  14777. range = skill_get_splash(TK_HPTIME, lv);
  14778. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  14779. flag |= 2;
  14780. range = skill_get_splash(TK_SPTIME, lv);
  14781. }
  14782. if (type)
  14783. clif_status_load(&sd->bl, SI_SIT, 1);
  14784. else
  14785. clif_status_load(&sd->bl, SI_SIT, 0);
  14786. if (!flag) return 0;
  14787. if(type) {
  14788. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  14789. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  14790. } else {
  14791. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  14792. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  14793. }
  14794. return 0;
  14795. }
  14796. /*==========================================
  14797. * Do Forstjoke/Scream effect
  14798. *------------------------------------------*/
  14799. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  14800. {
  14801. struct block_list *src;
  14802. uint16 skill_id,skill_lv;
  14803. unsigned int tick;
  14804. nullpo_ret(bl);
  14805. nullpo_ret(src = va_arg(ap,struct block_list*));
  14806. skill_id = va_arg(ap,int);
  14807. skill_lv = va_arg(ap,int);
  14808. if(!skill_lv)
  14809. return 0;
  14810. tick = va_arg(ap,unsigned int);
  14811. if (src == bl || status_isdead(bl))
  14812. return 0;
  14813. if (bl->type == BL_PC) {
  14814. struct map_session_data *sd = (struct map_session_data *)bl;
  14815. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  14816. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  14817. }
  14818. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  14819. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  14820. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14821. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  14822. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14823. return 0;
  14824. }
  14825. /**
  14826. * Set map cell flag as skill unit effect
  14827. * @param src Skill unit
  14828. * @param skill_id
  14829. * @param skill_lv
  14830. * @param cell Cell type cell_t
  14831. * @param flag 0/1
  14832. */
  14833. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  14834. {
  14835. int range = skill_get_unit_range(skill_id,skill_lv);
  14836. int x, y;
  14837. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  14838. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  14839. map_setcell(src->bl.m, x, y, cell, flag);
  14840. }
  14841. /**
  14842. * Do skill attack area (such splash effect) around the 'first' target.
  14843. * First target will skip skill condition, always receive damage. But,
  14844. * around it, still need target/condition validation by
  14845. * battle_check_target and status_check_skilluse
  14846. * @param bl
  14847. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  14848. */
  14849. int skill_attack_area(struct block_list *bl, va_list ap)
  14850. {
  14851. struct block_list *src,*dsrc;
  14852. int atk_type,skill_id,skill_lv,flag,type;
  14853. unsigned int tick;
  14854. if(status_isdead(bl))
  14855. return 0;
  14856. atk_type = va_arg(ap,int);
  14857. src = va_arg(ap,struct block_list*);
  14858. dsrc = va_arg(ap,struct block_list*);
  14859. skill_id = va_arg(ap,int);
  14860. skill_lv = va_arg(ap,int);
  14861. tick = va_arg(ap,unsigned int);
  14862. flag = va_arg(ap,int);
  14863. type = va_arg(ap,int);
  14864. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  14865. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  14866. if(battle_check_target(dsrc,bl,type) <= 0 ||
  14867. !status_check_skilluse(NULL, bl, skill_id, 2))
  14868. return 0;
  14869. switch (skill_id) {
  14870. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  14871. case NPC_ACIDBREATH:
  14872. case NPC_DARKNESSBREATH:
  14873. case NPC_FIREBREATH:
  14874. case NPC_ICEBREATH:
  14875. case NPC_THUNDERBREATH:
  14876. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  14877. default:
  14878. //Area-splash, disable skill animation.
  14879. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  14880. }
  14881. }
  14882. /**
  14883. * Clear skill unit group
  14884. * @param bl
  14885. * @param flag &1
  14886. */
  14887. int skill_clear_group(struct block_list *bl, int flag)
  14888. {
  14889. struct unit_data *ud = NULL;
  14890. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  14891. int i, count = 0;
  14892. nullpo_ret(bl);
  14893. if (!(ud = unit_bl2ud(bl)))
  14894. return 0;
  14895. // All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  14896. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  14897. switch (ud->skillunit[i]->skill_id) {
  14898. case SA_DELUGE:
  14899. case SA_VOLCANO:
  14900. case SA_VIOLENTGALE:
  14901. case SA_LANDPROTECTOR:
  14902. case NJ_SUITON:
  14903. case NJ_KAENSIN:
  14904. if (flag&1)
  14905. group[count++] = ud->skillunit[i];
  14906. break;
  14907. case SO_CLOUD_KILL:
  14908. if( flag&4 )
  14909. group[count++] = ud->skillunit[i];
  14910. break;
  14911. case SO_WARMER:
  14912. if( flag&8 )
  14913. group[count++] = ud->skillunit[i];
  14914. break;
  14915. default:
  14916. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  14917. group[count++] = ud->skillunit[i];
  14918. break;
  14919. }
  14920. }
  14921. for (i = 0; i < count; i++)
  14922. skill_delunitgroup(group[i]);
  14923. return count;
  14924. }
  14925. /**
  14926. * Returns the first element field found [Skotlex]
  14927. * @param bl
  14928. * @return skill_unit_group
  14929. */
  14930. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  14931. {
  14932. struct unit_data *ud = NULL;
  14933. int i;
  14934. nullpo_ret(bl);
  14935. if (!(ud = unit_bl2ud(bl)))
  14936. return NULL;
  14937. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  14938. switch (ud->skillunit[i]->skill_id) {
  14939. case SA_DELUGE:
  14940. case SA_VOLCANO:
  14941. case SA_VIOLENTGALE:
  14942. case SA_LANDPROTECTOR:
  14943. case NJ_SUITON:
  14944. case SO_CLOUD_KILL:
  14945. case SO_WARMER:
  14946. return ud->skillunit[i];
  14947. }
  14948. }
  14949. return NULL;
  14950. }
  14951. /// Graffiti cleaner [Valaris]
  14952. int skill_graffitiremover(struct block_list *bl, va_list ap)
  14953. {
  14954. struct skill_unit *unit = NULL;
  14955. nullpo_ret(bl);
  14956. nullpo_ret(ap);
  14957. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  14958. return 0;
  14959. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  14960. skill_delunit(unit);
  14961. return 0;
  14962. }
  14963. /// Greed effect
  14964. int skill_greed(struct block_list *bl, va_list ap)
  14965. {
  14966. struct block_list *src;
  14967. struct map_session_data *sd = NULL;
  14968. struct flooritem_data *fitem = NULL;
  14969. nullpo_ret(bl);
  14970. nullpo_ret(src = va_arg(ap, struct block_list *));
  14971. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  14972. pc_takeitem(sd, fitem);
  14973. return 0;
  14974. }
  14975. /// Ranger's Detonator [Jobbie/3CeAM]
  14976. int skill_detonator(struct block_list *bl, va_list ap)
  14977. {
  14978. struct skill_unit *unit = NULL;
  14979. struct block_list *src;
  14980. int unit_id;
  14981. nullpo_ret(bl);
  14982. nullpo_ret(ap);
  14983. src = va_arg(ap,struct block_list *);
  14984. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  14985. return 0;
  14986. if( unit->group->src_id != src->id )
  14987. return 0;
  14988. unit_id = unit->group->unit_id;
  14989. switch( unit_id )
  14990. { //List of Hunter and Ranger Traps that can be detonate.
  14991. case UNT_BLASTMINE:
  14992. case UNT_SANDMAN:
  14993. case UNT_CLAYMORETRAP:
  14994. case UNT_TALKIEBOX:
  14995. case UNT_CLUSTERBOMB:
  14996. case UNT_FIRINGTRAP:
  14997. case UNT_ICEBOUNDTRAP:
  14998. switch(unit_id) {
  14999. case UNT_TALKIEBOX:
  15000. clif_talkiebox(bl,unit->group->valstr);
  15001. unit->group->val2 = -1;
  15002. break;
  15003. case UNT_CLAYMORETRAP:
  15004. case UNT_FIRINGTRAP:
  15005. case UNT_ICEBOUNDTRAP:
  15006. 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);
  15007. break;
  15008. default:
  15009. 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);
  15010. break;
  15011. }
  15012. clif_changetraplook(bl, UNT_USED_TRAPS);
  15013. unit->group->unit_id = UNT_USED_TRAPS;
  15014. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  15015. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  15016. break;
  15017. }
  15018. return 0;
  15019. }
  15020. /**
  15021. * Rebellion's Bind Trap explosion
  15022. * @author [Cydh]
  15023. **/
  15024. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  15025. struct skill_unit *su = NULL;
  15026. struct block_list *src = NULL;
  15027. nullpo_ret(bl);
  15028. nullpo_ret(ap);
  15029. src = va_arg(ap,struct block_list *);
  15030. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  15031. return 0;
  15032. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id )
  15033. return 0;
  15034. map_foreachinrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  15035. clif_changetraplook(bl, UNT_USED_TRAPS);
  15036. su->group->unit_id = UNT_USED_TRAPS;
  15037. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  15038. return 1;
  15039. }
  15040. /*==========================================
  15041. * Check new skill unit cell when overlapping in other skill unit cell.
  15042. * Catched skill in cell value pushed to *unit pointer.
  15043. * Set (*alive) to 0 will ends 'new unit' check
  15044. *------------------------------------------*/
  15045. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  15046. {
  15047. uint16 skill_id;
  15048. int *alive;
  15049. struct skill_unit *unit;
  15050. skill_id = va_arg(ap,int);
  15051. alive = va_arg(ap,int *);
  15052. unit = (struct skill_unit *)bl;
  15053. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  15054. return 0;
  15055. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  15056. return 0;
  15057. switch (skill_id) {
  15058. case SA_LANDPROTECTOR:
  15059. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  15060. (*alive) = 0;
  15061. skill_delunit(unit);
  15062. return 1;
  15063. }
  15064. //It deletes everything except traps and barriers
  15065. 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 ) {
  15066. skill_delunit(unit);
  15067. return 1;
  15068. }
  15069. break;
  15070. case HW_GANBANTEIN:
  15071. case LG_EARTHDRIVE:
  15072. // Officially songs/dances are removed
  15073. skill_delunit(unit);
  15074. return 1;
  15075. case SA_VOLCANO:
  15076. case SA_DELUGE:
  15077. case SA_VIOLENTGALE:
  15078. // The official implementation makes them fail to appear when casted on top of ANYTHING
  15079. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  15080. // hence, I leave the alternate implementation here, commented. [Skotlex]
  15081. if (unit->range <= 0)
  15082. {
  15083. (*alive) = 0;
  15084. return 1;
  15085. }
  15086. /*
  15087. switch (unit->group->skill_id)
  15088. { //These cannot override each other.
  15089. case SA_VOLCANO:
  15090. case SA_DELUGE:
  15091. case SA_VIOLENTGALE:
  15092. (*alive) = 0;
  15093. return 1;
  15094. }
  15095. */
  15096. break;
  15097. case PF_FOGWALL:
  15098. switch(unit->group->skill_id) {
  15099. case SA_VOLCANO: //Can't be placed on top of these
  15100. case SA_VIOLENTGALE:
  15101. (*alive) = 0;
  15102. return 1;
  15103. case SA_DELUGE:
  15104. case NJ_SUITON:
  15105. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  15106. (*alive) = 2;
  15107. break;
  15108. }
  15109. break;
  15110. case WZ_ICEWALL:
  15111. case HP_BASILICA:
  15112. //These can't be placed on top of themselves (duration can't be refreshed)
  15113. if (unit->group->skill_id == skill_id)
  15114. {
  15115. (*alive) = 0;
  15116. return 1;
  15117. }
  15118. break;
  15119. case GN_CRAZYWEED_ATK:
  15120. if (unit->group->skill_id == WZ_FIREPILLAR && unit->group->unit_id != UNT_FIREPILLAR_ACTIVE)
  15121. break;
  15122. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_CRAZYWEED) {
  15123. skill_delunit(unit);
  15124. return 1;
  15125. }
  15126. break;
  15127. case RL_FIRE_RAIN:
  15128. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_FIRERAIN) {
  15129. skill_delunit(unit);
  15130. return 1;
  15131. }
  15132. break;
  15133. }
  15134. 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
  15135. (*alive) = 0;
  15136. return 1;
  15137. }
  15138. return 0;
  15139. }
  15140. /*==========================================
  15141. *
  15142. *------------------------------------------*/
  15143. int skill_changetarget(struct block_list *bl, va_list ap)
  15144. {
  15145. struct mob_data *md = (struct mob_data *)bl;
  15146. struct unit_data *ud = unit_bl2ud(bl);
  15147. struct block_list *from_bl = va_arg(ap,struct block_list *);
  15148. struct block_list *to_bl = va_arg(ap,struct block_list *);
  15149. if(ud && ud->target == from_bl->id)
  15150. ud->target = to_bl->id;
  15151. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  15152. md->target_id = to_bl->id;
  15153. return 0;
  15154. }
  15155. /*==========================================
  15156. * Splash effect for skill unit 'trap type'.
  15157. * Chance triggered when damaged, timeout, or char step on it.
  15158. *------------------------------------------*/
  15159. static int skill_trap_splash(struct block_list *bl, va_list ap)
  15160. {
  15161. struct block_list *src = va_arg(ap,struct block_list *);
  15162. struct skill_unit *unit = NULL;
  15163. int tick = va_arg(ap,int);
  15164. struct skill_unit_group *sg;
  15165. struct block_list *ss; //Skill src bl
  15166. nullpo_ret(src);
  15167. unit = (struct skill_unit *)src;
  15168. if (!unit || !unit->alive || bl->prev == NULL)
  15169. return 0;
  15170. nullpo_ret(sg = unit->group);
  15171. nullpo_ret(ss = map_id2bl(sg->src_id));
  15172. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  15173. return 0;
  15174. switch (sg->unit_id) {
  15175. case UNT_B_TRAP:
  15176. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  15177. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  15178. break;
  15179. case UNT_SHOCKWAVE:
  15180. case UNT_SANDMAN:
  15181. case UNT_FLASHER:
  15182. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  15183. break;
  15184. case UNT_GROUNDDRIFT_WIND:
  15185. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15186. sc_start(ss,bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15187. break;
  15188. case UNT_GROUNDDRIFT_DARK:
  15189. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15190. sc_start(ss,bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15191. break;
  15192. case UNT_GROUNDDRIFT_POISON:
  15193. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15194. sc_start(ss,bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15195. break;
  15196. case UNT_GROUNDDRIFT_WATER:
  15197. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15198. sc_start(ss,bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15199. break;
  15200. case UNT_GROUNDDRIFT_FIRE:
  15201. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15202. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  15203. break;
  15204. case UNT_ELECTRICSHOCKER:
  15205. if (bl->id != ss->id) {
  15206. if (status_get_mode(bl)&MD_BOSS)
  15207. break;
  15208. 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)) {
  15209. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  15210. clif_fixpos(bl);
  15211. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, 5);
  15212. }
  15213. }
  15214. break;
  15215. case UNT_MAGENTATRAP:
  15216. case UNT_COBALTTRAP:
  15217. case UNT_MAIZETRAP:
  15218. case UNT_VERDURETRAP:
  15219. if( bl->type != BL_PC && !is_boss(bl) )
  15220. 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));
  15221. break;
  15222. case UNT_REVERBERATION:
  15223. skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse
  15224. skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
  15225. break;
  15226. case UNT_FIRINGTRAP:
  15227. case UNT_ICEBOUNDTRAP:
  15228. if( src->id == bl->id ) break;
  15229. if( bl->type == BL_SKILL ) {
  15230. struct skill_unit *su = (struct skill_unit *)bl;
  15231. if (su && su->group->unit_id == UNT_USED_TRAPS)
  15232. break;
  15233. }
  15234. case UNT_CLUSTERBOMB:
  15235. if( ss != bl )
  15236. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  15237. break;
  15238. case UNT_CLAYMORETRAP:
  15239. if( src->id == bl->id ) break;
  15240. if( bl->type == BL_SKILL ) {
  15241. struct skill_unit *su = (struct skill_unit *)bl;
  15242. if (!su)
  15243. return 0;
  15244. switch(su->group->unit_id) {
  15245. case UNT_CLAYMORETRAP:
  15246. case UNT_LANDMINE:
  15247. case UNT_BLASTMINE:
  15248. case UNT_SHOCKWAVE:
  15249. case UNT_SANDMAN:
  15250. case UNT_FLASHER:
  15251. case UNT_FREEZINGTRAP:
  15252. case UNT_FIRINGTRAP:
  15253. case UNT_ICEBOUNDTRAP:
  15254. clif_changetraplook(bl, UNT_USED_TRAPS);
  15255. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  15256. su->group->unit_id = UNT_USED_TRAPS;
  15257. break;
  15258. }
  15259. }
  15260. default:
  15261. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  15262. break;
  15263. }
  15264. return 1;
  15265. }
  15266. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  15267. {
  15268. uint16 skill_id, skill_lv;
  15269. struct skill_unit *unit;
  15270. nullpo_ret(bl);
  15271. skill_id = va_arg(ap,int);
  15272. skill_lv = va_arg(ap,int);
  15273. unit = (struct skill_unit *)bl;
  15274. if( unit == NULL || unit->group == NULL )
  15275. return 0;
  15276. if( skill_get_inf2(skill_id)&INF2_TRAP )
  15277. return 0;
  15278. if( unit->group->skill_id == SC_MAELSTROM ) {
  15279. struct block_list *src;
  15280. if( (src = map_id2bl(unit->group->src_id)) ){
  15281. int sp = unit->group->skill_lv * skill_lv;
  15282. if( src->type == BL_PC )
  15283. sp += ((TBL_PC*)src)->status.job_level / 5;
  15284. status_heal(src, 0, sp/2, 1);
  15285. }
  15286. }
  15287. return 0;
  15288. }
  15289. /**
  15290. * Remove current enchanted element for new element
  15291. * @param bl Char
  15292. * @param type New element
  15293. */
  15294. void skill_enchant_elemental_end(struct block_list *bl, int type)
  15295. {
  15296. struct status_change *sc;
  15297. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  15298. int i;
  15299. nullpo_retv(bl);
  15300. nullpo_retv(sc= status_get_sc(bl));
  15301. if (!sc->count)
  15302. return;
  15303. for (i = 0; i < ARRAYLENGTH(scs); i++)
  15304. if (type != scs[i] && sc->data[scs[i]])
  15305. status_change_end(bl, scs[i], INVALID_TIMER);
  15306. }
  15307. /**
  15308. * Check camouflage condition
  15309. * @param bl
  15310. * @param sce
  15311. * @return True if near wall; False otherwise
  15312. */
  15313. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  15314. {
  15315. bool wall = true;
  15316. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  15317. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  15318. { //Check for walls.
  15319. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15320. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15321. int i;
  15322. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15323. if( i == 8 )
  15324. wall = false;
  15325. }
  15326. if( sce ) {
  15327. if( !wall ) {
  15328. if( sce->val1 < 3 ) //End cloaking.
  15329. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  15330. else if( sce->val4&1 ) { //Remove wall bonus
  15331. sce->val4&=~1;
  15332. status_calc_bl(bl,SCB_SPEED);
  15333. }
  15334. } else {
  15335. if( !(sce->val4&1) ) { //Add wall speed bonus
  15336. sce->val4|=1;
  15337. status_calc_bl(bl,SCB_SPEED);
  15338. }
  15339. }
  15340. }
  15341. return wall;
  15342. }
  15343. /** Check Shadow Form on the target
  15344. * @param bl: Target
  15345. * @param damage: Damage amount
  15346. * @param hit
  15347. * @return true - in Shadow Form state; false - otherwise
  15348. */
  15349. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  15350. {
  15351. struct status_change *sc;
  15352. nullpo_retr(false,bl);
  15353. if (!damage)
  15354. return false;
  15355. sc = status_get_sc(bl);
  15356. if( sc && sc->data[SC__SHADOWFORM] ) {
  15357. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  15358. if( !src || src->m != bl->m ) {
  15359. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15360. return false;
  15361. }
  15362. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  15363. if( src->type == BL_PC )
  15364. ((TBL_PC*)src)->shadowform_id = 0;
  15365. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15366. return false;
  15367. }
  15368. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0), 0);
  15369. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  15370. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15371. if( src->type == BL_PC )
  15372. ((TBL_PC*)src)->shadowform_id = 0;
  15373. }
  15374. return true;
  15375. }
  15376. return false;
  15377. }
  15378. /**
  15379. * Check camouflage condition
  15380. * @param bl
  15381. * @param sce
  15382. * @return True if near wall; False otherwise
  15383. * @TODO: Seems wrong
  15384. */
  15385. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  15386. {
  15387. bool wall = true;
  15388. if( bl->type == BL_PC ) { //Check for walls.
  15389. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15390. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15391. int i;
  15392. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15393. if( i == 8 )
  15394. wall = false;
  15395. }
  15396. if( sce ) {
  15397. if( !wall ) {
  15398. if( sce->val1 == 1 ) //End camouflage.
  15399. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  15400. }
  15401. status_calc_bl(bl,SCB_SPEED);
  15402. }
  15403. return wall;
  15404. }
  15405. /**
  15406. * Initialize new skill unit for skill unit group.
  15407. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  15408. * @param group Skill unit group
  15409. * @param idx
  15410. * @param x
  15411. * @param y
  15412. * @param val1
  15413. * @param val2
  15414. */
  15415. struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  15416. {
  15417. struct skill_unit *unit;
  15418. nullpo_retr(NULL, group);
  15419. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  15420. nullpo_retr(NULL, (unit = &group->unit[idx]));
  15421. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  15422. return unit;
  15423. if(!unit->alive)
  15424. group->alive_count++;
  15425. unit->bl.id = map_get_new_object_id();
  15426. unit->bl.type = BL_SKILL;
  15427. unit->bl.m = group->map;
  15428. unit->bl.x = x;
  15429. unit->bl.y = y;
  15430. unit->group = group;
  15431. unit->alive = 1;
  15432. unit->val1 = val1;
  15433. unit->val2 = val2;
  15434. // Stores new skill unit
  15435. idb_put(skillunit_db, unit->bl.id, unit);
  15436. map_addiddb(&unit->bl);
  15437. if(map_addblock(&unit->bl))
  15438. return NULL;
  15439. // Perform oninit actions
  15440. switch (group->skill_id) {
  15441. case WZ_ICEWALL:
  15442. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  15443. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  15444. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  15445. break;
  15446. case SA_LANDPROTECTOR:
  15447. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  15448. break;
  15449. case HP_BASILICA:
  15450. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  15451. break;
  15452. case SC_MAELSTROM:
  15453. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  15454. break;
  15455. default:
  15456. if (group->state.song_dance&0x1) //Check for dissonance.
  15457. skill_dance_overlap(unit, 1);
  15458. break;
  15459. }
  15460. clif_getareachar_skillunit(&unit->bl, unit, AREA);
  15461. return unit;
  15462. }
  15463. /**
  15464. * Remove unit
  15465. * @param unit
  15466. */
  15467. int skill_delunit(struct skill_unit* unit)
  15468. {
  15469. struct skill_unit_group *group;
  15470. nullpo_ret(unit);
  15471. if( !unit->alive )
  15472. return 0;
  15473. unit->alive = 0;
  15474. nullpo_ret(group = unit->group);
  15475. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  15476. skill_dance_overlap(unit, 0);
  15477. // invoke onout event
  15478. if( !unit->range )
  15479. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  15480. // perform ondelete actions
  15481. switch (group->skill_id) {
  15482. case HT_ANKLESNARE: {
  15483. struct block_list* target = map_id2bl(group->val2);
  15484. if( target )
  15485. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  15486. }
  15487. break;
  15488. case WZ_ICEWALL:
  15489. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  15490. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  15491. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  15492. break;
  15493. case SA_LANDPROTECTOR:
  15494. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  15495. break;
  15496. case HP_BASILICA:
  15497. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  15498. break;
  15499. case RA_ELECTRICSHOCKER: {
  15500. struct block_list* target = map_id2bl(group->val2);
  15501. if( target )
  15502. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  15503. }
  15504. break;
  15505. case SC_MAELSTROM:
  15506. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  15507. break;
  15508. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  15509. if( group->val2 ) { // Someone Traped
  15510. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  15511. if( tsc && tsc->data[SC__MANHOLE] )
  15512. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  15513. }
  15514. break;
  15515. }
  15516. clif_skill_delunit(unit);
  15517. unit->group=NULL;
  15518. map_delblock(&unit->bl); // don't free yet
  15519. map_deliddb(&unit->bl);
  15520. idb_remove(skillunit_db, unit->bl.id);
  15521. if(--group->alive_count==0)
  15522. skill_delunitgroup(group);
  15523. return 0;
  15524. }
  15525. static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
  15526. /// Returns the target skill_unit_group or NULL if not found.
  15527. struct skill_unit_group* skill_id2group(int group_id) {
  15528. return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
  15529. }
  15530. static int skill_unit_group_newid = MAX_SKILL_DB; /// Skill Unit Group ID
  15531. /**
  15532. * Returns a new group_id that isn't being used in skillunit_group_db.
  15533. * Fatal error if nothing is available.
  15534. */
  15535. static int skill_get_new_group_id(void)
  15536. {
  15537. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  15538. return skill_unit_group_newid++;// available
  15539. {// find next id
  15540. int base_id = skill_unit_group_newid;
  15541. while( base_id != ++skill_unit_group_newid )
  15542. {
  15543. if( skill_unit_group_newid < MAX_SKILL_DB )
  15544. skill_unit_group_newid = MAX_SKILL_DB;
  15545. if( skill_id2group(skill_unit_group_newid) == NULL )
  15546. return skill_unit_group_newid++;// available
  15547. }
  15548. // full loop, nothing available
  15549. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  15550. exit(1);
  15551. }
  15552. }
  15553. /**
  15554. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  15555. * @param src Object that cast the skill
  15556. * @param count How many 'cells' used that needed. Related with skill layout
  15557. * @param skill_id ID of used skill
  15558. * @param skill_lv Skill level of used skill
  15559. * @param unit_id Unit ID (look at skill_unit_db.txt)
  15560. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  15561. * @param interval Time interval
  15562. * @return skill_unit_group
  15563. */
  15564. 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)
  15565. {
  15566. struct unit_data* ud = unit_bl2ud( src );
  15567. struct skill_unit_group* group;
  15568. int i;
  15569. if(!(skill_id && skill_lv)) return 0;
  15570. nullpo_retr(NULL, src);
  15571. nullpo_retr(NULL, ud);
  15572. // Find a free spot to store the new unit group
  15573. // TODO: Make this flexible maybe by changing this fixed array?
  15574. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  15575. if(i == MAX_SKILLUNITGROUP) {
  15576. // Array is full, make room by discarding oldest group
  15577. int j = 0;
  15578. unsigned maxdiff = 0, tick = gettick();
  15579. for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  15580. unsigned int x = DIFF_TICK(tick,ud->skillunit[i]->tick);
  15581. if(x > maxdiff){
  15582. maxdiff = x;
  15583. j = i;
  15584. }
  15585. }
  15586. skill_delunitgroup(ud->skillunit[j]);
  15587. // Since elements must have shifted, we use the last slot.
  15588. i = MAX_SKILLUNITGROUP-1;
  15589. }
  15590. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  15591. group->src_id = src->id;
  15592. group->party_id = status_get_party_id(src);
  15593. group->guild_id = status_get_guild_id(src);
  15594. group->bg_id = bg_team_get_id(src);
  15595. group->group_id = skill_get_new_group_id();
  15596. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  15597. group->unit_count = count;
  15598. group->alive_count = 0;
  15599. group->val1 = 0;
  15600. group->val2 = 0;
  15601. group->val3 = 0;
  15602. group->skill_id = skill_id;
  15603. group->skill_lv = skill_lv;
  15604. group->unit_id = unit_id;
  15605. group->map = src->m;
  15606. group->limit = limit;
  15607. group->interval = interval;
  15608. group->tick = gettick();
  15609. group->valstr = NULL;
  15610. ud->skillunit[i] = group;
  15611. if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  15612. group->tick += 1500;
  15613. // Stores this new group to DBMap
  15614. idb_put(skillunit_group_db, group->group_id, group);
  15615. return group;
  15616. }
  15617. /**
  15618. * Remove skill unit group
  15619. * @param group
  15620. * @param file
  15621. * @param line
  15622. * @param *func
  15623. */
  15624. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  15625. {
  15626. struct block_list* src;
  15627. struct unit_data *ud;
  15628. short i, j;
  15629. if( group == NULL ) {
  15630. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  15631. return 0;
  15632. }
  15633. src = map_id2bl(group->src_id);
  15634. ud = unit_bl2ud(src);
  15635. if (!src || !ud) {
  15636. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15637. return 0;
  15638. }
  15639. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  15640. switch( group->skill_id ) {
  15641. case BA_DISSONANCE:
  15642. case BA_POEMBRAGI:
  15643. case BA_WHISTLE:
  15644. case BA_ASSASSINCROSS:
  15645. case BA_APPLEIDUN:
  15646. case DC_UGLYDANCE:
  15647. case DC_HUMMING:
  15648. case DC_DONTFORGETME:
  15649. case DC_FORTUNEKISS:
  15650. case DC_SERVICEFORYOU:
  15651. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  15652. break;
  15653. }
  15654. }
  15655. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  15656. struct status_change* sc = status_get_sc(src);
  15657. if (sc && sc->data[SC_DANCING]) {
  15658. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  15659. status_change_end(src, SC_DANCING, INVALID_TIMER);
  15660. }
  15661. }
  15662. // End SC from the master when the skill group is deleted
  15663. i = SC_NONE;
  15664. switch (group->unit_id) {
  15665. case UNT_GOSPEL: i = SC_GOSPEL; break;
  15666. case UNT_BASILICA: i = SC_BASILICA; break;
  15667. }
  15668. if (i != SC_NONE) {
  15669. struct status_change *sc = status_get_sc(src);
  15670. if (sc && sc->data[i]) {
  15671. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  15672. status_change_end(src, (sc_type)i, INVALID_TIMER);
  15673. }
  15674. }
  15675. switch( group->skill_id ) {
  15676. case SG_SUN_WARM:
  15677. case SG_MOON_WARM:
  15678. case SG_STAR_WARM:
  15679. {
  15680. struct status_change *sc = NULL;
  15681. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  15682. sc->data[SC_WARM]->val4 = 0;
  15683. status_change_end(src, SC_WARM, INVALID_TIMER);
  15684. }
  15685. }
  15686. break;
  15687. case NC_NEUTRALBARRIER:
  15688. {
  15689. struct status_change *sc = NULL;
  15690. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  15691. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  15692. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  15693. }
  15694. }
  15695. break;
  15696. case NC_STEALTHFIELD:
  15697. {
  15698. struct status_change *sc = NULL;
  15699. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  15700. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  15701. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  15702. }
  15703. }
  15704. break;
  15705. case LG_BANDING:
  15706. {
  15707. struct status_change *sc = NULL;
  15708. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  15709. sc->data[SC_BANDING]->val4 = 0;
  15710. status_change_end(src,SC_BANDING,INVALID_TIMER);
  15711. }
  15712. }
  15713. break;
  15714. }
  15715. if (src->type==BL_PC && group->state.ammo_consume)
  15716. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  15717. group->alive_count=0;
  15718. // remove all unit cells
  15719. if(group->unit != NULL)
  15720. for( i = 0; i < group->unit_count; i++ )
  15721. skill_delunit(&group->unit[i]);
  15722. // clear Talkie-box string
  15723. if( group->valstr != NULL ) {
  15724. aFree(group->valstr);
  15725. group->valstr = NULL;
  15726. }
  15727. idb_remove(skillunit_group_db, group->group_id);
  15728. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  15729. group->unit = NULL;
  15730. group->group_id = 0;
  15731. group->unit_count = 0;
  15732. // locate this group, swap with the last entry and delete it
  15733. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  15734. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  15735. j--;
  15736. if( i < MAX_SKILLUNITGROUP ) {
  15737. ud->skillunit[i] = ud->skillunit[j];
  15738. ud->skillunit[j] = NULL;
  15739. ers_free(skill_unit_ers, group);
  15740. } else
  15741. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15742. return 1;
  15743. }
  15744. /**
  15745. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  15746. * @param src
  15747. */
  15748. void skill_clear_unitgroup(struct block_list *src)
  15749. {
  15750. struct unit_data *ud;
  15751. nullpo_retv(src);
  15752. nullpo_retv((ud = unit_bl2ud(src)));
  15753. while (ud->skillunit[0])
  15754. skill_delunitgroup(ud->skillunit[0]);
  15755. }
  15756. /**
  15757. * Search tickset for skill unit in skill unit group
  15758. * @param bl Block List for skill_unit
  15759. * @param group Skill unit group
  15760. * @param tick
  15761. * @return skill_unit_group_tickset if found
  15762. */
  15763. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int tick)
  15764. {
  15765. int i, j = -1, s, id;
  15766. struct unit_data *ud;
  15767. struct skill_unit_group_tickset *set;
  15768. nullpo_ret(bl);
  15769. if (group->interval == -1)
  15770. return NULL;
  15771. ud = unit_bl2ud(bl);
  15772. if (!ud)
  15773. return NULL;
  15774. set = ud->skillunittick;
  15775. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  15776. id = s = group->skill_id;
  15777. else
  15778. id = s = group->group_id;
  15779. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  15780. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  15781. if (set[k].id == id)
  15782. return &set[k];
  15783. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  15784. j=k;
  15785. }
  15786. if (j == -1) {
  15787. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  15788. j = id % MAX_SKILLUNITGROUPTICKSET;
  15789. }
  15790. set[j].id = id;
  15791. set[j].tick = tick;
  15792. return &set[j];
  15793. }
  15794. /*==========================================
  15795. * Check for validity skill unit that triggered by skill_unit_timer_sub
  15796. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  15797. *------------------------------------------*/
  15798. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  15799. {
  15800. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  15801. struct skill_unit_group* group = NULL;
  15802. unsigned int tick = va_arg(ap,unsigned int);
  15803. nullpo_ret(unit);
  15804. if( !unit->alive || bl->prev == NULL )
  15805. return 0;
  15806. nullpo_ret(group = unit->group);
  15807. 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) )
  15808. return 0; //AoE skills are ineffective. [Skotlex]
  15809. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  15810. return 0;
  15811. skill_unit_onplace_timer(unit,bl,tick);
  15812. return 1;
  15813. }
  15814. /**
  15815. * @see DBApply
  15816. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  15817. */
  15818. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  15819. {
  15820. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  15821. struct skill_unit_group* group = NULL;
  15822. unsigned int tick = va_arg(ap,unsigned int);
  15823. bool dissonance;
  15824. struct block_list* bl = &unit->bl;
  15825. nullpo_ret(unit);
  15826. if( !unit->alive )
  15827. return 0;
  15828. nullpo_ret(group = unit->group);
  15829. // Check for expiration
  15830. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  15831. {// skill unit expired (inlined from skill_unit_onlimit())
  15832. switch( group->unit_id ) {
  15833. case UNT_BLASTMINE:
  15834. #ifdef RENEWAL
  15835. case UNT_CLAYMORETRAP:
  15836. #endif
  15837. case UNT_GROUNDDRIFT_WIND:
  15838. case UNT_GROUNDDRIFT_DARK:
  15839. case UNT_GROUNDDRIFT_POISON:
  15840. case UNT_GROUNDDRIFT_WATER:
  15841. case UNT_GROUNDDRIFT_FIRE:
  15842. group->unit_id = UNT_USED_TRAPS;
  15843. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  15844. group->limit=DIFF_TICK(tick+1500,group->tick);
  15845. unit->limit=DIFF_TICK(tick+1500,group->tick);
  15846. break;
  15847. case UNT_ANKLESNARE:
  15848. case UNT_ELECTRICSHOCKER:
  15849. if( group->val2 > 0 || group->val3 == SC_ESCAPE ) { //Used Trap doesn't return back to item
  15850. skill_delunit(unit);
  15851. break;
  15852. }
  15853. case UNT_SKIDTRAP:
  15854. case UNT_LANDMINE:
  15855. case UNT_SHOCKWAVE:
  15856. case UNT_SANDMAN:
  15857. case UNT_FLASHER:
  15858. case UNT_FREEZINGTRAP:
  15859. #ifndef RENEWAL
  15860. case UNT_CLAYMORETRAP:
  15861. #endif
  15862. case UNT_TALKIEBOX:
  15863. case UNT_CLUSTERBOMB:
  15864. case UNT_MAGENTATRAP:
  15865. case UNT_COBALTTRAP:
  15866. case UNT_MAIZETRAP:
  15867. case UNT_VERDURETRAP:
  15868. case UNT_FIRINGTRAP:
  15869. case UNT_ICEBOUNDTRAP:
  15870. {
  15871. struct block_list* src;
  15872. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  15873. { // revert unit back into a trap
  15874. struct item item_tmp;
  15875. memset(&item_tmp,0,sizeof(item_tmp));
  15876. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  15877. item_tmp.identify = 1;
  15878. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  15879. }
  15880. skill_delunit(unit);
  15881. }
  15882. break;
  15883. case UNT_WARP_ACTIVE:
  15884. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  15885. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  15886. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  15887. // restart timers
  15888. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  15889. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  15890. // apply effect to all units standing on it
  15891. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  15892. break;
  15893. case UNT_CALLFAMILY:
  15894. {
  15895. struct map_session_data *sd = NULL;
  15896. if(group->val1) {
  15897. sd = map_charid2sd(group->val1);
  15898. group->val1 = 0;
  15899. if (sd && !map[sd->bl.m].flag.nowarp)
  15900. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  15901. }
  15902. if(group->val2) {
  15903. sd = map_charid2sd(group->val2);
  15904. group->val2 = 0;
  15905. if (sd && !map[sd->bl.m].flag.nowarp)
  15906. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  15907. }
  15908. skill_delunit(unit);
  15909. }
  15910. break;
  15911. case UNT_REVERBERATION:
  15912. case UNT_NETHERWORLD:
  15913. if( unit->val1 <= 0 ) { // If it was deactivated.
  15914. skill_delunit(unit);
  15915. break;
  15916. }
  15917. clif_changetraplook(bl,UNT_USED_TRAPS);
  15918. if (group->unit_id == UNT_REVERBERATION)
  15919. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  15920. group->limit = DIFF_TICK(tick,group->tick)+1000;
  15921. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  15922. group->unit_id = UNT_USED_TRAPS;
  15923. break;
  15924. case UNT_FEINTBOMB: {
  15925. struct block_list *src = map_id2bl(group->src_id);
  15926. struct status_change *sc;
  15927. if (src && (sc = status_get_sc(src)) != NULL && sc->data[SC__FEINTBOMB]) { // Copycat explodes if caster is still hidden.
  15928. map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  15929. status_change_end(bl, SC__FEINTBOMB, INVALID_TIMER);
  15930. }
  15931. skill_delunit(unit);
  15932. }
  15933. break;
  15934. case UNT_BANDING:
  15935. {
  15936. struct block_list *src = map_id2bl(group->src_id);
  15937. struct status_change *sc;
  15938. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  15939. skill_delunit(unit);
  15940. break;
  15941. }
  15942. // This unit isn't removed while SC_BANDING is active.
  15943. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  15944. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  15945. }
  15946. break;
  15947. case UNT_B_TRAP:
  15948. {
  15949. struct block_list* src;
  15950. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  15951. struct item item_tmp;
  15952. memset(&item_tmp, 0, sizeof(item_tmp));
  15953. item_tmp.nameid = group->item_id;
  15954. item_tmp.identify = 1;
  15955. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4);
  15956. }
  15957. skill_delunit(unit);
  15958. }
  15959. break;
  15960. default:
  15961. skill_delunit(unit);
  15962. }
  15963. } else {// skill unit is still active
  15964. switch( group->unit_id ) {
  15965. case UNT_ICEWALL:
  15966. // icewall loses 50 hp every second
  15967. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  15968. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  15969. unit->limit = DIFF_TICK(tick+700,group->tick);
  15970. break;
  15971. case UNT_BLASTMINE:
  15972. case UNT_SKIDTRAP:
  15973. case UNT_LANDMINE:
  15974. case UNT_SHOCKWAVE:
  15975. case UNT_SANDMAN:
  15976. case UNT_FLASHER:
  15977. case UNT_CLAYMORETRAP:
  15978. case UNT_FREEZINGTRAP:
  15979. case UNT_TALKIEBOX:
  15980. case UNT_ANKLESNARE:
  15981. case UNT_B_TRAP:
  15982. if( unit->val1 <= 0 ) {
  15983. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  15984. skill_delunit(unit);
  15985. else {
  15986. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  15987. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  15988. group->unit_id = UNT_USED_TRAPS;
  15989. }
  15990. }
  15991. break;
  15992. case UNT_REVERBERATION:
  15993. case UNT_NETHERWORLD:
  15994. if (unit->val1 <= 0) {
  15995. clif_changetraplook(bl,UNT_USED_TRAPS);
  15996. if (group->unit_id == UNT_REVERBERATION)
  15997. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  15998. group->limit = DIFF_TICK(tick,group->tick)+1000;
  15999. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  16000. group->unit_id = UNT_USED_TRAPS;
  16001. }
  16002. break;
  16003. case UNT_WALLOFTHORN:
  16004. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  16005. skill_delunitgroup(group);
  16006. break;
  16007. }
  16008. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  16009. skill_delunit(unit);
  16010. break;
  16011. }
  16012. }
  16013. //Don't continue if unit or even group is expired and has been deleted.
  16014. if( !group || !unit->alive )
  16015. return 0;
  16016. dissonance = skill_dance_switch(unit, 0);
  16017. if( unit->range >= 0 && group->interval != -1 )
  16018. {
  16019. if( battle_config.skill_wall_check )
  16020. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16021. else
  16022. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16023. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  16024. group->unit_id = UNT_USED_TRAPS;
  16025. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  16026. unit->range = -1; //Disable processed cell.
  16027. if (--group->val1 <= 0) { // number of live cells
  16028. //All tiles were processed, disable skill.
  16029. group->target_flag=BCT_NOONE;
  16030. group->bl_flag= BL_NUL;
  16031. }
  16032. }
  16033. }
  16034. if( dissonance )
  16035. skill_dance_switch(unit, 1);
  16036. return 0;
  16037. }
  16038. /*==========================================
  16039. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  16040. *------------------------------------------*/
  16041. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  16042. {
  16043. map_freeblock_lock();
  16044. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  16045. map_freeblock_unlock();
  16046. return 0;
  16047. }
  16048. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  16049. /*==========================================
  16050. * flag :
  16051. * 1 : store that skill_unit in array
  16052. * 2 : clear that skill_unit
  16053. * 4 : call_on_left
  16054. *------------------------------------------*/
  16055. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  16056. {
  16057. struct skill_unit* unit = (struct skill_unit *)bl;
  16058. struct skill_unit_group* group = NULL;
  16059. struct block_list* target = va_arg(ap,struct block_list*);
  16060. unsigned int tick = va_arg(ap,unsigned int);
  16061. int flag = va_arg(ap,int);
  16062. bool dissonance;
  16063. uint16 skill_id;
  16064. int i;
  16065. nullpo_ret(unit);
  16066. nullpo_ret(target);
  16067. if( !unit->alive || target->prev == NULL )
  16068. return 0;
  16069. nullpo_ret(group = unit->group);
  16070. if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
  16071. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  16072. dissonance = skill_dance_switch(unit, 0);
  16073. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  16074. skill_id = unit->group->skill_id;
  16075. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  16076. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  16077. if( dissonance ) {
  16078. skill_dance_switch(unit, 1);
  16079. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  16080. }
  16081. return 0;
  16082. }
  16083. //Target-type check.
  16084. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  16085. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  16086. if( flag&1 ) {
  16087. if( flag&2 ) { //Clear this skill id.
  16088. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  16089. if( i < ARRAYLENGTH(skill_unit_temp) )
  16090. skill_unit_temp[i] = 0;
  16091. }
  16092. } else {
  16093. if( flag&2 ) { //Store this skill id.
  16094. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16095. if( i < ARRAYLENGTH(skill_unit_temp) )
  16096. skill_unit_temp[i] = skill_id;
  16097. else
  16098. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  16099. }
  16100. }
  16101. if( flag&4 )
  16102. skill_unit_onleft(skill_id,target,tick);
  16103. }
  16104. if( dissonance )
  16105. skill_dance_switch(unit, 1);
  16106. return 0;
  16107. } else {
  16108. if( flag&1 ) {
  16109. int result = skill_unit_onplace(unit,target,tick);
  16110. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  16111. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  16112. if( i < ARRAYLENGTH(skill_unit_temp) )
  16113. skill_unit_temp[i] = 0;
  16114. }
  16115. } else {
  16116. int result = skill_unit_onout(unit,target,tick);
  16117. if( flag&2 && result ) { //Store this unit id.
  16118. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16119. if( i < ARRAYLENGTH(skill_unit_temp) )
  16120. skill_unit_temp[i] = skill_id;
  16121. else
  16122. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  16123. }
  16124. }
  16125. //TODO: Normally, this is dangerous since the unit and group could be freed
  16126. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  16127. //cells do not get deleted within them. [Skotlex]
  16128. if( dissonance )
  16129. skill_dance_switch(unit, 1);
  16130. if( flag&4 )
  16131. skill_unit_onleft(skill_id,target,tick);
  16132. return 1;
  16133. }
  16134. }
  16135. /*==========================================
  16136. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  16137. * Flag values:
  16138. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  16139. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  16140. * units to figure out when they have left a group.
  16141. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  16142. *------------------------------------------*/
  16143. int skill_unit_move(struct block_list *bl, unsigned int tick, int flag)
  16144. {
  16145. nullpo_ret(bl);
  16146. if( bl->prev == NULL )
  16147. return 0;
  16148. if( flag&2 && !(flag&1) ) //Onout, clear data
  16149. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  16150. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  16151. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  16152. int i;
  16153. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  16154. if( skill_unit_temp[i] )
  16155. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  16156. }
  16157. return 0;
  16158. }
  16159. /*==========================================
  16160. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  16161. * @param bl Skill unit
  16162. * @param m Map
  16163. * @param dx
  16164. * @param dy
  16165. *------------------------------------------*/
  16166. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  16167. unsigned int tick = gettick();
  16168. struct skill_unit *su;
  16169. if (bl->type != BL_SKILL)
  16170. return;
  16171. if (!(su = (struct skill_unit *)bl))
  16172. return;
  16173. if (!su->alive)
  16174. return;
  16175. if (su->group && skill_get_unit_flag(su->group->skill_id)&UF_ENSEMBLE)
  16176. return; //Ensembles may not be moved around.
  16177. if (!bl->prev) {
  16178. bl->x = dx;
  16179. bl->y = dy;
  16180. return;
  16181. }
  16182. map_moveblock(bl, dx, dy, tick);
  16183. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  16184. clif_getareachar_skillunit(bl, su, AREA);
  16185. return;
  16186. }
  16187. /**
  16188. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  16189. * @param group Skill Group
  16190. * @param m Map
  16191. * @param dx
  16192. * @param dy
  16193. */
  16194. void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  16195. {
  16196. int i, j;
  16197. unsigned int tick = gettick();
  16198. int *m_flag;
  16199. struct skill_unit *unit1;
  16200. struct skill_unit *unit2;
  16201. if (group == NULL)
  16202. return;
  16203. if (group->unit_count <= 0)
  16204. return;
  16205. if (group->unit == NULL)
  16206. return;
  16207. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  16208. return; //Ensembles may not be moved around.
  16209. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  16210. // m_flag
  16211. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  16212. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  16213. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  16214. // 3: Both 1+2.
  16215. for(i = 0; i < group->unit_count; i++) {
  16216. unit1 =& group->unit[i];
  16217. if (!unit1->alive || unit1->bl.m != m)
  16218. continue;
  16219. for(j = 0; j < group->unit_count; j++) {
  16220. unit2 = &group->unit[j];
  16221. if (!unit2->alive)
  16222. continue;
  16223. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  16224. m_flag[i] |= 0x1;
  16225. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  16226. m_flag[i] |= 0x2;
  16227. }
  16228. }
  16229. j = 0;
  16230. for (i = 0; i < group->unit_count; i++) {
  16231. unit1 = &group->unit[i];
  16232. if (!unit1->alive)
  16233. continue;
  16234. if (!(m_flag[i]&0x2)) {
  16235. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  16236. skill_dance_overlap(unit1, 0);
  16237. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  16238. }
  16239. //Move Cell using "smart" criteria (avoid useless moving around)
  16240. switch(m_flag[i]) {
  16241. case 0:
  16242. //Cell moves independently, safely move it.
  16243. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  16244. break;
  16245. case 1:
  16246. //Cell moves unto another cell, look for a replacement cell that won't collide
  16247. //and has no cell moving into it (flag == 2)
  16248. for(; j < group->unit_count; j++) {
  16249. if(m_flag[j] != 2 || !group->unit[j].alive)
  16250. continue;
  16251. //Move to where this cell would had moved.
  16252. unit2 = &group->unit[j];
  16253. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  16254. j++; //Skip this cell as we have used it.
  16255. break;
  16256. }
  16257. break;
  16258. case 2:
  16259. case 3:
  16260. break; //Don't move the cell as a cell will end on this tile anyway.
  16261. }
  16262. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  16263. if (group->state.song_dance&0x1) //Check for dissonance effect.
  16264. skill_dance_overlap(unit1, 1);
  16265. clif_getareachar_skillunit(&unit1->bl, unit1, AREA);
  16266. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  16267. }
  16268. }
  16269. aFree(m_flag);
  16270. }
  16271. /**
  16272. * Checking product requirement in player's inventory.
  16273. * Checking if player has the item or not, the amount, and the weight limit.
  16274. * @param sd Player
  16275. * @param nameid Product requested
  16276. * @param trigger Trigger criteria to match will 'ItemLv'
  16277. * @param qty Amount of item will be created
  16278. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  16279. */
  16280. short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty)
  16281. {
  16282. short i, j;
  16283. nullpo_ret(sd);
  16284. if (!nameid || !itemdb_exists(nameid))
  16285. return 0;
  16286. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  16287. if (skill_produce_db[i].nameid == nameid) {
  16288. if ((j = skill_produce_db[i].req_skill) > 0 &&
  16289. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  16290. continue; // must iterate again to check other skills that produce it. [malufett]
  16291. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  16292. continue; // special case
  16293. break;
  16294. }
  16295. }
  16296. if (i >= MAX_SKILL_PRODUCE_DB)
  16297. return 0;
  16298. // Cannot carry the produced stuff
  16299. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  16300. return 0;
  16301. // Matching the requested produce list
  16302. if (trigger >= 0) {
  16303. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  16304. if (skill_produce_db[i].itemlv != trigger)
  16305. return 0;
  16306. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  16307. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  16308. return 0;
  16309. } else { // Weapon (itemlv must be higher or equal)
  16310. if (skill_produce_db[i].itemlv > trigger)
  16311. return 0;
  16312. }
  16313. }
  16314. // Check on player's inventory
  16315. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  16316. unsigned short nameid_produce;
  16317. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  16318. continue;
  16319. if (skill_produce_db[i].mat_amount[j] == 0) {
  16320. if (pc_search_inventory(sd,nameid_produce) < 0)
  16321. return 0;
  16322. } else {
  16323. unsigned short idx, amt;
  16324. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  16325. if (sd->status.inventory[idx].nameid == nameid_produce)
  16326. amt += sd->status.inventory[idx].amount;
  16327. if (amt < qty * skill_produce_db[i].mat_amount[j])
  16328. return 0;
  16329. }
  16330. }
  16331. return i + 1;
  16332. }
  16333. /**
  16334. * Attempt to produce an item
  16335. * @param sd Player
  16336. * @param skill_id Skill used
  16337. * @param nameid Requested product
  16338. * @param slot1
  16339. * @param slot2
  16340. * @param slot3
  16341. * @param qty Amount of requested item
  16342. * @return True is success, False if failed
  16343. */
  16344. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty)
  16345. {
  16346. int slot[3];
  16347. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  16348. int num = -1; // exclude the recipe
  16349. struct status_data *status;
  16350. struct item_data* data;
  16351. nullpo_ret(sd);
  16352. status = status_get_status_data(&sd->bl);
  16353. if( sd->skill_id_old == skill_id )
  16354. skill_lv = sd->skill_lv_old;
  16355. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  16356. return false;
  16357. idx--;
  16358. if (qty < 1)
  16359. qty = 1;
  16360. if (!skill_id) //A skill can be specified for some override cases.
  16361. skill_id = skill_produce_db[idx].req_skill;
  16362. if( skill_id == GC_RESEARCHNEWPOISON )
  16363. skill_id = GC_CREATENEWPOISON;
  16364. slot[0] = slot1;
  16365. slot[1] = slot2;
  16366. slot[2] = slot3;
  16367. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  16368. short j;
  16369. if (slot[i] <= 0)
  16370. continue;
  16371. j = pc_search_inventory(sd,slot[i]);
  16372. if (j < 0)
  16373. continue;
  16374. if (slot[i] == ITEMID_STAR_CRUMB) {
  16375. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16376. sc++;
  16377. }
  16378. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  16379. static const int ele_table[4] = { 3, 1, 4, 2 };
  16380. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16381. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  16382. }
  16383. }
  16384. if (skill_id == RK_RUNEMASTERY) {
  16385. int temp_qty, runemastery_skill_lv = pc_checkskill(sd,skill_id);
  16386. data = itemdb_search(nameid);
  16387. if (runemastery_skill_lv >= 10) temp_qty = 1 + rnd()%3;
  16388. else if (runemastery_skill_lv > 5) temp_qty = 1 + rnd()%2;
  16389. else temp_qty = 1;
  16390. if (data->stack.inventory) {
  16391. for (i = 0; i < MAX_INVENTORY; i++) {
  16392. if (sd->status.inventory[i].nameid == nameid) {
  16393. if (sd->status.inventory[i].amount >= data->stack.amount) {
  16394. clif_msgtable(sd->fd,RUNE_CANT_CREATE);
  16395. return 0;
  16396. } else {
  16397. // The amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  16398. if (temp_qty + sd->status.inventory[i].amount >= data->stack.amount)
  16399. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  16400. }
  16401. break;
  16402. }
  16403. }
  16404. }
  16405. qty = temp_qty;
  16406. }
  16407. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  16408. short id, x, j;
  16409. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  16410. continue;
  16411. num++;
  16412. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  16413. do {
  16414. int y = 0;
  16415. j = pc_search_inventory(sd,id);
  16416. if (j >= 0) {
  16417. y = sd->status.inventory[j].amount;
  16418. if (y > x)
  16419. y = x;
  16420. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  16421. } else {
  16422. ShowError("skill_produce_mix: material item error\n");
  16423. return false;
  16424. }
  16425. x -= y;
  16426. } while( j >= 0 && x > 0 );
  16427. }
  16428. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
  16429. wlv = itemdb_wlv(nameid);
  16430. if (!equip) {
  16431. switch (skill_id) {
  16432. case BS_IRON:
  16433. case BS_STEEL:
  16434. case BS_ENCHANTEDSTONE:
  16435. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  16436. i = pc_checkskill(sd,skill_id);
  16437. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  16438. switch (nameid) {
  16439. case ITEMID_IRON:
  16440. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  16441. break;
  16442. case ITEMID_STEEL:
  16443. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  16444. break;
  16445. case ITEMID_STAR_CRUMB:
  16446. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  16447. break;
  16448. default: // Enchanted Stones
  16449. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  16450. break;
  16451. }
  16452. break;
  16453. case ASC_CDP:
  16454. make_per = (2000 + 40*status->dex + 20*status->luk);
  16455. break;
  16456. case AL_HOLYWATER:
  16457. case AB_ANCILLA:
  16458. make_per = 100000; //100% success
  16459. break;
  16460. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  16461. case AM_TWILIGHT1:
  16462. case AM_TWILIGHT2:
  16463. case AM_TWILIGHT3:
  16464. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  16465. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  16466. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  16467. if (hom_is_active(sd->hd)) {//Player got a homun
  16468. int skill;
  16469. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  16470. make_per += skill*100; //+1% bonus per level
  16471. }
  16472. switch(nameid){
  16473. case ITEMID_RED_POTION:
  16474. case ITEMID_YELLOW_POTION:
  16475. case ITEMID_WHITE_POTION:
  16476. make_per += (1+rnd()%100)*10 + 2000;
  16477. break;
  16478. case ITEMID_ALCOHOL:
  16479. make_per += (1+rnd()%100)*10 + 1000;
  16480. break;
  16481. case ITEMID_FIRE_BOTTLE:
  16482. case ITEMID_ACID_BOTTLE:
  16483. case ITEMID_MAN_EATER_BOTTLE:
  16484. case ITEMID_MINI_BOTTLE:
  16485. make_per += (1+rnd()%100)*10;
  16486. break;
  16487. case ITEMID_YELLOW_SLIM_POTION:
  16488. make_per -= (1+rnd()%50)*10;
  16489. break;
  16490. case ITEMID_WHITE_SLIM_POTION:
  16491. case ITEMID_COATING_BOTTLE:
  16492. make_per -= (1+rnd()%100)*10;
  16493. break;
  16494. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  16495. case ITEMID_BLUE_POTION:
  16496. case ITEMID_RED_SLIM_POTION:
  16497. case ITEMID_ANODYNE:
  16498. case ITEMID_ALOEBERA:
  16499. default:
  16500. break;
  16501. }
  16502. if (battle_config.pp_rate != 100)
  16503. make_per = make_per * battle_config.pp_rate / 100;
  16504. break;
  16505. case SA_CREATECON: // Elemental Converter Creation
  16506. make_per = 100000; // should be 100% success rate
  16507. break;
  16508. case RK_RUNEMASTERY: {
  16509. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  16510. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  16511. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  16512. int D = 0;
  16513. switch (nameid) { //rune rank it_diff 9 craftable rune
  16514. case ITEMID_BERKANA:
  16515. D = -2000;
  16516. break; //Rank S
  16517. case ITEMID_NAUTHIZ:
  16518. case ITEMID_URUZ:
  16519. D = -1500;
  16520. break; //Rank A
  16521. case ITEMID_ISA:
  16522. case ITEMID_WYRD:
  16523. D = -1000;
  16524. break; //Rank B
  16525. case ITEMID_RAIDO:
  16526. case ITEMID_THURISAZ:
  16527. case ITEMID_HAGALAZ:
  16528. case ITEMID_OTHILA:
  16529. D = -500;
  16530. break; //Rank C
  16531. default:
  16532. D = -1500;
  16533. break; //not specified =-15%
  16534. }
  16535. make_per = A + B + C + D;
  16536. }
  16537. break;
  16538. case GC_CREATENEWPOISON:
  16539. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  16540. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  16541. break;
  16542. case GN_CHANGEMATERIAL:
  16543. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  16544. if (skill_changematerial_db[i].nameid == nameid) {
  16545. make_per = skill_changematerial_db[i].rate * 10;
  16546. break;
  16547. }
  16548. }
  16549. break;
  16550. case GN_S_PHARMACY:
  16551. {
  16552. int difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  16553. 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) +
  16554. (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)
  16555. switch(nameid){// difficulty factor
  16556. case ITEMID_HP_INCREASE_POTION_SMALL:
  16557. case ITEMID_SP_INCREASE_POTION_SMALL:
  16558. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  16559. difficulty += 10;
  16560. break;
  16561. case ITEMID_BOMB_MUSHROOM_SPORE:
  16562. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  16563. difficulty += 15;
  16564. break;
  16565. case ITEMID_BANANA_BOMB:
  16566. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  16567. case ITEMID_SP_INCREASE_POTION_LARGE:
  16568. case ITEMID_VITATA500:
  16569. difficulty += 20;
  16570. break;
  16571. case ITEMID_SEED_OF_HORNY_PLANT:
  16572. case ITEMID_BLOODSUCK_PLANT_SEED:
  16573. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  16574. difficulty += 30;
  16575. break;
  16576. case ITEMID_HP_INCREASE_POTION_LARGE:
  16577. case ITEMID_CURE_FREE:
  16578. difficulty += 40;
  16579. break;
  16580. }
  16581. if( make_per >= 400 && make_per > difficulty)
  16582. qty = 10;
  16583. else if( make_per >= 300 && make_per > difficulty)
  16584. qty = 7;
  16585. else if( make_per >= 100 && make_per > difficulty)
  16586. qty = 6;
  16587. else if( make_per >= 1 && make_per > difficulty)
  16588. qty = 5;
  16589. else
  16590. qty = 4;
  16591. make_per = 10000;
  16592. }
  16593. break;
  16594. case GN_MAKEBOMB:
  16595. case GN_MIX_COOKING:
  16596. {
  16597. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  16598. 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)
  16599. qty = ~(5 + rnd()%5) + 1;
  16600. switch(nameid){// difficulty factor
  16601. case ITEMID_APPLE_BOMB:
  16602. difficulty += 5;
  16603. break;
  16604. case ITEMID_COCONUT_BOMB:
  16605. case ITEMID_MELON_BOMB:
  16606. difficulty += 10;
  16607. break;
  16608. case ITEMID_SAVAGE_FULL_ROAST:
  16609. case ITEMID_COCKTAIL_WARG_BLOOD:
  16610. case ITEMID_MINOR_STEW:
  16611. case ITEMID_SIROMA_ICED_TEA:
  16612. case ITEMID_DROSERA_HERB_SALAD:
  16613. case ITEMID_PETITE_TAIL_NOODLES:
  16614. case ITEMID_PINEAPPLE_BOMB:
  16615. difficulty += 15;
  16616. break;
  16617. case ITEMID_BANANA_BOMB:
  16618. difficulty += 20;
  16619. break;
  16620. }
  16621. if( make_per >= 30 && make_per > difficulty)
  16622. qty = 10 + rnd()%2;
  16623. else if( make_per >= 10 && make_per > difficulty)
  16624. qty = 10;
  16625. else if( make_per == 10 && make_per > difficulty)
  16626. qty = 8;
  16627. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  16628. ;// Food/Bomb creation fails.
  16629. else if( make_per >= 30 && make_per < difficulty)
  16630. qty = 5;
  16631. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  16632. qty = ~qty + 1;
  16633. make_per = 0;
  16634. }
  16635. else
  16636. make_per = 10000;
  16637. qty = (skill_lv > 1 ? qty : 1);
  16638. }
  16639. break;
  16640. default:
  16641. if (sd->menuskill_id == AM_PHARMACY &&
  16642. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  16643. { //Assume Cooking Dish
  16644. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  16645. make_per = 10000; //100% Success
  16646. else
  16647. make_per = 1200 * (sd->menuskill_val - 10)
  16648. + 20 * (sd->status.base_level + 1)
  16649. + 20 * (status->dex + 1)
  16650. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  16651. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  16652. - 10 * (100 - status->luk + 1)
  16653. - 500 * (num - 1)
  16654. - 100 * (rnd()%4 + 1);
  16655. break;
  16656. }
  16657. make_per = 5000;
  16658. break;
  16659. }
  16660. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  16661. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  16662. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  16663. 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
  16664. 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
  16665. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
  16666. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5
  16667. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
  16668. else if (pc_search_inventory(sd,ITEMID_ANVIL) > 0) make_per+= 0; // Anvil: +0?
  16669. if (battle_config.wp_rate != 100)
  16670. make_per = make_per * battle_config.wp_rate / 100;
  16671. }
  16672. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  16673. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  16674. if (make_per < 1) make_per = 1;
  16675. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  16676. struct item tmp_item;
  16677. memset(&tmp_item,0,sizeof(tmp_item));
  16678. tmp_item.nameid = nameid;
  16679. tmp_item.amount = 1;
  16680. tmp_item.identify = 1;
  16681. if (equip) {
  16682. tmp_item.card[0] = CARD0_FORGE;
  16683. tmp_item.card[1] = ((sc*5)<<8)+ele;
  16684. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  16685. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  16686. } else {
  16687. //Flag is only used on the end, so it can be used here. [Skotlex]
  16688. switch (skill_id) {
  16689. case BS_DAGGER:
  16690. case BS_SWORD:
  16691. case BS_TWOHANDSWORD:
  16692. case BS_AXE:
  16693. case BS_MACE:
  16694. case BS_KNUCKLE:
  16695. case BS_SPEAR:
  16696. flag = battle_config.produce_item_name_input&0x1;
  16697. break;
  16698. case AM_PHARMACY:
  16699. case AM_TWILIGHT1:
  16700. case AM_TWILIGHT2:
  16701. case AM_TWILIGHT3:
  16702. flag = battle_config.produce_item_name_input&0x2;
  16703. break;
  16704. case AL_HOLYWATER:
  16705. case AB_ANCILLA:
  16706. flag = battle_config.produce_item_name_input&0x8;
  16707. break;
  16708. case ASC_CDP:
  16709. flag = battle_config.produce_item_name_input&0x10;
  16710. break;
  16711. default:
  16712. flag = battle_config.produce_item_name_input&0x80;
  16713. break;
  16714. }
  16715. if (flag) {
  16716. tmp_item.card[0] = CARD0_CREATE;
  16717. tmp_item.card[1] = 0;
  16718. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  16719. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  16720. }
  16721. }
  16722. // if(log_config.produce > 0)
  16723. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  16724. //TODO update PICKLOG
  16725. if (equip) {
  16726. clif_produceeffect(sd,0,nameid);
  16727. clif_misceffect(&sd->bl,3);
  16728. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  16729. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  16730. } else {
  16731. int fame = 0;
  16732. tmp_item.amount = 0;
  16733. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  16734. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  16735. tmp_item.amount = qty;
  16736. break;
  16737. }
  16738. if (qty == 1 || rnd()%10000 < make_per) { //Success
  16739. tmp_item.amount++;
  16740. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  16741. continue;
  16742. if (skill_id != AM_PHARMACY &&
  16743. skill_id != AM_TWILIGHT1 &&
  16744. skill_id != AM_TWILIGHT2 &&
  16745. skill_id != AM_TWILIGHT3)
  16746. continue;
  16747. //Add fame as needed.
  16748. switch(++sd->potion_success_counter) {
  16749. case 3:
  16750. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  16751. break;
  16752. case 5:
  16753. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  16754. break;
  16755. case 7:
  16756. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  16757. break;
  16758. case 10:
  16759. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  16760. sd->potion_success_counter = 0;
  16761. break;
  16762. }
  16763. } else //Failure
  16764. sd->potion_success_counter = 0;
  16765. }
  16766. if (fame)
  16767. pc_addfame(sd,fame);
  16768. //Visual effects and the like.
  16769. switch (skill_id) {
  16770. case AM_PHARMACY:
  16771. case AM_TWILIGHT1:
  16772. case AM_TWILIGHT2:
  16773. case AM_TWILIGHT3:
  16774. case ASC_CDP:
  16775. clif_produceeffect(sd,2,nameid);
  16776. clif_misceffect(&sd->bl,5);
  16777. break;
  16778. case BS_IRON:
  16779. case BS_STEEL:
  16780. case BS_ENCHANTEDSTONE:
  16781. clif_produceeffect(sd,0,nameid);
  16782. clif_misceffect(&sd->bl,3);
  16783. break;
  16784. case RK_RUNEMASTERY:
  16785. case GC_CREATENEWPOISON:
  16786. clif_produceeffect(sd,2,nameid);
  16787. clif_misceffect(&sd->bl,5);
  16788. break;
  16789. default: //Those that don't require a skill?
  16790. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  16791. clif_specialeffect(&sd->bl, 608, AREA);
  16792. if (sd->cook_mastery < 1999)
  16793. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  16794. }
  16795. break;
  16796. }
  16797. }
  16798. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  16799. int j, k = 0;
  16800. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++)
  16801. if (skill_changematerial_db[i].nameid == nameid){
  16802. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  16803. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  16804. tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
  16805. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16806. clif_additem(sd,0,0,flag);
  16807. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16808. }
  16809. k++;
  16810. }
  16811. }
  16812. break;
  16813. }
  16814. if (k) {
  16815. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  16816. return true;
  16817. }
  16818. } else if (tmp_item.amount) { //Success
  16819. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16820. clif_additem(sd,0,0,flag);
  16821. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16822. }
  16823. if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY)
  16824. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  16825. return true;
  16826. }
  16827. }
  16828. //Failure
  16829. // if(log_config.produce)
  16830. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  16831. //TODO update PICKLOG
  16832. if (equip) {
  16833. clif_produceeffect(sd,1,nameid);
  16834. clif_misceffect(&sd->bl,2);
  16835. } else {
  16836. switch (skill_id) {
  16837. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  16838. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  16839. case AM_PHARMACY:
  16840. case AM_TWILIGHT1:
  16841. case AM_TWILIGHT2:
  16842. case AM_TWILIGHT3:
  16843. clif_produceeffect(sd,3,nameid);
  16844. clif_misceffect(&sd->bl,6);
  16845. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  16846. break;
  16847. case BS_IRON:
  16848. case BS_STEEL:
  16849. case BS_ENCHANTEDSTONE:
  16850. clif_produceeffect(sd,1,nameid);
  16851. clif_misceffect(&sd->bl,2);
  16852. break;
  16853. case RK_RUNEMASTERY:
  16854. case GC_CREATENEWPOISON:
  16855. clif_produceeffect(sd,3,nameid);
  16856. clif_misceffect(&sd->bl,6);
  16857. break;
  16858. case GN_MIX_COOKING:
  16859. {
  16860. struct item tmp_item;
  16861. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  16862. int rate = rnd()%500;
  16863. memset(&tmp_item,0,sizeof(tmp_item));
  16864. if (rate < 50) i = 4;
  16865. else if (rate < 100) i = 2+rnd()%1;
  16866. else if (rate < 250) i = 1;
  16867. else if (rate < 500) i = 0;
  16868. tmp_item.nameid = compensation[i];
  16869. tmp_item.amount = qty;
  16870. tmp_item.identify = 1;
  16871. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16872. clif_additem(sd,0,0,flag);
  16873. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16874. }
  16875. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  16876. }
  16877. break;
  16878. case GN_MAKEBOMB:
  16879. case GN_S_PHARMACY:
  16880. case GN_CHANGEMATERIAL:
  16881. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  16882. break;
  16883. default:
  16884. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  16885. clif_specialeffect(&sd->bl, 609, AREA);
  16886. if (sd->cook_mastery > 0)
  16887. pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  16888. }
  16889. break;
  16890. }
  16891. }
  16892. return false;
  16893. }
  16894. /**
  16895. * Attempt to create arrow by specified material
  16896. * @param sd Player
  16897. * @param nameid Item ID of material
  16898. * @return True if created, False is failed
  16899. */
  16900. bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid)
  16901. {
  16902. short i, j, idx = -1;
  16903. struct item tmp_item;
  16904. nullpo_ret(sd);
  16905. if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
  16906. return false;
  16907. for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
  16908. if (nameid == skill_arrow_db[i].nameid) {
  16909. idx = i;
  16910. break;
  16911. }
  16912. }
  16913. if (!idx || (j = pc_search_inventory(sd,nameid)) < 0)
  16914. return false;
  16915. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  16916. for (i = 0; i < MAX_ARROW_RESULT; i++) {
  16917. char flag = 0;
  16918. 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)
  16919. continue;
  16920. memset(&tmp_item,0,sizeof(tmp_item));
  16921. tmp_item.identify = 1;
  16922. tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
  16923. tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
  16924. if (battle_config.produce_item_name_input&0x4) {
  16925. tmp_item.card[0] = CARD0_CREATE;
  16926. tmp_item.card[1] = 0;
  16927. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  16928. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  16929. }
  16930. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16931. clif_additem(sd,0,0,flag);
  16932. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16933. }
  16934. }
  16935. return true;
  16936. }
  16937. /**
  16938. * Enchant weapon with poison
  16939. * @param sd Player
  16940. * @nameid Item ID of poison type
  16941. */
  16942. int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid)
  16943. {
  16944. sc_type type;
  16945. int chance, i;
  16946. //uint16 msg = 1443; //Official is using msgstringtable.txt
  16947. char output[CHAT_SIZE_MAX];
  16948. const char *msg;
  16949. nullpo_ret(sd);
  16950. if( !nameid || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  16951. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  16952. return 0;
  16953. }
  16954. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  16955. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  16956. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  16957. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  16958. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  16959. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  16960. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  16961. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  16962. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  16963. default:
  16964. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  16965. return 0;
  16966. }
  16967. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  16968. 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
  16969. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  16970. sprintf(output, msg_txt(sd,721), msg);
  16971. clif_colormes(sd,color_table[COLOR_WHITE],output);
  16972. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  16973. clif_msg(sd,msg);
  16974. #endif*/
  16975. return 0;
  16976. }
  16977. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  16978. {
  16979. struct status_change *sc = status_get_sc(bl);
  16980. // non-offensive and non-magic skills do not affect the status
  16981. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  16982. return;
  16983. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  16984. if (sc->data[SC_MAGICPOWER]->val4) {
  16985. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  16986. } else {
  16987. sc->data[SC_MAGICPOWER]->val4 = 1;
  16988. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  16989. #ifndef RENEWAL
  16990. if(bl->type == BL_PC){// update current display.
  16991. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  16992. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  16993. }
  16994. #endif
  16995. }
  16996. }
  16997. }
  16998. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
  16999. int x, y, i, class_, skill;
  17000. struct mob_data *md;
  17001. nullpo_ret(sd);
  17002. skill = sd->menuskill_val;
  17003. if( !nameid || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17004. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17005. return 0;
  17006. }
  17007. // Spawn Position
  17008. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  17009. x = sd->sc.comet_x;
  17010. y = sd->sc.comet_y;
  17011. sd->sc.comet_x = sd->sc.comet_y = 0;
  17012. sd->menuskill_val = 0;
  17013. // Item picked decides the mob class
  17014. switch(nameid) {
  17015. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  17016. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  17017. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  17018. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  17019. default:
  17020. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17021. return 0;
  17022. }
  17023. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  17024. if( md ) {
  17025. struct unit_data *ud = unit_bl2ud(&md->bl);
  17026. md->master_id = sd->bl.id;
  17027. md->special_state.ai = AI_FAW;
  17028. if(ud) {
  17029. ud->skill_id = NC_MAGICDECOY;
  17030. ud->skill_lv = skill;
  17031. }
  17032. if( md->deletetimer != INVALID_TIMER )
  17033. delete_timer(md->deletetimer, mob_timer_delete);
  17034. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  17035. mob_spawn(md);
  17036. }
  17037. return 0;
  17038. }
  17039. // Warlock Spellbooks. [LimitLine/3CeAM]
  17040. void skill_spellbook (struct map_session_data *sd, unsigned short nameid) {
  17041. int i, max_preserve, skill_id, point;
  17042. struct status_change *sc;
  17043. nullpo_retv(sd);
  17044. sc = status_get_sc(&sd->bl);
  17045. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  17046. for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  17047. if( sc && !sc->data[i] )
  17048. break;
  17049. }
  17050. if( i > SC_MAXSPELLBOOK ) {
  17051. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  17052. return;
  17053. }
  17054. if (!skill_spellbook_count)
  17055. return;
  17056. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  17057. if( i == MAX_SKILL_SPELLBOOK_DB )
  17058. return;
  17059. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill
  17060. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  17061. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  17062. return;
  17063. }
  17064. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  17065. point = skill_spellbook_db[i].point;
  17066. if( sc && sc->data[SC_READING_SB] ) {
  17067. if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) {
  17068. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  17069. return;
  17070. }
  17071. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  17072. if( !sc->data[i] ){
  17073. sc->data[SC_READING_SB]->val2 += point; // increase points
  17074. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17075. break;
  17076. }
  17077. }
  17078. } else {
  17079. sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
  17080. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17081. }
  17082. // Reading Spell Book SP cost same as the sealed spell.
  17083. status_zap(&sd->bl, 0, skill_get_sp(skill_id, pc_checkskill(sd, skill_id)));
  17084. }
  17085. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  17086. int id, lv, prob, aslvl = 0;
  17087. nullpo_ret(sd);
  17088. if (sd->sc.data[SC_STOP]) {
  17089. aslvl = sd->sc.data[SC_STOP]->val1;
  17090. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  17091. }
  17092. if( !(skill_get_inf2(sd->status.skill[skill_id].id)&INF2_AUTOSHADOWSPELL) || (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ) {
  17093. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
  17094. return 0;
  17095. }
  17096. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  17097. lv = min(lv,sd->status.skill[skill_id].lv);
  17098. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  17099. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  17100. return 0;
  17101. }
  17102. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  17103. int i;
  17104. nullpo_ret(sd);
  17105. nullpo_ret(item_list);
  17106. if( n <= 0 )
  17107. return 1;
  17108. for( i = 0; i < n; i++ ) {
  17109. unsigned short nameid;
  17110. int add_amount, del_amount, idx, product;
  17111. struct item tmp_item;
  17112. idx = item_list[i*2+0]-2;
  17113. del_amount = item_list[i*2+1];
  17114. if( skill_lv == 2 )
  17115. del_amount -= (del_amount % 10);
  17116. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  17117. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  17118. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17119. return 1;
  17120. }
  17121. switch( nameid ) {
  17122. // Level 1
  17123. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  17124. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  17125. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  17126. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  17127. // Level 2
  17128. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  17129. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  17130. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  17131. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  17132. default:
  17133. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17134. return 1;
  17135. }
  17136. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  17137. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17138. return 1;
  17139. }
  17140. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  17141. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17142. return 1;
  17143. }
  17144. memset(&tmp_item,0,sizeof(tmp_item));
  17145. tmp_item.nameid = product;
  17146. tmp_item.amount = add_amount;
  17147. tmp_item.identify = 1;
  17148. if( tmp_item.amount ) {
  17149. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  17150. if( flag != 0 ) {
  17151. clif_additem(sd,0,0,flag);
  17152. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  17153. }
  17154. }
  17155. }
  17156. return 0;
  17157. }
  17158. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  17159. int i, j, k, c, p = 0, amount;
  17160. unsigned short nameid;
  17161. nullpo_ret(sd);
  17162. nullpo_ret(item_list);
  17163. // Search for objects that can be created.
  17164. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  17165. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  17166. p = 0;
  17167. do {
  17168. c = 0;
  17169. // Verification of overlap between the objects required and the list submitted.
  17170. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  17171. if( skill_produce_db[i].mat_id[j] > 0 ) {
  17172. for( k = 0; k < n; k++ ) {
  17173. int idx = item_list[k*2+0]-2;
  17174. nameid = sd->status.inventory[idx].nameid;
  17175. amount = item_list[k*2+1];
  17176. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  17177. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  17178. return 0;
  17179. }
  17180. 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]
  17181. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  17182. c++; // match
  17183. }
  17184. }
  17185. else
  17186. break; // No more items required
  17187. }
  17188. p++;
  17189. } while(n == j && c == n);
  17190. p--;
  17191. if ( p > 0 ) {
  17192. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
  17193. return 1;
  17194. }
  17195. }
  17196. }
  17197. if( p == 0)
  17198. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  17199. return 0;
  17200. }
  17201. /**
  17202. * For Royal Guard's LG_TRAMPLE
  17203. */
  17204. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  17205. {
  17206. struct skill_unit *su = (struct skill_unit *)bl;
  17207. struct skill_unit_group *sg = NULL;
  17208. unsigned int tick;
  17209. nullpo_ret(su);
  17210. tick = va_arg(ap, unsigned int);
  17211. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  17212. switch( sg->unit_id ) {
  17213. case UNT_CLAYMORETRAP:
  17214. case UNT_FIRINGTRAP:
  17215. case UNT_ICEBOUNDTRAP:
  17216. 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);
  17217. break;
  17218. case UNT_LANDMINE:
  17219. case UNT_BLASTMINE:
  17220. case UNT_SHOCKWAVE:
  17221. case UNT_SANDMAN:
  17222. case UNT_FLASHER:
  17223. case UNT_FREEZINGTRAP:
  17224. case UNT_CLUSTERBOMB:
  17225. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  17226. break;
  17227. }
  17228. // Traps aren't recovered.
  17229. skill_delunit(su);
  17230. }
  17231. return 0;
  17232. }
  17233. /*==========================================
  17234. *
  17235. *------------------------------------------*/
  17236. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  17237. int i;
  17238. nullpo_retr(-1, sd);
  17239. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  17240. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  17241. }
  17242. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  17243. struct map_session_data *sd = map_id2sd(id);
  17244. int i = (int)data;
  17245. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  17246. return 0;
  17247. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  17248. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  17249. return 0;
  17250. }
  17251. aFree(sd->scd[i]);
  17252. sd->scd[i] = NULL;
  17253. return 1;
  17254. }
  17255. /**
  17256. * Flags a singular skill as being blocked from persistent usage.
  17257. * @param sd the player the skill delay affects
  17258. * @param skill_id the skill which should be delayed
  17259. * @param tick the length of time the delay should last
  17260. * @param load whether this assignment is being loaded upon player login
  17261. * @return 0 if successful, -1 otherwise
  17262. */
  17263. int skill_blockpc_start(struct map_session_data *sd, int skill_id, int tick) {
  17264. int i;
  17265. nullpo_retr(-1, sd);
  17266. if (!skill_id || tick < 1)
  17267. return -1;
  17268. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  17269. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  17270. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17271. aFree(sd->scd[i]);
  17272. sd->scd[i] = NULL;
  17273. }
  17274. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  17275. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  17276. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  17277. sd->scd[i]->skill_id = skill_id;
  17278. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  17279. if (battle_config.display_status_timers && tick > 0)
  17280. clif_skill_cooldown(sd, skill_id, tick);
  17281. return 1;
  17282. } else {
  17283. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  17284. return 0;
  17285. }
  17286. }
  17287. int skill_blockpc_clear(struct map_session_data *sd) {
  17288. int i;
  17289. nullpo_ret(sd);
  17290. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  17291. if (!sd->scd[i])
  17292. continue;
  17293. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17294. aFree(sd->scd[i]);
  17295. sd->scd[i] = NULL;
  17296. }
  17297. return 1;
  17298. }
  17299. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17300. {
  17301. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  17302. if (data <= 0 || data >= MAX_SKILL)
  17303. return 0;
  17304. if (hd)
  17305. hd->blockskill[data] = 0;
  17306. return 1;
  17307. }
  17308. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  17309. {
  17310. uint16 idx = skill_get_index(skill_id);
  17311. nullpo_retr(-1, hd);
  17312. if (!idx)
  17313. return -1;
  17314. if (tick < 1) {
  17315. hd->blockskill[idx] = 0;
  17316. return -1;
  17317. }
  17318. hd->blockskill[idx] = 1;
  17319. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  17320. }
  17321. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17322. {
  17323. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  17324. if( data <= 0 || data >= MAX_SKILL )
  17325. return 0;
  17326. if( md )
  17327. md->blockskill[data] = 0;
  17328. return 1;
  17329. }
  17330. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  17331. {
  17332. uint16 idx = skill_get_index(skill_id);
  17333. nullpo_retr(-1, md);
  17334. if( !idx )
  17335. return -1;
  17336. if( tick < 1 ) {
  17337. md->blockskill[idx] = 0;
  17338. return -1;
  17339. }
  17340. md->blockskill[idx] = 1;
  17341. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  17342. }
  17343. /**
  17344. * Adds a new skill unit entry for this player to recast after map load
  17345. */
  17346. void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) {
  17347. struct skill_usave * sus = NULL;
  17348. if( idb_exists(skillusave_db,sd->status.char_id) ) {
  17349. idb_remove(skillusave_db,sd->status.char_id);
  17350. }
  17351. CREATE(sus, struct skill_usave, 1);
  17352. idb_put(skillusave_db, sd->status.char_id, sus);
  17353. sus->skill_id = skill_id;
  17354. sus->skill_lv = skill_lv;
  17355. return;
  17356. }
  17357. void skill_usave_trigger(struct map_session_data *sd) {
  17358. struct skill_usave * sus = NULL;
  17359. if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) )
  17360. return;
  17361. skill_unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);
  17362. idb_remove(skillusave_db,sd->status.char_id);
  17363. return;
  17364. }
  17365. /*
  17366. *
  17367. */
  17368. int skill_split_str (char *str, char **val, int num)
  17369. {
  17370. int i;
  17371. for( i = 0; i < num && str; i++ ) {
  17372. val[i] = str;
  17373. str = strchr(str,',');
  17374. if( str )
  17375. *str++ = 0;
  17376. }
  17377. return i;
  17378. }
  17379. /**
  17380. * Split the string with ':' as separator and put each value for a skilllv
  17381. * if no more value found put the latest to fill the array
  17382. * @param str : string to split
  17383. * @param val : array of MAX_SKILL_LEVEL to put value into
  17384. * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL)
  17385. */
  17386. int skill_split_atoi (char *str, int *val)
  17387. {
  17388. int i, j, step = 1;
  17389. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  17390. if (!str) break;
  17391. val[i] = atoi(str);
  17392. str = strchr(str,':');
  17393. if (str)
  17394. *str++=0;
  17395. }
  17396. if(i==0) //No data found.
  17397. return 0;
  17398. if(i==1) { //Single value, have the whole range have the same value.
  17399. for (; i < MAX_SKILL_LEVEL; i++)
  17400. val[i] = val[i-1];
  17401. return i;
  17402. }
  17403. //Check for linear change with increasing steps until we reach half of the data acquired.
  17404. for (step = 1; step <= i/2; step++) {
  17405. int diff = val[i-1] - val[i-step-1];
  17406. for(j = i-1; j >= step; j--)
  17407. if ((val[j]-val[j-step]) != diff)
  17408. break;
  17409. if (j>=step) //No match, try next step.
  17410. continue;
  17411. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  17412. val[i] = val[i-step]+diff;
  17413. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  17414. { val[i] = 1; diff = 0; step = 1; }
  17415. }
  17416. return i;
  17417. }
  17418. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  17419. for (;i<MAX_SKILL_LEVEL; i++)
  17420. val[i] = val[i-1];
  17421. return i;
  17422. }
  17423. /*
  17424. *
  17425. */
  17426. void skill_init_unit_layout (void) {
  17427. int i,j,pos = 0;
  17428. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  17429. // standard square layouts go first
  17430. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  17431. int size = i*2+1;
  17432. skill_unit_layout[i].count = size*size;
  17433. for (j=0; j<size*size; j++) {
  17434. skill_unit_layout[i].dx[j] = (j%size-i);
  17435. skill_unit_layout[i].dy[j] = (j/size-i);
  17436. }
  17437. }
  17438. // afterwards add special ones
  17439. pos = i;
  17440. for (i=0;i<MAX_SKILL_DB;i++) {
  17441. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  17442. continue;
  17443. if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  17444. int skill = i;
  17445. if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  17446. skill -= EL_SKILLRANGEMIN;
  17447. skill += EL_SKILLBASE;
  17448. }
  17449. if( skill == EL_FIRE_MANTLE ) {
  17450. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  17451. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  17452. skill_unit_layout[pos].count = 8;
  17453. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17454. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17455. }
  17456. } else {
  17457. switch (i) {
  17458. case MG_FIREWALL:
  17459. case WZ_ICEWALL:
  17460. case WL_EARTHSTRAIN:
  17461. case RL_FIRE_RAIN:
  17462. // these will be handled later
  17463. break;
  17464. case PR_SANCTUARY:
  17465. case NPC_EVILLAND: {
  17466. static const int dx[] = {
  17467. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  17468. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  17469. static const int dy[]={
  17470. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  17471. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  17472. skill_unit_layout[pos].count = 21;
  17473. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17474. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17475. }
  17476. break;
  17477. case PR_MAGNUS: {
  17478. static const int dx[] = {
  17479. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17480. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17481. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  17482. static const int dy[] = {
  17483. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17484. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17485. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  17486. skill_unit_layout[pos].count = 33;
  17487. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17488. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17489. }
  17490. break;
  17491. case AS_VENOMDUST: {
  17492. static const int dx[] = {-1, 0, 0, 0, 1};
  17493. static const int dy[] = { 0,-1, 0, 1, 0};
  17494. skill_unit_layout[pos].count = 5;
  17495. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17496. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17497. }
  17498. break;
  17499. case CR_GRANDCROSS:
  17500. case NPC_GRANDDARKNESS: {
  17501. static const int dx[] = {
  17502. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  17503. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  17504. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  17505. static const int dy[] = {
  17506. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  17507. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  17508. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  17509. skill_unit_layout[pos].count = 29;
  17510. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17511. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17512. }
  17513. break;
  17514. case PF_FOGWALL: {
  17515. static const int dx[] = {
  17516. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  17517. static const int dy[] = {
  17518. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  17519. skill_unit_layout[pos].count = 15;
  17520. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17521. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17522. }
  17523. break;
  17524. case PA_GOSPEL: {
  17525. static const int dx[] = {
  17526. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17527. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17528. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  17529. -1, 0, 1};
  17530. static const int dy[] = {
  17531. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17532. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17533. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  17534. 3, 3, 3};
  17535. skill_unit_layout[pos].count = 33;
  17536. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17537. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17538. }
  17539. break;
  17540. case NJ_KAENSIN: {
  17541. 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};
  17542. 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};
  17543. skill_unit_layout[pos].count = 24;
  17544. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17545. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17546. }
  17547. break;
  17548. case NJ_TATAMIGAESHI: {
  17549. //Level 1 (count 4, cross of 3x3)
  17550. static const int dx1[] = {-1, 1, 0, 0};
  17551. static const int dy1[] = { 0, 0,-1, 1};
  17552. //Level 2-3 (count 8, cross of 5x5)
  17553. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  17554. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  17555. //Level 4-5 (count 12, cross of 7x7
  17556. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  17557. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  17558. //lv1
  17559. j = 0;
  17560. skill_unit_layout[pos].count = 4;
  17561. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  17562. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  17563. skill_db[i].unit_layout_type[j] = pos;
  17564. //lv2/3
  17565. j++;
  17566. pos++;
  17567. skill_unit_layout[pos].count = 8;
  17568. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  17569. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  17570. skill_db[i].unit_layout_type[j] = pos;
  17571. skill_db[i].unit_layout_type[++j] = pos;
  17572. //lv4/5
  17573. j++;
  17574. pos++;
  17575. skill_unit_layout[pos].count = 12;
  17576. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  17577. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  17578. skill_db[i].unit_layout_type[j] = pos;
  17579. skill_db[i].unit_layout_type[++j] = pos;
  17580. //Fill in the rest using lv 5.
  17581. for (;j<MAX_SKILL_LEVEL;j++)
  17582. skill_db[i].unit_layout_type[j] = pos;
  17583. //Skip, this way the check below will fail and continue to the next skill.
  17584. pos++;
  17585. }
  17586. break;
  17587. case GN_WALLOFTHORN: {
  17588. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  17589. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  17590. skill_unit_layout[pos].count = 16;
  17591. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17592. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17593. }
  17594. break;
  17595. default:
  17596. ShowError("unknown unit layout at skill %d\n",i);
  17597. break;
  17598. }
  17599. }
  17600. if (!skill_unit_layout[pos].count)
  17601. continue;
  17602. for (j=0;j<MAX_SKILL_LEVEL;j++)
  17603. skill_db[i].unit_layout_type[j] = pos;
  17604. pos++;
  17605. }
  17606. // firewall and icewall have 8 layouts (direction-dependent)
  17607. firewall_unit_pos = pos;
  17608. for (i=0;i<8;i++) {
  17609. if (i&1) {
  17610. skill_unit_layout[pos].count = 5;
  17611. if (i&0x2) {
  17612. int dx[] = {-1,-1, 0, 0, 1};
  17613. int dy[] = { 1, 0, 0,-1,-1};
  17614. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17615. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17616. } else {
  17617. int dx[] = { 1, 1 ,0, 0,-1};
  17618. int dy[] = { 1, 0, 0,-1,-1};
  17619. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17620. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17621. }
  17622. } else {
  17623. skill_unit_layout[pos].count = 3;
  17624. if (i%4==0) {
  17625. int dx[] = {-1, 0, 1};
  17626. int dy[] = { 0, 0, 0};
  17627. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17628. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17629. } else {
  17630. int dx[] = { 0, 0, 0};
  17631. int dy[] = {-1, 0, 1};
  17632. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17633. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17634. }
  17635. }
  17636. pos++;
  17637. }
  17638. icewall_unit_pos = pos;
  17639. for (i=0;i<8;i++) {
  17640. skill_unit_layout[pos].count = 5;
  17641. if (i&1) {
  17642. if (i&0x2) {
  17643. int dx[] = {-2,-1, 0, 1, 2};
  17644. int dy[] = { 2, 1, 0,-1,-2};
  17645. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17646. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17647. } else {
  17648. int dx[] = { 2, 1 ,0,-1,-2};
  17649. int dy[] = { 2, 1, 0,-1,-2};
  17650. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17651. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17652. }
  17653. } else {
  17654. if (i%4==0) {
  17655. int dx[] = {-2,-1, 0, 1, 2};
  17656. int dy[] = { 0, 0, 0, 0, 0};
  17657. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17658. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17659. } else {
  17660. int dx[] = { 0, 0, 0, 0, 0};
  17661. int dy[] = {-2,-1, 0, 1, 2};
  17662. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17663. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17664. }
  17665. }
  17666. pos++;
  17667. }
  17668. earthstrain_unit_pos = pos;
  17669. for( i = 0; i < 8; i++ )
  17670. { // For each Direction
  17671. skill_unit_layout[pos].count = 15;
  17672. switch( i )
  17673. {
  17674. case 0: case 1: case 3: case 4: case 5: case 7:
  17675. {
  17676. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  17677. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17678. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17679. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17680. }
  17681. break;
  17682. case 2:
  17683. case 6:
  17684. {
  17685. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17686. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  17687. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17688. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17689. }
  17690. break;
  17691. }
  17692. pos++;
  17693. }
  17694. firerain_unit_pos = pos;
  17695. for( i = 0; i < 8; i++ ) {
  17696. skill_unit_layout[pos].count = 3;
  17697. switch( i ) {
  17698. case 0: case 1: case 3: case 4: case 5: case 7:
  17699. {
  17700. static const int dx[] = {-1, 0, 1};
  17701. static const int dy[] = { 0, 0, 0};
  17702. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17703. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17704. }
  17705. break;
  17706. case 2:
  17707. case 6:
  17708. {
  17709. static const int dx[] = { 0, 0, 0};
  17710. static const int dy[] = {-1, 0, 1};
  17711. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17712. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17713. }
  17714. break;
  17715. }
  17716. pos++;
  17717. }
  17718. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  17719. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  17720. }
  17721. void skill_init_nounit_layout (void) {
  17722. int i, pos = 0;
  17723. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  17724. overbrand_nounit_pos = pos;
  17725. for( i = 0; i < 8; i++ ) {
  17726. if( i&1 ) {
  17727. skill_nounit_layout[pos].count = 33;
  17728. if( i&2 ) {
  17729. if( i&4 ) { // 7
  17730. 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};
  17731. 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};
  17732. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17733. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17734. } else { // 3
  17735. 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};
  17736. 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};
  17737. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17738. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17739. }
  17740. } else {
  17741. if( i&4 ) { // 5
  17742. 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};
  17743. 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};
  17744. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17745. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17746. } else { // 1
  17747. 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};
  17748. 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};
  17749. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17750. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17751. }
  17752. }
  17753. } else {
  17754. skill_nounit_layout[pos].count = 21;
  17755. if( i&2 ) {
  17756. if( i&4 ) { // 6
  17757. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  17758. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  17759. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17760. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17761. } else { // 2
  17762. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  17763. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  17764. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17765. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17766. }
  17767. } else {
  17768. if( i&4 ) { // 4
  17769. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  17770. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  17771. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17772. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17773. } else { // 0
  17774. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  17775. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  17776. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17777. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17778. }
  17779. }
  17780. }
  17781. pos++;
  17782. }
  17783. overbrand_brandish_nounit_pos = pos;
  17784. for( i = 0; i < 8; i++ ) {
  17785. if( i&1 ) {
  17786. skill_nounit_layout[pos].count = 74;
  17787. if( i&2 ) {
  17788. if( i&4 ) { // 7
  17789. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  17790. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  17791. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  17792. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17793. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  17794. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  17795. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  17796. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17797. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17798. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17799. } else { // 3
  17800. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  17801. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  17802. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  17803. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17804. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  17805. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  17806. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  17807. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17808. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17809. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17810. }
  17811. } else {
  17812. if( i&4 ) { // 5
  17813. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  17814. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  17815. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  17816. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17817. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  17818. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  17819. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  17820. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17821. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17822. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17823. } else { // 1
  17824. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  17825. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  17826. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  17827. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17828. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  17829. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  17830. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  17831. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17832. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17833. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17834. }
  17835. }
  17836. } else {
  17837. skill_nounit_layout[pos].count = 44;
  17838. if( i&2 ) {
  17839. if( i&4 ) { // 6
  17840. 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};
  17841. 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};
  17842. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17843. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17844. } else { // 2
  17845. 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};
  17846. 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};
  17847. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17848. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17849. }
  17850. } else {
  17851. if( i&4 ) { // 4
  17852. 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};
  17853. 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};
  17854. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17855. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17856. } else { // 0
  17857. 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};
  17858. 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};
  17859. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17860. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17861. }
  17862. }
  17863. }
  17864. pos++;
  17865. }
  17866. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  17867. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  17868. }
  17869. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  17870. int inf = 0;
  17871. int inf3 = 0;
  17872. struct status_change *sc = status_get_sc(bl);
  17873. if( !sc || !bl || !skill_id )
  17874. return 0; // Can do it
  17875. inf3 = skill_get_inf3(skill_id);
  17876. switch (type) {
  17877. case SC_ANKLE:
  17878. if (skill_id == AL_TELEPORT)
  17879. return 1;
  17880. break;
  17881. case SC_STASIS:
  17882. inf = skill_get_inf2(skill_id);
  17883. if( inf == INF2_SONG_DANCE || skill_get_inf2(skill_id) == INF2_CHORUS_SKILL || inf == INF2_SPIRIT_SKILL )
  17884. return 1; // Can't do it.
  17885. if( inf3&INF3_STATIS_BL)
  17886. return 1;
  17887. break;
  17888. case SC_KAGEHUMI:
  17889. if( inf3&INF3_KAGEHUMI_BL)
  17890. return 1;
  17891. break;
  17892. }
  17893. return 0;
  17894. }
  17895. /* Determines whether a skill is currently active or not
  17896. * Used for purposes of cancelling SP usage when disabling a skill
  17897. */
  17898. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  17899. {
  17900. switch( skill_id ) { //HP & SP Consumption Check
  17901. case BS_MAXIMIZE:
  17902. case NV_TRICKDEAD:
  17903. case TF_HIDING:
  17904. case AS_CLOAKING:
  17905. case GC_CLOAKINGEXCEED:
  17906. case ST_CHASEWALK:
  17907. case CR_DEFENDER:
  17908. case CR_SHRINK:
  17909. case CR_AUTOGUARD:
  17910. case ML_DEFENDER:
  17911. case ML_AUTOGUARD:
  17912. case PA_GOSPEL:
  17913. case GS_GATLINGFEVER:
  17914. case TK_READYCOUNTER:
  17915. case TK_READYDOWN:
  17916. case TK_READYSTORM:
  17917. case TK_READYTURN:
  17918. case TK_RUN:
  17919. case SG_FUSION:
  17920. case KO_YAMIKUMO:
  17921. case RA_WUGDASH:
  17922. case RA_CAMOUFLAGE:
  17923. if( sc->data[status_skill2sc(skill_id)] )
  17924. return 1;
  17925. break;
  17926. // These 2 skills contain a master and are not correctly pulled using skill2sc
  17927. case NC_NEUTRALBARRIER:
  17928. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  17929. return 1;
  17930. break;
  17931. case NC_STEALTHFIELD:
  17932. if( sc->data[SC_STEALTHFIELD_MASTER] )
  17933. return 1;
  17934. break;
  17935. }
  17936. return 0;
  17937. }
  17938. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  17939. int type = 0;
  17940. switch( skill_id ) {
  17941. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  17942. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  17943. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  17944. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  17945. }
  17946. type += skill_lv - 1;
  17947. return type;
  17948. }
  17949. /*==========================================
  17950. * sub-function of DB reading.
  17951. * skill_db.txt
  17952. *------------------------------------------*/
  17953. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  17954. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  17955. uint16 skill_id = atoi(split[0]);
  17956. uint16 idx;
  17957. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  17958. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  17959. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  17960. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) {
  17961. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id);
  17962. return false;
  17963. }
  17964. idx = skill_get_index(skill_id);
  17965. if( !idx ) // invalid skill id
  17966. return false;
  17967. skill_split_atoi(split[1],skill_db[idx].range);
  17968. skill_db[idx].hit = atoi(split[2]);
  17969. skill_db[idx].inf = atoi(split[3]);
  17970. skill_split_atoi(split[4],skill_db[idx].element);
  17971. skill_db[idx].nk = (int)strtol(split[5], NULL, 0);
  17972. skill_split_atoi(split[6],skill_db[idx].splash);
  17973. skill_db[idx].max = atoi(split[7]);
  17974. skill_split_atoi(split[8],skill_db[idx].num);
  17975. if( strcmpi(split[9],"yes") == 0 )
  17976. skill_db[idx].castcancel = 1;
  17977. else
  17978. skill_db[idx].castcancel = 0;
  17979. skill_db[idx].cast_def_rate = atoi(split[10]);
  17980. skill_db[idx].inf2 = (int)strtol(split[11], NULL, 0);
  17981. skill_split_atoi(split[12],skill_db[idx].maxcount);
  17982. if( strcmpi(split[13],"weapon") == 0 )
  17983. skill_db[idx].skill_type = BF_WEAPON;
  17984. else if( strcmpi(split[13],"magic") == 0 )
  17985. skill_db[idx].skill_type = BF_MAGIC;
  17986. else if( strcmpi(split[13],"misc") == 0 )
  17987. skill_db[idx].skill_type = BF_MISC;
  17988. else
  17989. skill_db[idx].skill_type = 0;
  17990. skill_split_atoi(split[14],skill_db[idx].blewcount);
  17991. skill_db[idx].inf3 = (int)strtol(split[15], NULL,0);
  17992. safestrncpy(skill_db[idx].name, trim(split[16]), sizeof(skill_db[idx].name));
  17993. safestrncpy(skill_db[idx].desc, trim(split[17]), sizeof(skill_db[idx].desc));
  17994. strdb_iput(skilldb_name2id, skill_db[idx].name, skill_id);
  17995. return true;
  17996. }
  17997. /**
  17998. * Split string to int by constanta value (const.txt) or atoi()
  17999. * @param *str: String input
  18000. * @param *val: Temporary storage
  18001. * @param *delim: Delimiter (for multiple value support)
  18002. * @param min_value: Minimum value. If the splitted value is less or equal than this, will be skipped
  18003. * @param max: Maximum number that can be allocated
  18004. * @return count: Number of success
  18005. */
  18006. uint8 skill_split_atoi2(char *str, int *val, const char *delim, int min_value, uint16 max) {
  18007. uint8 i = 0;
  18008. char *p = strtok(str, delim);
  18009. while (p != NULL) {
  18010. int n = min_value;
  18011. trim(p);
  18012. if (ISDIGIT(p[0])) // If using numeric
  18013. n = atoi(p);
  18014. else if (!script_get_constant(p, &n)) { // If using constant value
  18015. ShowError("skill_split_atoi2: Invalid value: '%s'\n", p);
  18016. p = strtok(NULL, delim);
  18017. continue;
  18018. }
  18019. if (n > min_value) {
  18020. val[i] = n;
  18021. i++;
  18022. if (i >= max)
  18023. break;
  18024. }
  18025. p = strtok(NULL, delim);
  18026. }
  18027. return i;
  18028. }
  18029. /// Clear status data from skill requirement
  18030. static void skill_destroy_requirement(void) {
  18031. uint16 i;
  18032. for (i = 0; i < MAX_SKILL; i++) {
  18033. if (skill_db[i].require.status_count)
  18034. aFree(skill_db[i].require.status);
  18035. skill_db[i].require.status_count = 0;
  18036. if (skill_db[i].require.eqItem_count)
  18037. aFree(skill_db[i].require.eqItem);
  18038. skill_db[i].require.eqItem_count = 0;
  18039. }
  18040. }
  18041. /**
  18042. * Read skill requirement from skill_require_db.txt
  18043. * Structure: skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuss,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  18044. */
  18045. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  18046. {
  18047. char* p;
  18048. uint16 skill_id = atoi(split[0]), idx, i;
  18049. if (!(idx = skill_get_index(skill_id))) // invalid skill id
  18050. return false;
  18051. skill_split_atoi(split[1],skill_db[idx].require.hp);
  18052. skill_split_atoi(split[2],skill_db[idx].require.mhp);
  18053. skill_split_atoi(split[3],skill_db[idx].require.sp);
  18054. skill_split_atoi(split[4],skill_db[idx].require.hp_rate);
  18055. skill_split_atoi(split[5],skill_db[idx].require.sp_rate);
  18056. skill_split_atoi(split[6],skill_db[idx].require.zeny);
  18057. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  18058. p = split[7];
  18059. while (p) {
  18060. int l = atoi(p);
  18061. if( l == 99 ) { // Any weapon
  18062. skill_db[idx].require.weapon = 0;
  18063. break;
  18064. } else
  18065. skill_db[idx].require.weapon |= 1<<l;
  18066. p = strchr(p,':');
  18067. if(!p)
  18068. break;
  18069. p++;
  18070. }
  18071. //Ammo type that required, see doc/item_db for ammo types (View column)
  18072. p = split[8];
  18073. while (p) {
  18074. int l = atoi(p);
  18075. if( l == 99 ) { // Any ammo type
  18076. skill_db[idx].require.ammo = 0xFFFFFFFF;
  18077. break;
  18078. } else if( l ) // 0 stands for no requirement
  18079. skill_db[idx].require.ammo |= 1<<l;
  18080. p = strchr(p,':');
  18081. if( !p )
  18082. break;
  18083. p++;
  18084. }
  18085. skill_split_atoi(split[9],skill_db[idx].require.ammo_qty);
  18086. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx].require.state = ST_HIDDEN;
  18087. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx].require.state = ST_RIDING;
  18088. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx].require.state = ST_FALCON;
  18089. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx].require.state = ST_CART;
  18090. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx].require.state = ST_SHIELD;
  18091. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx].require.state = ST_RECOV_WEIGHT_RATE;
  18092. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx].require.state = ST_MOVE_ENABLE;
  18093. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx].require.state = ST_WATER;
  18094. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx].require.state = ST_RIDINGDRAGON;
  18095. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx].require.state = ST_WUG;
  18096. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx].require.state = ST_RIDINGWUG;
  18097. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx].require.state = ST_MADO;
  18098. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx].require.state = ST_ELEMENTALSPIRIT;
  18099. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx].require.state = ST_PECO;
  18100. else skill_db[idx].require.state = ST_NONE; // Unknown or no state
  18101. //Status requirements
  18102. //FIXME: Default entry should be -1/SC_ALL in skill_require_db.txt but it's 0/SC_STONE.
  18103. trim(split[11]);
  18104. if (split[11][0] != '\0' || atoi(split[11])) {
  18105. int require[MAX_SKILL_STATUS_REQUIRE];
  18106. if ((skill_db[idx].require.status_count = skill_split_atoi2(split[11], require, ":", SC_STONE, ARRAYLENGTH(require)))) {
  18107. CREATE(skill_db[idx].require.status, enum sc_type, skill_db[idx].require.status_count);
  18108. for (i = 0; i < skill_db[idx].require.status_count; i++)
  18109. skill_db[idx].require.status[i] = (sc_type)require[i];
  18110. }
  18111. }
  18112. skill_split_atoi(split[12],skill_db[idx].require.spiritball);
  18113. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  18114. skill_db[idx].require.itemid[i] = atoi(split[13+ 2*i]);
  18115. skill_db[idx].require.amount[i] = atoi(split[14+ 2*i]);
  18116. }
  18117. //Equipped Item requirements.
  18118. //NOTE: We don't check the item is exist or not here
  18119. trim(split[33]);
  18120. if (split[33][0] != '\0' || atoi(split[33])) {
  18121. int require[MAX_SKILL_EQUIP_REQUIRE];
  18122. if ((skill_db[idx].require.eqItem_count = skill_split_atoi2(split[33], require, ":", 500, ARRAYLENGTH(require)))) {
  18123. CREATE(skill_db[idx].require.eqItem, uint16, skill_db[idx].require.eqItem_count);
  18124. for (i = 0; i < skill_db[idx].require.eqItem_count; i++)
  18125. skill_db[idx].require.eqItem[i] = require[i];
  18126. }
  18127. }
  18128. return true;
  18129. }
  18130. /** Reads skill cast db
  18131. * Structure: SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast}
  18132. */
  18133. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  18134. {
  18135. uint16 idx = skill_get_index(atoi(split[0]));
  18136. if( !idx ) // invalid skill id
  18137. return false;
  18138. skill_split_atoi(split[1],skill_db[idx].cast);
  18139. skill_split_atoi(split[2],skill_db[idx].delay);
  18140. skill_split_atoi(split[3],skill_db[idx].walkdelay);
  18141. skill_split_atoi(split[4],skill_db[idx].upkeep_time);
  18142. skill_split_atoi(split[5],skill_db[idx].upkeep_time2);
  18143. skill_split_atoi(split[6],skill_db[idx].cooldown);
  18144. #ifdef RENEWAL_CAST
  18145. skill_split_atoi(split[7],skill_db[idx].fixed_cast);
  18146. #endif
  18147. return true;
  18148. }
  18149. /** Reads skill cast no dex db
  18150. * Structure: SkillID,Cast,Delay (optional)
  18151. */
  18152. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  18153. {
  18154. uint16 idx = skill_get_index(atoi(split[0]));
  18155. if( !idx ) // invalid skill id
  18156. return false;
  18157. skill_split_atoi(split[1],skill_db[idx].castnodex);
  18158. if( split[2] ) // optional column
  18159. skill_split_atoi(split[2],skill_db[idx].delaynodex);
  18160. return true;
  18161. }
  18162. /** Reads skill no cast db
  18163. * Structure: SkillID,Flag
  18164. */
  18165. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  18166. {
  18167. uint16 idx = skill_get_index(atoi(split[0]));
  18168. if( !idx ) // invalid skill id
  18169. return false;
  18170. skill_db[idx].nocast |= atoi(split[1]);
  18171. return true;
  18172. }
  18173. /** Reads skill unit db
  18174. * Structure: ID,unit ID,unit ID 2,layout,range,interval,target,flag
  18175. */
  18176. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  18177. {
  18178. uint16 idx = skill_get_index(atoi(split[0]));
  18179. if( !idx ) // invalid skill id
  18180. return false;
  18181. skill_db[idx].unit_id[0] = strtol(split[1],NULL,16);
  18182. skill_db[idx].unit_id[1] = strtol(split[2],NULL,16);
  18183. skill_split_atoi(split[3],skill_db[idx].unit_layout_type);
  18184. skill_split_atoi(split[4],skill_db[idx].unit_range);
  18185. skill_db[idx].unit_interval = atoi(split[5]);
  18186. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  18187. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  18188. else if( strcmpi(split[6],"party")==0 ) skill_db[idx].unit_target = BCT_PARTY;
  18189. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx].unit_target = BCT_PARTY|BCT_GUILD;
  18190. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx].unit_target = BCT_GUILD;
  18191. else if( strcmpi(split[6],"all")==0 ) skill_db[idx].unit_target = BCT_ALL;
  18192. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx].unit_target = BCT_ENEMY;
  18193. else if( strcmpi(split[6],"self")==0 ) skill_db[idx].unit_target = BCT_SELF;
  18194. else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx].unit_target = BCT_GUILD|BCT_SAMEGUILD;
  18195. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx].unit_target = BCT_NOONE;
  18196. else skill_db[idx].unit_target = strtol(split[6],NULL,16);
  18197. skill_db[idx].unit_flag = strtol(split[7],NULL,16);
  18198. if (skill_db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  18199. skill_db[idx].unit_target = BCT_NOENEMY;
  18200. //By default, target just characters.
  18201. skill_db[idx].unit_target |= BL_CHAR;
  18202. if (skill_db[idx].unit_flag&UF_NOPC)
  18203. skill_db[idx].unit_target &= ~BL_PC;
  18204. if (skill_db[idx].unit_flag&UF_NOMOB)
  18205. skill_db[idx].unit_target &= ~BL_MOB;
  18206. if (skill_db[idx].unit_flag&UF_SKILL)
  18207. skill_db[idx].unit_target |= BL_SKILL;
  18208. return true;
  18209. }
  18210. /** Reads Produce db
  18211. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  18212. */
  18213. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  18214. {
  18215. unsigned short x, y;
  18216. unsigned short id = atoi(split[0]);
  18217. unsigned short nameid = 0;
  18218. bool found = false;
  18219. if (id >= ARRAYLENGTH(skill_produce_db)) {
  18220. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  18221. return false;
  18222. }
  18223. // Clear previous data, for importing support
  18224. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  18225. // Import just for clearing/disabling from original data
  18226. if (!(nameid = atoi(split[1]))) {
  18227. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  18228. return true;
  18229. }
  18230. if (!itemdb_exists(nameid)) {
  18231. ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
  18232. return false;
  18233. }
  18234. skill_produce_db[id].nameid = nameid;
  18235. skill_produce_db[id].itemlv = atoi(split[2]);
  18236. skill_produce_db[id].req_skill = atoi(split[3]);
  18237. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  18238. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  18239. skill_produce_db[id].mat_id[y] = atoi(split[x]);
  18240. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  18241. }
  18242. if (!found)
  18243. skill_produce_count++;
  18244. return true;
  18245. }
  18246. /** Reads create arrow db
  18247. * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  18248. */
  18249. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  18250. {
  18251. unsigned short x, y, i, material_id = atoi(split[0]);
  18252. if (!(itemdb_exists(material_id))) {
  18253. ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
  18254. return false;
  18255. }
  18256. //search if we override something, (if not i=last idx)
  18257. ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
  18258. if (i >= ARRAYLENGTH(skill_arrow_db)) {
  18259. ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
  18260. return false;
  18261. }
  18262. // Import just for clearing/disabling from original data
  18263. if (atoi(split[1]) == 0) {
  18264. memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
  18265. //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
  18266. return true;
  18267. }
  18268. skill_arrow_db[i].nameid = material_id;
  18269. for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
  18270. skill_arrow_db[i].cre_id[y] = atoi(split[x]);
  18271. skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
  18272. }
  18273. if (i == skill_arrow_count)
  18274. skill_arrow_count++;
  18275. return true;
  18276. }
  18277. /** Reads Spell book db
  18278. * Structure: SkillID,PreservePoints,RequiredBook
  18279. */
  18280. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  18281. {
  18282. unsigned short i,
  18283. skill_id = atoi(split[0]),
  18284. points = atoi(split[1]),
  18285. nameid = atoi(split[2]);
  18286. if (!skill_get_index(skill_id) || !skill_get_max(skill_id))
  18287. ShowError("skill_parse_row_spellbookdb: Invalid skill ID %d\n", skill_id);
  18288. if (!skill_get_inf(skill_id))
  18289. ShowError("skill_parse_row_spellbookdb: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18290. else {
  18291. ARR_FIND(0, skill_spellbook_count, i, skill_spellbook_db[i].skill_id == skill_id);
  18292. if (i >= ARRAYLENGTH(skill_spellbook_db)) {
  18293. ShowError("skill_parse_row_spellbookdb: Maximum db entries reached.\n");
  18294. return false;
  18295. }
  18296. // Import just for clearing/disabling from original data
  18297. if (points == 0) {
  18298. memset(&skill_spellbook_db[i], 0, sizeof(skill_spellbook_db[i]));
  18299. //ShowInfo("skill_parse_row_spellbookdb: Skill %d removed from list.\n", skill_id);
  18300. return true;
  18301. }
  18302. skill_spellbook_db[i].skill_id = skill_id;
  18303. skill_spellbook_db[i].point = points;
  18304. skill_spellbook_db[i].nameid = nameid;
  18305. if (i == skill_spellbook_count)
  18306. skill_spellbook_count++;
  18307. return true;
  18308. }
  18309. return false;
  18310. }
  18311. /** Reads improvise db
  18312. * Structure: SkillID,Rate
  18313. */
  18314. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  18315. {
  18316. unsigned short skill_id = atoi(split[0]), per = atoi(split[1]), i;
  18317. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  18318. ShowError("skill_parse_row_improvisedb: Invalid skill ID %d\n", skill_id);
  18319. return false;
  18320. }
  18321. if ( !skill_get_inf(skill_id) ) {
  18322. ShowError("skill_parse_row_improvisedb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18323. return false;
  18324. }
  18325. ARR_FIND(0, skill_improvise_count, i, skill_improvise_db[i].skill_id == skill_id);
  18326. if (i >= ARRAYLENGTH(skill_improvise_db)) {
  18327. ShowError("skill_parse_row_improvisedb: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  18328. return false;
  18329. }
  18330. // Import just for clearing/disabling from original data
  18331. if (per == 0) {
  18332. memset(&skill_improvise_db[i], 0, sizeof(skill_improvise_db[i]));
  18333. //ShowInfo("skill_parse_row_improvisedb: Skill %d removed from list.\n", skill_id);
  18334. return true;
  18335. }
  18336. skill_improvise_db[i].skill_id = skill_id;
  18337. skill_improvise_db[i].per = per; // Still need confirm it.
  18338. if (i == skill_improvise_count)
  18339. skill_improvise_count++;
  18340. return true;
  18341. }
  18342. /** Reads Magic mushroom db
  18343. * Structure: SkillID
  18344. */
  18345. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  18346. {
  18347. unsigned short i, skill_id = atoi(split[0]);
  18348. bool rem = (atoi(split[1]) == 1 ? true : false);
  18349. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  18350. ShowError("skill_parse_row_magicmushroomdb: Invalid skill ID %d\n", skill_id);
  18351. return false;
  18352. }
  18353. if (!skill_get_inf(skill_id)) {
  18354. ShowError("skill_parse_row_magicmushroomdb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18355. return false;
  18356. }
  18357. ARR_FIND(0, skill_magicmushroom_count, i, skill_magicmushroom_db[i].skill_id==skill_id);
  18358. if (i >= ARRAYLENGTH(skill_magicmushroom_db)) {
  18359. ShowError("skill_parse_row_magicmushroomdb: Maximum db entries reached.\n");
  18360. return false;
  18361. }
  18362. // Import just for clearing/disabling from original data
  18363. if (rem) {
  18364. memset(&skill_magicmushroom_db[i], 0, sizeof(skill_magicmushroom_db[i]));
  18365. //ShowInfo("skill_parse_row_magicmushroomdb: Skill %d removed from list.\n", skill_id);
  18366. return true;
  18367. }
  18368. skill_magicmushroom_db[i].skill_id = skill_id;
  18369. if (i == skill_magicmushroom_count)
  18370. skill_magicmushroom_count++;
  18371. return true;
  18372. }
  18373. /** Reads db of copyable skill
  18374. * Structure: SkillName,Option{,JobAllowed{,RequirementRemoved}}
  18375. * SkillID,Option{,JobAllowed{,RequirementRemoved}}
  18376. */
  18377. static bool skill_parse_row_copyabledb(char* split[], int column, int current)
  18378. {
  18379. int16 id = 0;
  18380. uint8 option = 0;
  18381. trim(split[0]);
  18382. if (ISDIGIT(split[0][0]))
  18383. id = atoi(split[0]);
  18384. else
  18385. id = skill_name2id(split[0]);
  18386. if ((id = skill_get_index(id)) == 0) {
  18387. ShowError("skill_parse_row_copyabledb: Invalid skill '%s'\n",split[0]);
  18388. return false;
  18389. }
  18390. if ((option = atoi(split[1])) > 3) {
  18391. ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]);
  18392. return false;
  18393. }
  18394. // Import just for clearing/disabling from original data
  18395. if (option == 0) {
  18396. memset(&skill_db[id].copyable, 0, sizeof(skill_db[id].copyable));
  18397. //ShowInfo("skill_parse_row_copyabledb: Skill %s removed from list.\n", split[0]);
  18398. return true;
  18399. }
  18400. skill_db[id].copyable.option = option;
  18401. skill_db[id].copyable.joballowed = 63;
  18402. if (atoi(split[2]))
  18403. skill_db[id].copyable.joballowed = cap_value(atoi(split[2]),1,63);
  18404. skill_db[id].copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
  18405. return true;
  18406. }
  18407. /** Reads additional range for distance checking from NPC [Cydh]
  18408. * Structure: SkillName,AdditionalRange{,NPC Type}
  18409. * SkillID,AdditionalRange{,NPC Type}
  18410. */
  18411. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current)
  18412. {
  18413. uint16 id = 0;
  18414. trim(split[0]);
  18415. if (ISDIGIT(split[0][0]))
  18416. id = atoi(split[0]);
  18417. else
  18418. id = skill_name2id(split[0]);
  18419. if ((id = skill_get_index(id)) == 0) { // invalid skill id
  18420. ShowError("skill_parse_row_nonearnpcrangedb: Invalid skill '%s'\n",split[0]);
  18421. return false;
  18422. }
  18423. skill_db[id].unit_nonearnpc_range = max(atoi(split[1]),0);
  18424. skill_db[id].unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  18425. return true;
  18426. }
  18427. /** Reads skill chance by Abracadabra/Hocus Pocus spell
  18428. * Structure: SkillID,DummyName,RatePerLvl
  18429. */
  18430. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  18431. {
  18432. unsigned short i, skill_id = atoi(split[0]);
  18433. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  18434. ShowError("skill_parse_row_abradb: Invalid skill ID %d\n", skill_id);
  18435. return false;
  18436. }
  18437. if (!skill_get_inf(skill_id)) {
  18438. ShowError("skill_parse_row_abradb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18439. return false;
  18440. }
  18441. ARR_FIND(0, skill_abra_count, i, skill_abra_db[i].skill_id==skill_id);
  18442. if (i >= ARRAYLENGTH(skill_abra_db)) {
  18443. ShowError("skill_parse_row_abradb: Maximum db entries reached.\n");
  18444. return false;
  18445. }
  18446. // Import just for clearing/disabling from original data
  18447. if (strcmp(split[1],"clear") == 0) {
  18448. memset(&skill_abra_db[i], 0, sizeof(skill_abra_db[i]));
  18449. //ShowInfo("skill_parse_row_abradb: Skill %d removed from list.\n", skill_id);
  18450. return true;
  18451. }
  18452. skill_abra_db[i].skill_id = skill_id;
  18453. safestrncpy(skill_abra_db[i].name, trim(split[1]), sizeof(skill_abra_db[i].name)); //store dummyname
  18454. skill_split_atoi(split[2],skill_abra_db[i].per);
  18455. if (i == skill_abra_count)
  18456. skill_abra_count++;
  18457. return true;
  18458. }
  18459. /** Reads change material db
  18460. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  18461. */
  18462. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  18463. {
  18464. uint16 id = atoi(split[0]), nameid = atoi(split[1]);
  18465. short rate = atoi(split[2]);
  18466. bool found = false;
  18467. int x, y;
  18468. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  18469. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  18470. return false;
  18471. }
  18472. // Clear previous data, for importing support
  18473. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  18474. found = true;
  18475. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  18476. }
  18477. // Import just for clearing/disabling from original data
  18478. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  18479. if (nameid == 0) {
  18480. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  18481. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  18482. return true;
  18483. }
  18484. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  18485. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  18486. if (skill_produce_db[x].nameid == nameid)
  18487. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  18488. break;
  18489. }
  18490. if (x >= MAX_SKILL_PRODUCE_DB) {
  18491. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid);
  18492. return false;
  18493. }
  18494. skill_changematerial_db[id].nameid = nameid;
  18495. skill_changematerial_db[id].rate = rate;
  18496. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  18497. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  18498. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  18499. }
  18500. if (!found)
  18501. skill_changematerial_count++;
  18502. return true;
  18503. }
  18504. /**
  18505. * Manage Skill Damage database [Lilith]
  18506. */
  18507. #ifdef ADJUST_SKILL_DAMAGE
  18508. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  18509. {
  18510. uint16 skill_id = skill_name2id(split[0]), idx;
  18511. if ((idx = skill_get_index(skill_id)) == 0) { // invalid skill id
  18512. ShowWarning("skill_parse_row_skilldamage: Invalid skill '%s'. Skipping..",split[0]);
  18513. return false;
  18514. }
  18515. memset(&skill_db[idx].damage,0,sizeof(struct s_skill_damage));
  18516. skill_db[idx].damage.caster |= atoi(split[1]);
  18517. skill_db[idx].damage.map |= atoi(split[2]);
  18518. skill_db[idx].damage.pc = cap_value(atoi(split[3]),-100,INT_MAX);
  18519. if (split[3])
  18520. skill_db[idx].damage.mob = cap_value(atoi(split[4]),-100,INT_MAX);
  18521. if (split[4])
  18522. skill_db[idx].damage.boss = cap_value(atoi(split[5]),-100,INT_MAX);
  18523. if (split[5])
  18524. skill_db[idx].damage.other = cap_value(atoi(split[6]),-100,INT_MAX);
  18525. return true;
  18526. }
  18527. #endif
  18528. /*===============================
  18529. * DB reading.
  18530. * skill_db.txt
  18531. * skill_require_db.txt
  18532. * skill_cast_db.txt
  18533. * skill_castnodex_db.txt
  18534. * skill_nocast_db.txt
  18535. * skill_unit_db.txt
  18536. * produce_db.txt
  18537. * create_arrow_db.txt
  18538. * abra_db.txt
  18539. *------------------------------*/
  18540. static void skill_readdb(void)
  18541. {
  18542. int i;
  18543. const char* dbsubpath[] = {
  18544. "",
  18545. "/"DBIMPORT,
  18546. //add other path here
  18547. };
  18548. // init skill db structures
  18549. db_clear(skilldb_name2id);
  18550. memset(skill_db,0,sizeof(skill_db));
  18551. memset(skill_produce_db,0,sizeof(skill_produce_db));
  18552. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  18553. memset(skill_abra_db,0,sizeof(skill_abra_db));
  18554. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  18555. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  18556. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  18557. skill_produce_count = skill_arrow_count = skill_abra_count = skill_improvise_count =
  18558. skill_changematerial_count = skill_spellbook_count = skill_magicmushroom_count = 0;
  18559. // load skill databases
  18560. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  18561. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  18562. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  18563. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  18564. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  18565. char* dbsubpath1 = (char*)aMalloc(n1+1);
  18566. char* dbsubpath2 = (char*)aMalloc(n2+1);
  18567. if (i == 0) {
  18568. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  18569. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  18570. } else {
  18571. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  18572. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  18573. }
  18574. sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, MAX_SKILL_DB, skill_parse_row_skilldb, i);
  18575. sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, MAX_SKILL_DB, skill_parse_row_requiredb, i);
  18576. sv_readdb(dbsubpath2, "skill_cast_db.txt" , ',', 7, 8, MAX_SKILL_DB, skill_parse_row_castdb, i);
  18577. sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb, i);
  18578. sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb, i);
  18579. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb, i);
  18580. sv_readdb(dbsubpath1, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i);
  18581. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i);
  18582. sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i);
  18583. sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i);
  18584. sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 2, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i);
  18585. sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, MAX_SKILL_DB, skill_parse_row_copyabledb, i);
  18586. sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i);
  18587. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i);
  18588. sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, MAX_SKILL_DB, skill_parse_row_nonearnpcrangedb, i);
  18589. #ifdef ADJUST_SKILL_DAMAGE
  18590. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 7, MAX_SKILL_DB, skill_parse_row_skilldamage, i);
  18591. #endif
  18592. aFree(dbsubpath1);
  18593. aFree(dbsubpath2);
  18594. }
  18595. skill_init_unit_layout();
  18596. skill_init_nounit_layout();
  18597. }
  18598. void skill_reload (void) {
  18599. struct s_mapiterator *iter;
  18600. struct map_session_data *sd;
  18601. skill_destroy_requirement();
  18602. skill_readdb();
  18603. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  18604. iter = mapit_getallusers();
  18605. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
  18606. clif_skillinfoblock(sd);
  18607. mapit_free(iter);
  18608. }
  18609. /*==========================================
  18610. *
  18611. *------------------------------------------*/
  18612. void do_init_skill(void)
  18613. {
  18614. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  18615. skill_readdb();
  18616. skillunit_group_db = idb_alloc(DB_OPT_BASE);
  18617. skillunit_db = idb_alloc(DB_OPT_BASE);
  18618. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  18619. bowling_db = idb_alloc(DB_OPT_BASE);
  18620. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
  18621. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
  18622. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  18623. add_timer_func_list(skill_castend_id,"skill_castend_id");
  18624. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  18625. add_timer_func_list(skill_timerskill,"skill_timerskill");
  18626. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  18627. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  18628. }
  18629. void do_final_skill(void)
  18630. {
  18631. skill_destroy_requirement();
  18632. db_destroy(skilldb_name2id);
  18633. db_destroy(skillunit_group_db);
  18634. db_destroy(skillunit_db);
  18635. db_destroy(skillusave_db);
  18636. db_destroy(bowling_db);
  18637. ers_destroy(skill_unit_ers);
  18638. ers_destroy(skill_timer_ers);
  18639. }