skill.cpp 726 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 "skill.hpp"
  4. #include <stdio.h>
  5. #include <stdlib.h>
  6. #include <string.h>
  7. #include <time.h>
  8. #include <math.h>
  9. #include "../common/cbasetypes.h"
  10. #include "../common/timer.h"
  11. #include "../common/nullpo.h"
  12. #include "../common/malloc.h"
  13. #include "../common/random.h"
  14. #include "../common/showmsg.h"
  15. #include "../common/strlib.h"
  16. #include "../common/utils.h"
  17. #include "../common/ers.h"
  18. #include "map.hpp"
  19. #include "path.hpp"
  20. #include "clif.hpp"
  21. #include "pc.hpp"
  22. #include "status.hpp"
  23. #include "pet.hpp"
  24. #include "homunculus.hpp"
  25. #include "mercenary.hpp"
  26. #include "elemental.hpp"
  27. #include "mob.hpp"
  28. #include "npc.hpp"
  29. #include "battle.hpp"
  30. #include "battleground.hpp"
  31. #include "party.hpp"
  32. #include "itemdb.hpp"
  33. #include "script.hpp"
  34. #include "intif.hpp"
  35. #include "log.hpp"
  36. #include "chrif.hpp"
  37. #include "guild.hpp"
  38. #include "date.hpp"
  39. #include "unit.hpp"
  40. #include "achievement.hpp"
  41. #include "pc_groups.hpp"
  42. #define SKILLUNITTIMER_INTERVAL 100
  43. #define TIMERSKILL_INTERVAL 150
  44. // ranges reserved for mapping skill ids to skilldb offsets
  45. #define HM_SKILLRANGEMIN 700
  46. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  47. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  48. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  49. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  50. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  51. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  52. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  53. #if GD_SKILLRANGEMAX > 999
  54. #error GD_SKILLRANGEMAX is greater than 999
  55. #endif
  56. DBMap* skilldb_name2id = NULL;
  57. static uint16 skilldb_id2idx[(UINT16_MAX+1)];/// Skill ID to Index lookup: skill_index = skill_get_index(skill_id) - [FWI] 20160423 the whole index thing should be removed.
  58. struct s_skill_db **skill_db; /// Skill DB
  59. static uint16 skill_num; /// Skill count, also as last index
  60. #define skill_next_idx() ( skill_num++ ) /// Macro to get&increase last skill number/index
  61. static uint16 skill_db_create(uint16 skill_id);
  62. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  63. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  64. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  65. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  66. /**
  67. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  68. */
  69. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  70. struct skill_usave {
  71. uint16 skill_id, skill_lv;
  72. };
  73. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  74. static unsigned short skill_produce_count;
  75. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  76. static unsigned short skill_arrow_count;
  77. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  78. unsigned short skill_abra_count;
  79. struct s_skill_improvise_db {
  80. uint16 skill_id;
  81. unsigned short per;//1-10000
  82. };
  83. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  84. static unsigned short skill_improvise_count;
  85. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  86. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  87. struct s_skill_changematerial_db {
  88. unsigned short nameid;
  89. unsigned short rate;
  90. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  91. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  92. };
  93. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  94. static unsigned short skill_changematerial_count;
  95. //Warlock
  96. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  97. unsigned short skill_spellbook_count;
  98. //Guillotine Cross
  99. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  100. unsigned short skill_magicmushroom_count;
  101. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  102. int firewall_unit_pos;
  103. int icewall_unit_pos;
  104. int earthstrain_unit_pos;
  105. int firerain_unit_pos;
  106. int wallofthorn_unit_pos;
  107. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  108. int overbrand_nounit_pos;
  109. int overbrand_brandish_nounit_pos;
  110. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  111. //Early declaration
  112. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  113. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  114. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  115. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  116. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  117. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require);
  118. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  119. // Use this function for splash skills that can't hit icewall when cast by players
  120. static inline int splash_target(struct block_list* bl) {
  121. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  122. }
  123. uint16 SKILL_MAX_DB(void) {
  124. return skill_num;
  125. }
  126. /**
  127. * Get skill id from name
  128. * @param name
  129. * @return Skill ID of the skill, or 0 if not found.
  130. **/
  131. int skill_name2id(const char* name) {
  132. if( name == NULL )
  133. return 0;
  134. return strdb_iget(skilldb_name2id, name);
  135. }
  136. /**
  137. * Get Skill ID from Skill Index
  138. * @param idx
  139. * @return Skill ID or 0 if not found
  140. **/
  141. uint16 skill_idx2id(uint16 idx) {
  142. if (idx < SKILL_MAX_DB() && skill_db[idx])
  143. return skill_db[idx]->nameid;
  144. return 0;
  145. }
  146. /**
  147. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  148. * @param skill_id
  149. * @param silent If Skill is undefined, show error message!
  150. * @return Skill Index or 0 if not found/unset
  151. **/
  152. int skill_get_index_( uint16 skill_id, bool silent, const char *func, const char *file, int line ) {
  153. uint16 idx = skilldb_id2idx[skill_id];
  154. if (!idx && skill_id != 0 && !silent)
  155. ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
  156. return idx;
  157. }
  158. /**
  159. * Check if skill is set yet. If not, create new one (for skill_db files reading purpose)
  160. * @param skill_id
  161. * @return Skill index
  162. **/
  163. static uint16 skill_db_isset(uint16 skill_id, const char *func) {
  164. uint16 idx = skill_get_index2(skill_id);
  165. if (idx || idx == skill_id)
  166. return idx;
  167. ShowWarning("%s: Skill '%d' isn't created in 'skill_db.txt' yet. Creating dummy value...\n", func, skill_id);
  168. idx = skill_db_create(skill_id);
  169. return idx;
  170. }
  171. /**
  172. * Get Skill name
  173. * @param skill_id
  174. * @return AEGIS Skill name
  175. **/
  176. const char* skill_get_name( uint16 skill_id ) {
  177. return skill_db[skill_get_index(skill_id)]->name;
  178. }
  179. /**
  180. * Get Skill name
  181. * @param skill_id
  182. * @return English Skill name
  183. **/
  184. const char* skill_get_desc( uint16 skill_id ) {
  185. return skill_db[skill_get_index(skill_id)]->desc;
  186. }
  187. /// out of bounds error checking [celest]
  188. static void skill_chk(uint16 *skill_id) {
  189. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  190. }
  191. /// checks/adjusts index. make sure we don't use negative index
  192. static void skill_chk2(int *idx) {
  193. if (*idx < 0) *idx = 0;
  194. }
  195. #define skill_get(id,var) { skill_chk(&id); if (!id) return 0; return var; }
  196. #define skill_get2(id, lv, arrvar) do {\
  197. int idx;\
  198. skill_chk(&(id));\
  199. if (!(id))\
  200. return 0;\
  201. idx = min((lv), MAX_SKILL_LEVEL) - 1;\
  202. if ((lv) > MAX_SKILL_LEVEL && (arrvar)[idx] > 1 && idx > 1) {\
  203. int a__ = (arrvar)[idx-2];\
  204. int b__ = (arrvar)[idx-1];\
  205. int c__ = (arrvar)[idx];\
  206. return (c__ + (((lv)-MAX_SKILL_LEVEL+1)*(b__-a__)/2) + (((lv)-MAX_SKILL_LEVEL)*(c__-b__)/2));\
  207. }\
  208. return ((arrvar)[idx]);\
  209. } while(0)
  210. #define skill_get3(id,x,var) { skill_chk(&id); if (!id) return 0; skill_chk2(&x); return var; }
  211. // Skill DB
  212. enum e_damage_type skill_get_hit( uint16 skill_id ) { skill_chk(&skill_id); if (!skill_id) return DMG_NORMAL; return static_cast<e_damage_type>(skill_db[skill_id]->hit); }
  213. int skill_get_inf( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf); }
  214. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->element); }
  215. int skill_get_nk( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nk); }
  216. int skill_get_max( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->max); }
  217. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->range); }
  218. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->splash); }
  219. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->num); }
  220. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cast); }
  221. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->delay); }
  222. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->walkdelay); }
  223. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time); }
  224. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time2); }
  225. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->cast_def_rate); }
  226. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf2); }
  227. int skill_get_inf3( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf3); }
  228. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castcancel); }
  229. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->maxcount); }
  230. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->blewcount); }
  231. int skill_get_castnodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castnodex); }
  232. int skill_get_delaynodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->delaynodex); }
  233. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nocast); }
  234. int skill_get_type( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->skill_type); }
  235. int skill_get_unit_id ( uint16 skill_id, int flag ) { skill_get (skill_id, skill_db[skill_id]->unit_id[flag]); }
  236. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_interval); }
  237. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_range); }
  238. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BCT_ALL); }
  239. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BL_ALL); }
  240. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_flag); }
  241. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_layout_type); }
  242. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cooldown); }
  243. #ifdef RENEWAL_CAST
  244. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->fixed_cast); }
  245. #endif
  246. // Skill requirements
  247. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp); }
  248. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.mhp); }
  249. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp); }
  250. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp_rate); }
  251. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp_rate); }
  252. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.zeny); }
  253. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.weapon); }
  254. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.ammo); }
  255. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.ammo_qty); }
  256. int skill_get_state( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.state); }
  257. int skill_get_status_count( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.status_count); }
  258. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.spiritball); }
  259. int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.itemid[idx]); }
  260. int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.amount[idx]); }
  261. int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.eqItem[idx]); }
  262. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  263. int splash = skill_get_splash_(skill_id, skill_lv);
  264. if (splash < 0)
  265. return AREA_SIZE;
  266. return splash;
  267. }
  268. int skill_tree_get_max(uint16 skill_id, int b_class)
  269. {
  270. int i;
  271. b_class = pc_class2idx(b_class);
  272. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].skill_id == 0 || skill_tree[b_class][i].skill_id == skill_id );
  273. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].skill_id == skill_id )
  274. return skill_tree[b_class][i].skill_lv;
  275. else
  276. return skill_get_max(skill_id);
  277. }
  278. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  279. int skill_attack_area(struct block_list *bl,va_list ap);
  280. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  281. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  282. int skill_greed(struct block_list *bl, va_list ap);
  283. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  284. static int skill_trap_splash(struct block_list *bl, va_list ap);
  285. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  286. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  287. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  288. static int skill_unit_effect(struct block_list *bl,va_list ap);
  289. static int skill_bind_trap(struct block_list *bl, va_list ap);
  290. static int skill_mob_releasetarget(struct block_list *bl, va_list ap);
  291. int skill_get_casttype (uint16 skill_id) {
  292. int inf = skill_get_inf(skill_id);
  293. if (inf&(INF_GROUND_SKILL))
  294. return CAST_GROUND;
  295. if (inf&INF_SUPPORT_SKILL)
  296. return CAST_NODAMAGE;
  297. if (inf&INF_SELF_SKILL) {
  298. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  299. return CAST_DAMAGE; //Combo skill.
  300. return CAST_NODAMAGE;
  301. }
  302. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  303. return CAST_NODAMAGE;
  304. return CAST_DAMAGE;
  305. }
  306. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  307. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  308. int range, inf3=0;
  309. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  310. return 9; //Mobs have a range of 9 regardless of skill used.
  311. range = skill_get_range(skill_id, skill_lv);
  312. if( range < 0 ) {
  313. if( battle_config.use_weapon_skill_range&bl->type )
  314. return status_get_range(bl);
  315. range *=-1;
  316. }
  317. if (isServer && range > 14) {
  318. range = 14; // Server-sided base range can't be above 14
  319. }
  320. inf3 = skill_get_inf3(skill_id);
  321. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  322. if( bl->type == BL_PC ) {
  323. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  324. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  325. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  326. } else
  327. range += battle_config.mob_eye_range_bonus;
  328. }
  329. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  330. if( bl->type == BL_PC ) {
  331. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  332. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  333. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  334. }
  335. }
  336. if( !range && bl->type != BL_PC )
  337. return 9; // Enable non players to use self skills on others. [Skotlex]
  338. return range;
  339. }
  340. /** Copy Referral: dummy skills should point to their source.
  341. * @param skill_id Dummy skill ID
  342. * @return Real skill id if found
  343. **/
  344. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  345. switch (skill_id) {
  346. case AB_DUPLELIGHT_MELEE:
  347. case AB_DUPLELIGHT_MAGIC:
  348. return AB_DUPLELIGHT;
  349. case WL_CHAINLIGHTNING_ATK:
  350. return WL_CHAINLIGHTNING;
  351. case WL_TETRAVORTEX_FIRE:
  352. case WL_TETRAVORTEX_WATER:
  353. case WL_TETRAVORTEX_WIND:
  354. case WL_TETRAVORTEX_GROUND:
  355. return WL_TETRAVORTEX;
  356. case WL_SUMMON_ATK_FIRE:
  357. return WL_SUMMONFB;
  358. case WL_SUMMON_ATK_WIND:
  359. return WL_SUMMONBL;
  360. case WL_SUMMON_ATK_WATER:
  361. return WL_SUMMONWB;
  362. case WL_SUMMON_ATK_GROUND:
  363. return WL_SUMMONSTONE;
  364. case LG_OVERBRAND_BRANDISH:
  365. case LG_OVERBRAND_PLUSATK:
  366. return LG_OVERBRAND;
  367. case WM_REVERBERATION_MELEE:
  368. case WM_REVERBERATION_MAGIC:
  369. return WM_REVERBERATION;
  370. case WM_SEVERE_RAINSTORM_MELEE:
  371. return WM_SEVERE_RAINSTORM;
  372. case GN_CRAZYWEED_ATK:
  373. return GN_CRAZYWEED;
  374. case GN_HELLS_PLANT_ATK:
  375. return GN_HELLS_PLANT;
  376. case GN_SLINGITEM_RANGEMELEEATK:
  377. return GN_SLINGITEM;
  378. case RL_R_TRIP_PLUSATK:
  379. return RL_R_TRIP;
  380. case NPC_MAXPAIN_ATK:
  381. return NPC_MAXPAIN;
  382. case SU_SV_ROOTTWIST_ATK:
  383. return SU_SV_ROOTTWIST;
  384. }
  385. return skill_id;
  386. }
  387. /**
  388. * Calculates heal value of skill's effect
  389. * @param src: Unit casting heal
  390. * @param target: Target of src
  391. * @param skill_id: Skill ID used
  392. * @param skill_lv: Skill Level used
  393. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  394. * @return modified heal value
  395. */
  396. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  397. int skill, hp = 0, hp_bonus = 0;
  398. double global_bonus = 1;
  399. struct map_session_data *sd = BL_CAST(BL_PC, src);
  400. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  401. struct status_change *sc, *tsc;
  402. sc = status_get_sc(src);
  403. tsc = status_get_sc(target);
  404. switch( skill_id ) {
  405. case BA_APPLEIDUN:
  406. #ifdef RENEWAL
  407. hp = 100 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  408. #else
  409. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  410. #endif
  411. if (sd)
  412. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  413. break;
  414. case PR_SANCTUARY:
  415. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  416. break;
  417. case NPC_EVILLAND:
  418. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  419. break;
  420. case AB_HIGHNESSHEAL:
  421. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  422. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  423. hp_bonus += skill * 2;
  424. break;
  425. case SU_FRESHSHRIMP:
  426. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  427. break;
  428. case SU_BUNCHOFSHRIMP:
  429. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  430. break;
  431. default:
  432. if (skill_lv >= battle_config.max_heal_lv)
  433. return battle_config.max_heal;
  434. #ifdef RENEWAL
  435. /**
  436. * Renewal Heal Formula
  437. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  438. */
  439. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  440. #else
  441. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  442. #endif
  443. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  444. hp_bonus += skill * 2;
  445. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  446. hp_bonus += skill * 2;
  447. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  448. hp *= 2;
  449. break;
  450. }
  451. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  452. hp >>= 1;
  453. if (sd && ((skill = pc_checkskill(sd, SU_POWEROFSEA)) > 0)) {
  454. hp_bonus += 10;
  455. if (pc_checkskill(sd, SU_TUNABELLY) == 5 && pc_checkskill(sd, SU_TUNAPARTY) == 5 && pc_checkskill(sd, SU_BUNCHOFSHRIMP) == 5 && pc_checkskill(sd, SU_FRESHSHRIMP) == 5)
  456. hp_bonus += 20;
  457. }
  458. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  459. hp_bonus += skill;
  460. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  461. hp_bonus += skill;
  462. if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
  463. hp_bonus += sc->data[SC_OFFERTORIUM]->val2;
  464. if (tsc && tsc->count) {
  465. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  466. if (tsc->data[SC_INCHEALRATE])
  467. hp_bonus += tsc->data[SC_INCHEALRATE]->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  468. if (tsc->data[SC_EXTRACT_WHITE_POTION_Z])
  469. hp_bonus += tsc->data[SC_EXTRACT_WHITE_POTION_Z]->val1;
  470. }
  471. }
  472. if (hp_bonus)
  473. hp += hp * hp_bonus / 100;
  474. #ifdef RENEWAL
  475. // MATK part of the RE heal formula [malufett]
  476. // Note: in this part matk bonuses from items or skills are not applied
  477. switch( skill_id ) {
  478. case BA_APPLEIDUN:
  479. case PR_SANCTUARY:
  480. case NPC_EVILLAND:
  481. break;
  482. default:
  483. {
  484. struct status_data *status = status_get_status_data(src);
  485. int min, max;
  486. min = max = status_base_matk(src, status, status_get_lv(src));
  487. if( status->rhw.matk > 0 ){
  488. int wMatk, variance;
  489. wMatk = status->rhw.matk;
  490. variance = wMatk * status->rhw.wlv / 10;
  491. min += wMatk - variance;
  492. max += wMatk + variance;
  493. }
  494. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  495. min = max;
  496. if( sd && sd->right_weapon.overrefine > 0 ){
  497. min++;
  498. max += sd->right_weapon.overrefine - 1;
  499. }
  500. if(max > min)
  501. hp += min+rnd()%(max-min);
  502. else
  503. hp += min;
  504. }
  505. }
  506. #endif
  507. // Global multipliers are applied after the MATK is applied
  508. if (tsc && tsc->count) {
  509. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  510. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  511. global_bonus *= 1.1f;
  512. }
  513. }
  514. if (skill_id == AB_HIGHNESSHEAL)
  515. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  516. if (heal && tsc && tsc->count) {
  517. uint8 penalty = 0;
  518. if (tsc->data[SC_CRITICALWOUND])
  519. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  520. if (tsc->data[SC_DEATHHURT])
  521. penalty += 20;
  522. if (tsc->data[SC_NORECOVER_STATE])
  523. penalty = 100;
  524. if (penalty > 0) {
  525. penalty = cap_value(penalty, 1, 100);
  526. global_bonus *= (100 - penalty) / 100.f;
  527. }
  528. }
  529. hp = (int)(hp * global_bonus);
  530. return (heal) ? max(1, hp) : hp;
  531. }
  532. /**
  533. * Making Plagiarism and Reproduce check their own function
  534. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  535. * @param sd: Player who will copy the skill
  536. * @param skill_id: Target skill
  537. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  538. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  539. */
  540. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_idx) {
  541. // Only copy skill that player doesn't have or the skill is old clone
  542. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  543. return 0;
  544. // Check if the skill is copyable by class
  545. if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) {
  546. uint16 job_allowed = skill_db[skill_idx]->copyable.joballowed;
  547. while (1) {
  548. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  549. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  550. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  551. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  552. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  553. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  554. return 0;
  555. }
  556. }
  557. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  558. if (skill_db[skill_idx]->copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  559. return 1;
  560. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  561. if (skill_db[skill_idx]->copyable.option&2 && pc_checkskill(sd,SC_REPRODUCE) && &sd->sc && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  562. return 2;
  563. return 0;
  564. }
  565. /**
  566. * Check if the skill is ok to cast and when.
  567. * Done before check_condition_begin, requirement
  568. * @param skill_id: Skill ID that casted
  569. * @param sd: Player who casted
  570. * @return true: Skill cannot be used, false: otherwise
  571. * @author [MouseJstr]
  572. */
  573. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  574. {
  575. int16 idx,m;
  576. uint32 skill_nocast = 0;
  577. nullpo_retr(1,sd);
  578. m = sd->bl.m;
  579. idx = skill_get_index(skill_id);
  580. if (idx == 0)
  581. return true; // invalid skill id
  582. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  583. return false; // can do any damn thing they want
  584. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  585. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  586. if (map[m].flag.noskill)
  587. return true;
  588. // Epoque:
  589. // This code will compare the player's attack motion value which is influenced by ASPD before
  590. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  591. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  592. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  593. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  594. {// attempted to cast a skill before the attack motion has finished
  595. return true;
  596. }
  597. if (skill_blockpc_get(sd, skill_id) != -1){
  598. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  599. return true;
  600. }
  601. /**
  602. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  603. * 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
  604. */
  605. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  606. return false;
  607. skill_nocast = skill_get_nocast(skill_id);
  608. // Check skill restrictions [Celest]
  609. if( (!map_flag_vs2(m) && skill_nocast&1) ||
  610. (map[m].flag.pvp && skill_nocast&2) ||
  611. (map_flag_gvg2_no_te(m) && skill_nocast&4) ||
  612. (map[m].flag.battleground && skill_nocast&8) ||
  613. (map_flag_gvg2_te(m) && skill_nocast&16) || // WOE:TE
  614. (map[m].flag.restricted && map[m].zone && skill_nocast&(8*map[m].zone)) ){
  615. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  616. return true;
  617. }
  618. if( &sd->sc && sd->sc.data[SC_ALL_RIDING] )
  619. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  620. switch (skill_id) {
  621. case AL_WARP:
  622. case RETURN_TO_ELDICASTES:
  623. case ALL_GUARDIAN_RECALL:
  624. case ECLAGE_RECALL:
  625. if(map[m].flag.nowarp) {
  626. clif_skill_teleportmessage(sd,0);
  627. return true;
  628. }
  629. return false;
  630. case AL_TELEPORT:
  631. case SC_FATALMENACE:
  632. case SC_DIMENSIONDOOR:
  633. case ALL_ODINS_RECALL:
  634. case WE_CALLALLFAMILY:
  635. if(map[m].flag.noteleport) {
  636. clif_skill_teleportmessage(sd,0);
  637. return true;
  638. }
  639. return false; // gonna be checked in 'skill_castend_nodamage_id'
  640. case WE_CALLPARTNER:
  641. case WE_CALLPARENT:
  642. case WE_CALLBABY:
  643. if (map[m].flag.nomemo) {
  644. clif_skill_teleportmessage(sd,1);
  645. return true;
  646. }
  647. break;
  648. case MC_VENDING:
  649. case ALL_BUYING_STORE:
  650. if( map[sd->bl.m].flag.novending ) {
  651. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  652. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  653. return true;
  654. }
  655. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  656. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  657. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  658. return true;
  659. }
  660. if( npc_isnear(&sd->bl) ) {
  661. // uncomment to send msg_txt.
  662. //char output[150];
  663. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  664. //clif_displaymessage(sd->fd, output);
  665. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  666. return true;
  667. }
  668. case MC_IDENTIFY:
  669. return false; // always allowed
  670. case WZ_ICEWALL:
  671. // noicewall flag [Valaris]
  672. if (map[m].flag.noicewall) {
  673. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  674. return true;
  675. }
  676. break;
  677. case GC_DARKILLUSION:
  678. if( map_flag_gvg2(m) ) {
  679. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  680. return true;
  681. }
  682. break;
  683. case GD_EMERGENCYCALL:
  684. case GD_ITEMEMERGENCYCALL:
  685. if (
  686. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  687. !(battle_config.emergency_call&(map_flag_gvg2(m)?8:4)) ||
  688. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !(map[m].flag.gvg_castle || map[m].flag.gvg_te_castle))
  689. ) {
  690. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  691. return true;
  692. }
  693. break;
  694. case WM_SIRCLEOFNATURE:
  695. case WM_SOUND_OF_DESTRUCTION:
  696. case WM_LULLABY_DEEPSLEEP:
  697. case WM_SATURDAY_NIGHT_FEVER:
  698. if( !map_flag_vs(m) ) {
  699. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  700. return true;
  701. }
  702. break;
  703. }
  704. return false;
  705. }
  706. /**
  707. * Check if the homunculus skill is ok to be processed
  708. * After checking from Homunculus side, also check the master condition
  709. * @param hd: Homunculus who casted
  710. * @param skill_id: Skill ID casted
  711. * @param skill_lv: Skill level casted
  712. * @return true: Skill cannot be used, false: otherwise
  713. */
  714. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  715. {
  716. uint16 idx = skill_get_index(skill_id);
  717. struct map_session_data *sd = NULL;
  718. struct status_change *sc;
  719. int8 spiritball = 0;
  720. nullpo_retr(true, hd);
  721. if (idx == 0)
  722. return true; // invalid skill id
  723. spiritball = skill_get_spiritball(skill_id, skill_lv);
  724. sd = hd->master;
  725. sc = status_get_sc(&hd->bl);
  726. if (!sd)
  727. return true;
  728. if (sc && !sc->count)
  729. sc = NULL;
  730. if (hd->blockskill[idx] > 0)
  731. return true;
  732. switch(skill_id) {
  733. case HFLI_SBR44:
  734. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  735. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  736. return true;
  737. }
  738. break;
  739. case HVAN_EXPLOSION:
  740. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  741. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  742. return true;
  743. }
  744. break;
  745. case MH_LIGHT_OF_REGENE: // Must be cordial
  746. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  747. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  748. return true;
  749. }
  750. break;
  751. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  752. if (sc && sc->data[SC_ANGRIFFS_MODUS])
  753. return true;
  754. break;
  755. case MH_ANGRIFFS_MODUS:
  756. if (sc && sc->data[SC_GOLDENE_FERSE])
  757. return true;
  758. break;
  759. case MH_TINDER_BREAKER: // Must be in grappling mode
  760. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  761. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1);
  762. return true;
  763. }
  764. break;
  765. case MH_SONIC_CRAW: // Must be in fighting mode
  766. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  767. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  768. return true;
  769. }
  770. break;
  771. case MH_SILVERVEIN_RUSH:
  772. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  773. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  774. return true;
  775. }
  776. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SONIC_CRAW)) {
  777. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW);
  778. return true;
  779. }
  780. break;
  781. case MH_MIDNIGHT_FRENZY:
  782. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  783. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  784. return true;
  785. }
  786. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)) {
  787. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH);
  788. return true;
  789. }
  790. break;
  791. case MH_CBC:
  792. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  793. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  794. return true;
  795. }
  796. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_TINDER_BREAKER)) {
  797. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER);
  798. return true;
  799. }
  800. break;
  801. case MH_EQC:
  802. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  803. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  804. return true;
  805. }
  806. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_CBC)) {
  807. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC);
  808. return true;
  809. }
  810. break;
  811. }
  812. if (spiritball) {
  813. if (hd->homunculus.spiritball < spiritball) {
  814. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball);
  815. return true;
  816. }
  817. hom_delspiritball(hd, spiritball, 1);
  818. }
  819. //Use master's criteria.
  820. return skill_isNotOk(skill_id, hd->master);
  821. }
  822. /**
  823. * Check if the mercenary skill is ok to be processed
  824. * After checking from Homunculus side, also check the master condition
  825. * @param skill_id: Skill ID that casted
  826. * @param md: Mercenary who casted
  827. * @return true: Skill cannot be used, false: otherwise
  828. */
  829. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  830. {
  831. uint16 idx = skill_get_index(skill_id);
  832. nullpo_retr(1, md);
  833. if (!idx)
  834. return true; // Invalid Skill ID
  835. if (md->blockskill[idx] > 0)
  836. return true;
  837. return skill_isNotOk(skill_id, md->master);
  838. }
  839. /**
  840. * Check if the skill can be casted near NPC or not
  841. * @param src Object who casted
  842. * @param skill_id Skill ID that casted
  843. * @param skill_lv Skill Lv
  844. * @param pos_x Position x of the target
  845. * @param pos_y Position y of the target
  846. * @return true: Skill cannot be used, false: otherwise
  847. * @author [Cydh]
  848. */
  849. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  850. int inf;
  851. if (!src || !skill_get_index(skill_id))
  852. return false;
  853. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  854. return false;
  855. inf = skill_get_inf(skill_id);
  856. //if self skill
  857. if (inf&INF_SELF_SKILL) {
  858. pos_x = src->x;
  859. pos_y = src->y;
  860. }
  861. if (pos_x <= 0) pos_x = src->x;
  862. if (pos_y <= 0) pos_y = src->y;
  863. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  864. }
  865. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  866. {
  867. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  868. uint8 dir;
  869. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  870. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  871. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  872. }
  873. nullpo_retr(NULL, src);
  874. //Monsters sometimes deploy more units on level 10
  875. if (src->type == BL_MOB && skill_lv >= 10) {
  876. if (skill_id == WZ_WATERBALL)
  877. pos = 4; //9x9 Area
  878. }
  879. if (pos != -1) // simple single-definition layout
  880. return &skill_unit_layout[pos];
  881. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  882. if (skill_id == MG_FIREWALL)
  883. return &skill_unit_layout [firewall_unit_pos + dir];
  884. else if (skill_id == WZ_ICEWALL)
  885. return &skill_unit_layout [icewall_unit_pos + dir];
  886. else if( skill_id == WL_EARTHSTRAIN )
  887. return &skill_unit_layout [earthstrain_unit_pos + dir];
  888. else if( skill_id == RL_FIRE_RAIN )
  889. return &skill_unit_layout[firerain_unit_pos + dir];
  890. else if( skill_id == GN_WALLOFTHORN )
  891. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  892. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  893. return &skill_unit_layout[0]; // default 1x1 layout
  894. }
  895. 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)
  896. {
  897. if( skill_id == LG_OVERBRAND )
  898. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  899. else if( skill_id == LG_OVERBRAND_BRANDISH )
  900. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  901. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  902. return &skill_nounit_layout[0];
  903. }
  904. /** Stores temporary values.
  905. * Common usages:
  906. * [0] holds number of targets in area
  907. * [1] holds the id of the original target
  908. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  909. */
  910. static int skill_area_temp[8];
  911. /*==========================================
  912. * Add effect to skill when hit succesfully target
  913. *------------------------------------------*/
  914. int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, unsigned int tick)
  915. {
  916. struct map_session_data *sd, *dstsd;
  917. struct mob_data *md, *dstmd;
  918. struct status_data *sstatus, *tstatus;
  919. struct status_change *sc, *tsc;
  920. enum sc_type status;
  921. int skill;
  922. int rate;
  923. nullpo_ret(src);
  924. nullpo_ret(bl);
  925. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  926. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  927. return 0;
  928. sd = BL_CAST(BL_PC, src);
  929. md = BL_CAST(BL_MOB, src);
  930. dstsd = BL_CAST(BL_PC, bl);
  931. dstmd = BL_CAST(BL_MOB, bl);
  932. sc = status_get_sc(src);
  933. tsc = status_get_sc(bl);
  934. sstatus = status_get_status_data(src);
  935. tstatus = status_get_status_data(bl);
  936. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  937. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  938. // Chance to trigger Taekwon kicks
  939. if (sc->data[SC_READYSTORM] &&
  940. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  941. 0, 2, 0,
  942. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  943. ; //Stance triggered
  944. else if (sc->data[SC_READYDOWN] &&
  945. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  946. 0, 2, 0,
  947. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  948. ; //Stance triggered
  949. else if (sc->data[SC_READYTURN] &&
  950. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  951. 0, 2, 0,
  952. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  953. ; //Stance triggered
  954. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  955. rate = 20;
  956. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  957. rate += rate*sc->data[SC_SKILLRATE_UP]->val2 / 100;
  958. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  959. }
  960. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  961. 0, 2, 0,
  962. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  963. ; //Stance triggered
  964. }
  965. }
  966. if (!tsc) //skill additional effect is about adding effects to the target...
  967. //So if the target can't be inflicted with statuses, this is pointless.
  968. return 0;
  969. if( sd )
  970. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  971. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  972. // Trigger status effects
  973. enum sc_type type;
  974. uint8 i;
  975. unsigned int time = 0;
  976. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  977. rate = sd->addeff[i].rate;
  978. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  979. rate += sd->addeff[i].arrow_rate;
  980. if( !rate )
  981. continue;
  982. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  983. // Trigger has attack type consideration.
  984. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  985. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  986. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) )
  987. ;
  988. else
  989. continue;
  990. }
  991. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  992. // Trigger has range consideration.
  993. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  994. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  995. continue; //Range Failed.
  996. }
  997. type = sd->addeff[i].sc;
  998. time = sd->addeff[i].duration;
  999. if (sd->addeff[i].flag&ATF_TARGET)
  1000. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1001. if (sd->addeff[i].flag&ATF_SELF)
  1002. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1003. }
  1004. }
  1005. if( skill_id ) {
  1006. // Trigger status effects on skills
  1007. enum sc_type type;
  1008. uint8 i;
  1009. unsigned int time = 0;
  1010. for( i = 0; i < ARRAYLENGTH(sd->addeff_onskill) && sd->addeff_onskill[i].skill_id; i++ ) {
  1011. if( skill_id != sd->addeff_onskill[i].skill_id || !sd->addeff_onskill[i].rate )
  1012. continue;
  1013. type = sd->addeff_onskill[i].sc;
  1014. time = sd->addeff_onskill[i].duration;
  1015. if( sd->addeff_onskill[i].target&ATF_TARGET )
  1016. status_change_start(src,bl,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE);
  1017. if( sd->addeff_onskill[i].target&ATF_SELF )
  1018. status_change_start(src,src,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE);
  1019. }
  1020. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1021. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1022. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1023. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1024. clif_emotion(bl,ET_HUK);
  1025. }
  1026. }
  1027. }
  1028. if( dmg_lv < ATK_DEF ) // no damage, return;
  1029. return 0;
  1030. switch(skill_id) {
  1031. case 0:
  1032. { // Normal attacks (no skill used)
  1033. if( attack_type&BF_SKILL )
  1034. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1035. if(sd) {
  1036. // Automatic trigger of Blitz Beat
  1037. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  1038. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  1039. rate=(sd->status.job_level+9)/10;
  1040. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  1041. }
  1042. // Automatic trigger of Warg Strike [Jobbie]
  1043. if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  1044. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  1045. // Gank
  1046. if(dstmd && sd->status.weapon != W_BOW &&
  1047. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1048. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1049. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1050. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1051. else
  1052. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  1053. }
  1054. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  1055. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  1056. }
  1057. if (sc) {
  1058. struct status_change_entry *sce;
  1059. // Enchant Poison gives a chance to poison attacked enemies
  1060. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  1061. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1062. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1063. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1064. if((sce=sc->data[SC_EDP]))
  1065. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1066. skill_get_time2(ASC_EDP,sce->val1));
  1067. }
  1068. }
  1069. break;
  1070. case SM_BASH:
  1071. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1072. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1073. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1074. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  1075. }
  1076. break;
  1077. case MER_CRASH:
  1078. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1079. break;
  1080. case AS_VENOMKNIFE:
  1081. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1082. skill_lv = pc_checkskill(sd, TF_POISON);
  1083. case TF_POISON:
  1084. case AS_SPLASHER:
  1085. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1086. && sd && skill_id==TF_POISON
  1087. )
  1088. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1089. break;
  1090. case AS_SONICBLOW:
  1091. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1092. break;
  1093. case WZ_FIREPILLAR:
  1094. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1095. break;
  1096. case MG_FROSTDIVER:
  1097. if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1098. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1099. break;
  1100. case WZ_FROSTNOVA:
  1101. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1102. break;
  1103. case WZ_STORMGUST:
  1104. // Storm Gust counter was dropped in renewal
  1105. #ifdef RENEWAL
  1106. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1107. #else
  1108. //On third hit, there is a 150% to freeze the target
  1109. if(tsc->sg_counter >= 3 &&
  1110. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1111. tsc->sg_counter = 0;
  1112. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1113. else if( tsc->sg_counter > 250 )
  1114. tsc->sg_counter = 0;
  1115. #endif
  1116. break;
  1117. case WZ_METEOR:
  1118. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1119. break;
  1120. case WZ_VERMILION:
  1121. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1122. break;
  1123. case WZ_HEAVENDRIVE:
  1124. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1125. break;
  1126. case HT_FREEZINGTRAP:
  1127. case MA_FREEZINGTRAP:
  1128. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1129. break;
  1130. case HT_FLASHER:
  1131. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1132. break;
  1133. case HT_LANDMINE:
  1134. case MA_LANDMINE:
  1135. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1136. break;
  1137. case HT_SHOCKWAVE:
  1138. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1139. break;
  1140. case HT_SANDMAN:
  1141. case MA_SANDMAN:
  1142. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1143. break;
  1144. case TF_SPRINKLESAND:
  1145. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1146. break;
  1147. case TF_THROWSTONE:
  1148. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1149. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1150. break;
  1151. case NPC_DARKCROSS:
  1152. case CR_HOLYCROSS:
  1153. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1154. break;
  1155. case NPC_GRANDDARKNESS:
  1156. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1157. attack_type |= BF_WEAPON;
  1158. break;
  1159. case CR_GRANDCROSS:
  1160. //Chance to cause blind status vs demon and undead element, but not against players
  1161. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1162. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1163. attack_type |= BF_WEAPON;
  1164. break;
  1165. case AM_ACIDTERROR:
  1166. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1167. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1168. clif_emotion(bl,ET_HUK);
  1169. break;
  1170. case AM_DEMONSTRATION:
  1171. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1172. break;
  1173. case CR_SHIELDCHARGE:
  1174. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1175. break;
  1176. case PA_PRESSURE:
  1177. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1178. //Fall through
  1179. case HW_GRAVITATION:
  1180. //Pressure and Gravitation can trigger physical autospells
  1181. attack_type |= BF_NORMAL;
  1182. attack_type |= BF_WEAPON;
  1183. break;
  1184. case RG_RAID:
  1185. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1186. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1187. #ifdef RENEWAL
  1188. sc_start(src,bl,SC_RAID,100,7,5000);
  1189. break;
  1190. case RG_BACKSTAP:
  1191. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1192. #endif
  1193. break;
  1194. case BA_FROSTJOKER:
  1195. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1196. break;
  1197. case DC_SCREAM:
  1198. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1199. break;
  1200. case BD_LULLABY:
  1201. 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
  1202. break;
  1203. case DC_UGLYDANCE:
  1204. rate = 5+5*skill_lv;
  1205. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1206. rate += 5+skill;
  1207. status_zap(bl, 0, rate);
  1208. break;
  1209. case SL_STUN:
  1210. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1211. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1212. break;
  1213. case NPC_PETRIFYATTACK:
  1214. sc_start4(src,bl,status_skill2sc(skill_id),(20*skill_lv),
  1215. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1216. skill_get_time2(skill_id,skill_lv));
  1217. break;
  1218. case NPC_CURSEATTACK:
  1219. case NPC_SLEEPATTACK:
  1220. case NPC_BLINDATTACK:
  1221. case NPC_POISON:
  1222. case NPC_SILENCEATTACK:
  1223. case NPC_STUNATTACK:
  1224. case NPC_BLEEDING:
  1225. sc_start(src,bl,status_skill2sc(skill_id),(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1226. break;
  1227. case NPC_ACIDBREATH:
  1228. case NPC_ICEBREATH:
  1229. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1230. break;
  1231. case NPC_MENTALBREAKER:
  1232. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1233. //equal to Matk*skLevel.
  1234. rate = sstatus->matk_min;
  1235. if (rate < sstatus->matk_max)
  1236. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1237. rate*=skill_lv;
  1238. status_zap(bl, 0, rate);
  1239. break;
  1240. }
  1241. // Equipment breaking monster skills [Celest]
  1242. case NPC_WEAPONBRAKER:
  1243. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1244. break;
  1245. case NPC_ARMORBRAKE:
  1246. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1247. break;
  1248. case NPC_HELMBRAKE:
  1249. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1250. break;
  1251. case NPC_SHIELDBRAKE:
  1252. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1253. break;
  1254. case CH_TIGERFIST: {
  1255. uint16 basetime = skill_get_time(skill_id, skill_lv);
  1256. uint16 mintime = 30 * (status_get_lv(src) + 100);
  1257. if (status_get_class_(bl) == CLASS_BOSS)
  1258. basetime /= 5;
  1259. basetime = min((basetime * status_get_agi(bl)) / -200 + basetime, mintime) / 2;
  1260. sc_start(src, bl, SC_STOP, (1 + skill_lv) * 10, 0, basetime);
  1261. }
  1262. break;
  1263. case LK_SPIRALPIERCE:
  1264. case ML_SPIRALPIERCE:
  1265. if( dstsd || ( dstmd && status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ) //Does not work on status immune
  1266. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1267. break;
  1268. case ST_REJECTSWORD:
  1269. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1270. break;
  1271. case PF_FOGWALL:
  1272. if (src != bl && !tsc->data[SC_DELUGE])
  1273. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1274. break;
  1275. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1276. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1277. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1278. break;
  1279. case LK_JOINTBEAT:
  1280. status = status_skill2sc(skill_id);
  1281. if (tsc->jb_flag) {
  1282. 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));
  1283. tsc->jb_flag = 0;
  1284. }
  1285. break;
  1286. case ASC_METEORASSAULT:
  1287. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1288. switch(rnd()%3) {
  1289. case 0:
  1290. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1291. break;
  1292. case 1:
  1293. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1294. break;
  1295. default:
  1296. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1297. }
  1298. break;
  1299. case HW_NAPALMVULCAN:
  1300. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1301. break;
  1302. case WS_CARTTERMINATION: // Cart termination
  1303. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1304. break;
  1305. case CR_ACIDDEMONSTRATION:
  1306. case GN_FIRE_EXPANSION_ACID:
  1307. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1308. break;
  1309. case TK_DOWNKICK:
  1310. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1311. break;
  1312. case TK_JUMPKICK:
  1313. // debuff the following statuses
  1314. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1315. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1316. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1317. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1318. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1319. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1320. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1321. }
  1322. break;
  1323. case TK_TURNKICK:
  1324. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1325. if(attack_type&BF_MISC) //70% base stun chance...
  1326. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1327. break;
  1328. case GS_BULLSEYE: //0.1% coma rate.
  1329. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1330. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1331. break;
  1332. case GS_PIERCINGSHOT:
  1333. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1334. break;
  1335. case NJ_HYOUSYOURAKU:
  1336. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1337. break;
  1338. case GS_FLING:
  1339. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1340. break;
  1341. case GS_DISARM:
  1342. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  1343. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(bl);
  1344. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1345. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1346. break;
  1347. case NPC_EVILLAND:
  1348. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1349. break;
  1350. case NPC_HELLJUDGEMENT:
  1351. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1352. break;
  1353. case NPC_CRITICALWOUND:
  1354. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1355. break;
  1356. case RK_WINDCUTTER:
  1357. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1358. break;
  1359. case RK_DRAGONBREATH:
  1360. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1361. break;
  1362. case RK_DRAGONBREATH_WATER:
  1363. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1364. break;
  1365. case AB_ADORAMUS:
  1366. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
  1367. break;
  1368. case WL_CRIMSONROCK:
  1369. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1370. break;
  1371. case WL_COMET:
  1372. case NPC_COMET:
  1373. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1374. break;
  1375. case WL_EARTHSTRAIN:
  1376. {
  1377. uint16 i;
  1378. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1379. if (dmg_lv != ATK_DEF) // Only strip if we make a successful hit.
  1380. break;
  1381. for (i = 0; i < skill_lv; i++)
  1382. skill_strip_equip(src, bl, pos[i], 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1383. }
  1384. break;
  1385. case WL_JACKFROST:
  1386. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1387. break;
  1388. case RA_WUGBITE: {
  1389. 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);
  1390. if (wug_rate < 50)
  1391. wug_rate = 50;
  1392. 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))) );
  1393. }
  1394. break;
  1395. case RA_SENSITIVEKEEN:
  1396. if( rnd()%100 < 8 * skill_lv )
  1397. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1398. break;
  1399. case RA_FIRINGTRAP:
  1400. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1401. break;
  1402. case RA_ICEBOUNDTRAP:
  1403. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1404. break;
  1405. case NC_PILEBUNKER:
  1406. if( rnd()%100 < 25 + 15*skill_lv ) {
  1407. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1408. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1409. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1410. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1411. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1412. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1413. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1414. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1415. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1416. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1417. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1418. }
  1419. break;
  1420. case NC_FLAMELAUNCHER:
  1421. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1422. break;
  1423. case NC_COLDSLOWER:
  1424. // Status chances are applied officially through a check
  1425. // The skill first trys to give the frozen status to targets that are hit
  1426. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1427. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1428. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1429. break;
  1430. case NC_POWERSWING:
  1431. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1432. if( rnd()%100 < 5*skill_lv )
  1433. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1434. break;
  1435. case GC_WEAPONCRUSH:
  1436. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1437. break;
  1438. case LG_SHIELDPRESS:
  1439. 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));
  1440. break;
  1441. case LG_PINPOINTATTACK:
  1442. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1443. switch( skill_lv ) {
  1444. case 1:
  1445. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1446. break;
  1447. case 2:
  1448. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1449. break;
  1450. case 3:
  1451. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1452. break;
  1453. case 4:
  1454. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1455. break;
  1456. case 5:
  1457. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1458. break;
  1459. }
  1460. break;
  1461. case LG_MOONSLASHER:
  1462. rate = 32 + 8 * skill_lv;
  1463. 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.
  1464. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1465. else if( dstmd )
  1466. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv) + 1000 * (rnd()%3));
  1467. break;
  1468. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1469. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1470. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1471. break;
  1472. case LG_EARTHDRIVE:
  1473. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1474. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1475. break;
  1476. case LG_HESPERUSLIT:
  1477. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1478. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
  1479. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1480. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1481. break;
  1482. case SR_DRAGONCOMBO:
  1483. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1484. break;
  1485. case SR_FALLENEMPIRE:
  1486. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1487. break;
  1488. case SR_WINDMILL:
  1489. if( dstsd )
  1490. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1491. else if( dstmd )
  1492. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1493. break;
  1494. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1495. 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));
  1496. break;
  1497. case SR_EARTHSHAKER:
  1498. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1499. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1500. break;
  1501. case SR_HOWLINGOFLION:
  1502. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1503. break;
  1504. case WM_SOUND_OF_DESTRUCTION:
  1505. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1506. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1507. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1508. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1509. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1510. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1511. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * battle_calc_chorusbonus(sd)) {
  1512. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOTICKDEF);
  1513. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1514. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1515. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1516. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1517. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1518. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1519. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1520. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1521. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1522. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1523. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1524. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1525. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1526. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1527. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1528. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1529. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1530. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1531. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1532. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1533. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1534. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1535. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1536. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1537. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1538. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1539. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1540. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1541. }
  1542. break;
  1543. case SO_EARTHGRAVE:
  1544. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1545. break;
  1546. case SO_DIAMONDDUST:
  1547. rate = 5 + 5 * skill_lv;
  1548. if( sc && sc->data[SC_COOLER_OPTION] )
  1549. rate += (sd ? sd->status.job_level / 5 : 0);
  1550. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1551. break;
  1552. case SO_VARETYR_SPEAR:
  1553. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1554. break;
  1555. case GN_SLINGITEM_RANGEMELEEATK:
  1556. if( sd ) {
  1557. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1558. case ITEMID_COCONUT_BOMB:
  1559. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1560. sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
  1561. break;
  1562. case ITEMID_MELON_BOMB:
  1563. sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
  1564. break;
  1565. case ITEMID_BANANA_BOMB:
  1566. {
  1567. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1568. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, duration);
  1569. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1570. break;
  1571. }
  1572. }
  1573. sd->itemid = -1;
  1574. }
  1575. break;
  1576. case GN_HELLS_PLANT_ATK:
  1577. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1578. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1579. break;
  1580. case EL_WIND_SLASH: // Non confirmed rate.
  1581. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1582. break;
  1583. case EL_STONE_HAMMER:
  1584. rate = 10 * skill_lv;
  1585. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1586. break;
  1587. case EL_ROCK_CRUSHER:
  1588. case EL_ROCK_CRUSHER_ATK:
  1589. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1590. break;
  1591. case EL_TYPOON_MIS:
  1592. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1593. break;
  1594. case KO_JYUMONJIKIRI:
  1595. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1596. break;
  1597. case KO_SETSUDAN:
  1598. status_change_end(bl,SC_SPIRIT,INVALID_TIMER);
  1599. break;
  1600. case KO_MAKIBISHI:
  1601. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1602. break;
  1603. case MH_EQC:
  1604. {
  1605. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1606. if (hd) {
  1607. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1608. status_change_end(bl, SC_TINDER_BREAKER2, INVALID_TIMER);
  1609. }
  1610. }
  1611. break;
  1612. case MH_LAVA_SLIDE:
  1613. sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1614. break;
  1615. case MH_STAHL_HORN:
  1616. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1617. break;
  1618. case MH_NEEDLE_OF_PARALYZE:
  1619. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1620. break;
  1621. case MH_SILVERVEIN_RUSH:
  1622. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1623. break;
  1624. case MH_MIDNIGHT_FRENZY:
  1625. {
  1626. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1627. int spiritball = (hd?hd->homunculus.spiritball:1);
  1628. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1629. }
  1630. break;
  1631. case MH_XENO_SLASHER:
  1632. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1633. break;
  1634. case NC_MAGMA_ERUPTION:
  1635. if (attack_type&BF_WEAPON) // Stun effect from 'slam'
  1636. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time(skill_id, skill_lv));
  1637. if (attack_type&BF_MISC) // Burning effect from 'eruption'
  1638. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1639. break;
  1640. case GN_ILLUSIONDOPING:
  1641. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1642. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1643. break;
  1644. case RL_MASS_SPIRAL:
  1645. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1646. break;
  1647. case RL_SLUGSHOT:
  1648. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1649. break;
  1650. case RL_BANISHING_BUSTER: {
  1651. uint16 i, n = skill_lv;
  1652. if (!tsc || !tsc->count)
  1653. break;
  1654. if (status_isimmune(bl))
  1655. break;
  1656. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 10 * skill_lv) {
  1657. if (sd)
  1658. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1659. break;
  1660. }
  1661. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1662. if (!tsc->data[i])
  1663. continue;
  1664. switch (i) {
  1665. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1666. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1667. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1668. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1669. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1670. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1671. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1672. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  1673. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  1674. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1675. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1676. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1677. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1678. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1679. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1680. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1681. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1682. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1683. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1684. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1685. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1686. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1687. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1688. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1689. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1690. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER:
  1691. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  1692. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  1693. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  1694. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  1695. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  1696. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  1697. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1698. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  1699. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1700. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  1701. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  1702. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  1703. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1704. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  1705. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1706. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  1707. case SC_P_ALTER: case SC_E_CHAIN:
  1708. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  1709. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  1710. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE:
  1711. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  1712. #ifdef RENEWAL
  1713. case SC_EXTREMITYFIST2:
  1714. #endif
  1715. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  1716. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  1717. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  1718. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  1719. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  1720. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  1721. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  1722. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  1723. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  1724. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  1725. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  1726. case SC_SPRITEMABLE: case SC_BITESCAR:
  1727. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  1728. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  1729. case SC_DAILYSENDMAILCNT:
  1730. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  1731. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  1732. continue;
  1733. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1734. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1735. case SC_FORTUNE: case SC_SERVICE4U:
  1736. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  1737. continue; //If in song area don't end it, even if config enabled
  1738. break;
  1739. case SC_ASSUMPTIO:
  1740. if( bl->type == BL_MOB )
  1741. continue;
  1742. break;
  1743. }
  1744. if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
  1745. tsc->data[i]->val2 = 0;
  1746. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1747. n--;
  1748. }
  1749. //Remove bonus_script by Banishing Buster
  1750. if (dstsd)
  1751. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1752. }
  1753. break;
  1754. case RL_S_STORM:
  1755. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1756. skill_break_equip(src, bl, EQP_HEAD_TOP, max(skill_lv * 500, (sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), BCT_ENEMY); //! TODO: Figure out break chance formula
  1757. break;
  1758. case RL_AM_BLAST:
  1759. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1760. break;
  1761. case RL_HAMMER_OF_GOD:
  1762. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1763. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  1764. break;
  1765. case SU_SCRATCH:
  1766. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1767. break;
  1768. case SU_SV_STEMSPEAR:
  1769. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1770. break;
  1771. case SU_CN_METEOR:
  1772. if (skill_area_temp[3] == 1)
  1773. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1774. break;
  1775. case SU_SCAROFTAROU:
  1776. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1777. break;
  1778. case SU_LUNATICCARROTBEAT:
  1779. if (skill_area_temp[3] == 1)
  1780. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1781. break;
  1782. } //end switch skill_id
  1783. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1784. { //Pass heritage to Master for status causing effects. [Skotlex]
  1785. sd = map_id2sd(md->master_id);
  1786. src = sd?&sd->bl:src;
  1787. }
  1788. // Coma
  1789. if (sd && sd->special_state.bonus_coma && (!md || status_get_race2(&md->bl) != RC2_GVG || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) {
  1790. rate = 0;
  1791. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1792. if (!skill_id || !(skill_get_nk(skill_id)&NK_NO_DAMAGE)) {
  1793. rate += sd->coma_class[tstatus->class_] + sd->coma_class[CLASS_ALL];
  1794. rate += sd->coma_race[tstatus->race] + sd->coma_race[RC_ALL];
  1795. }
  1796. if (attack_type&BF_WEAPON) {
  1797. rate += sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1798. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1799. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1800. }
  1801. if (rate > 0)
  1802. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1803. }
  1804. if( attack_type&BF_WEAPON )
  1805. { // Breaking Equipment
  1806. if( sd && battle_config.equip_self_break_rate )
  1807. { // Self weapon breaking
  1808. rate = battle_config.equip_natural_break_rate;
  1809. if( sc )
  1810. {
  1811. if(sc->data[SC_OVERTHRUST])
  1812. rate += 10;
  1813. if(sc->data[SC_MAXOVERTHRUST])
  1814. rate += 10;
  1815. }
  1816. if( rate )
  1817. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1818. }
  1819. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1820. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1821. // Target weapon breaking
  1822. rate = 0;
  1823. if( sd )
  1824. rate += sd->bonus.break_weapon_rate;
  1825. if( sc && sc->data[SC_MELTDOWN] )
  1826. rate += sc->data[SC_MELTDOWN]->val2;
  1827. if( rate )
  1828. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1829. // Target armor breaking
  1830. rate = 0;
  1831. if( sd )
  1832. rate += sd->bonus.break_armor_rate;
  1833. if( sc && sc->data[SC_MELTDOWN] )
  1834. rate += sc->data[SC_MELTDOWN]->val3;
  1835. if( rate )
  1836. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1837. }
  1838. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1839. if (sd->def_set_race[tstatus->race].rate)
  1840. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1841. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1842. if (sd->mdef_set_race[tstatus->race].rate)
  1843. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1844. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1845. if (sd->norecover_state_race[tstatus->race].rate)
  1846. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  1847. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  1848. }
  1849. }
  1850. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1851. struct unit_data *ud = unit_bl2ud(src);
  1852. if( sc->data[SC_WILD_STORM_OPTION] )
  1853. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1854. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1855. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1856. else if( sc->data[SC_TROPIC_OPTION] )
  1857. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1858. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1859. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1860. else
  1861. skill = 0;
  1862. if ( rnd()%100 < 25 && skill ){
  1863. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1864. if (ud) {
  1865. rate = skill_delayfix(src, skill, skill_lv);
  1866. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1867. ud->canact_tick = max(tick + rate, ud->canact_tick);
  1868. if ( battle_config.display_status_timers )
  1869. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  1870. }
  1871. }
  1872. }
  1873. }
  1874. // Autospell when attacking
  1875. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1876. {
  1877. struct block_list *tbl;
  1878. struct unit_data *ud;
  1879. int i, autospl_skill_lv, type;
  1880. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1881. if(!( ((sd->autospell[i].flag)&attack_type)&BF_WEAPONMASK &&
  1882. ((sd->autospell[i].flag)&attack_type)&BF_RANGEMASK &&
  1883. ((sd->autospell[i].flag)&attack_type)&BF_SKILLMASK))
  1884. continue; // one or more trigger conditions were not fulfilled
  1885. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1886. sd->state.autocast = 1;
  1887. if ( skill_isNotOk(skill, sd) ) {
  1888. sd->state.autocast = 0;
  1889. continue;
  1890. }
  1891. sd->state.autocast = 0;
  1892. autospl_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1893. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1894. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1895. if (rnd()%1000 >= rate)
  1896. continue;
  1897. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1898. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1899. int maxcount = 0;
  1900. if( !(BL_PC&battle_config.skill_reiteration) &&
  1901. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1902. skill_check_unit_range(src,tbl->x,tbl->y,skill,autospl_skill_lv)
  1903. )
  1904. continue;
  1905. if( BL_PC&battle_config.skill_nofootset &&
  1906. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1907. skill_check_unit_range2(src,tbl->x,tbl->y,skill,autospl_skill_lv,false)
  1908. )
  1909. continue;
  1910. if( BL_PC&battle_config.land_skill_limit &&
  1911. (maxcount = skill_get_maxcount(skill, autospl_skill_lv)) > 0
  1912. ) {
  1913. int v;
  1914. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1915. if(sd->ud.skillunit[v]->skill_id == skill)
  1916. maxcount--;
  1917. }
  1918. if( maxcount == 0 )
  1919. continue;
  1920. }
  1921. }
  1922. if (battle_config.autospell_check_range &&
  1923. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  1924. continue;
  1925. if (skill == AS_SONICBLOW)
  1926. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1927. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1928. type = CAST_GROUND;
  1929. sd->state.autocast = 1;
  1930. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  1931. skill_toggle_magicpower(src, skill);
  1932. switch (type) {
  1933. case CAST_GROUND:
  1934. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  1935. break;
  1936. case CAST_NODAMAGE:
  1937. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1938. break;
  1939. case CAST_DAMAGE:
  1940. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1941. break;
  1942. }
  1943. sd->state.autocast = 0;
  1944. //Set canact delay. [Skotlex]
  1945. ud = unit_bl2ud(src);
  1946. if (ud) {
  1947. rate = skill_delayfix(src, skill, autospl_skill_lv);
  1948. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1949. ud->canact_tick = max(tick + rate, ud->canact_tick);
  1950. if ( battle_config.display_status_timers && sd )
  1951. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  1952. }
  1953. }
  1954. }
  1955. }
  1956. //Autobonus when attacking
  1957. if( sd && sd->autobonus[0].rate )
  1958. {
  1959. int i;
  1960. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1961. {
  1962. if( rnd()%1000 >= sd->autobonus[i].rate )
  1963. continue;
  1964. if( sd->autobonus[i].active != INVALID_TIMER )
  1965. continue;
  1966. if(!( ((sd->autobonus[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1967. ((sd->autobonus[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1968. ((sd->autobonus[i].atk_type)&attack_type)&BF_SKILLMASK))
  1969. continue; // one or more trigger conditions were not fulfilled
  1970. pc_exeautobonus(sd,&sd->autobonus[i]);
  1971. }
  1972. }
  1973. //Polymorph
  1974. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1975. dstmd && !status_has_mode(tstatus,MD_STATUS_IMMUNE) &&
  1976. (rnd()%10000 < sd->bonus.classchange))
  1977. {
  1978. int class_ = mob_get_random_id(MOBG_Branch_Of_Dead_Tree, 1, 0);
  1979. if (class_ != 0 && mobdb_checkid(class_))
  1980. mob_class_change(dstmd,class_);
  1981. }
  1982. return 0;
  1983. }
  1984. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1985. uint8 i;
  1986. struct block_list *tbl;
  1987. if( sd == NULL || !skill_id )
  1988. return 0;
  1989. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1990. int skill, skill_lv, type;
  1991. if( sd->autospell3[i].flag != skill_id )
  1992. continue;
  1993. if( sd->autospell3[i].lock )
  1994. continue; // autospell already being executed
  1995. skill = sd->autospell3[i].id;
  1996. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  1997. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) ) {
  1998. sd->state.autocast = 0;
  1999. continue;
  2000. }
  2001. sd->state.autocast = 0;
  2002. if( skill >= 0 && bl == NULL )
  2003. continue; // No target
  2004. if( rnd()%1000 >= sd->autospell3[i].rate )
  2005. continue;
  2006. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  2007. if( skill < 0 ) {
  2008. tbl = &sd->bl;
  2009. skill *= -1;
  2010. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  2011. }
  2012. else
  2013. tbl = bl;
  2014. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  2015. int maxcount = 0;
  2016. if( !(BL_PC&battle_config.skill_reiteration) &&
  2017. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  2018. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  2019. continue;
  2020. if( BL_PC&battle_config.skill_nofootset &&
  2021. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  2022. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  2023. continue;
  2024. if( BL_PC&battle_config.land_skill_limit &&
  2025. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
  2026. {
  2027. int v;
  2028. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  2029. if(sd->ud.skillunit[v]->skill_id == skill)
  2030. maxcount--;
  2031. }
  2032. if( maxcount == 0 )
  2033. continue;
  2034. }
  2035. }
  2036. if (battle_config.autospell_check_range &&
  2037. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2038. continue;
  2039. sd->state.autocast = 1;
  2040. sd->autospell3[i].lock = true;
  2041. skill_consume_requirement(sd,skill,skill_lv,1);
  2042. switch( type ) {
  2043. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  2044. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  2045. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  2046. }
  2047. sd->autospell3[i].lock = false;
  2048. sd->state.autocast = 0;
  2049. }
  2050. if( sd && sd->autobonus3[0].rate ) {
  2051. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  2052. if( rnd()%1000 >= sd->autobonus3[i].rate )
  2053. continue;
  2054. if( sd->autobonus3[i].active != INVALID_TIMER )
  2055. continue;
  2056. if( sd->autobonus3[i].atk_type != skill_id )
  2057. continue;
  2058. pc_exeautobonus(sd,&sd->autobonus3[i]);
  2059. }
  2060. }
  2061. return 1;
  2062. }
  2063. /* Splitted off from skill_additional_effect, which is never called when the
  2064. * attack skill kills the enemy. Place in this function counter status effects
  2065. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2066. * from cards) that will take effect on the source, not the target. [Skotlex]
  2067. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2068. * type of skills, so not every instance of skill_additional_effect needs a call
  2069. * to this one.
  2070. */
  2071. 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)
  2072. {
  2073. int rate;
  2074. struct map_session_data *sd=NULL;
  2075. struct map_session_data *dstsd=NULL;
  2076. nullpo_ret(src);
  2077. nullpo_ret(bl);
  2078. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2079. sd = BL_CAST(BL_PC, src);
  2080. dstsd = BL_CAST(BL_PC, bl);
  2081. if(dstsd && attack_type&BF_WEAPON) { //Counter effects.
  2082. enum sc_type type;
  2083. uint8 i;
  2084. unsigned int time = 0;
  2085. for (i = 0; i < ARRAYLENGTH(dstsd->addeff_atked) && dstsd->addeff_atked[i].flag; i++) {
  2086. rate = dstsd->addeff_atked[i].rate;
  2087. if (attack_type&BF_LONG)
  2088. rate += dstsd->addeff_atked[i].arrow_rate;
  2089. if (!rate)
  2090. continue;
  2091. if ((dstsd->addeff_atked[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2092. if((dstsd->addeff_atked[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2093. (dstsd->addeff_atked[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2094. continue; //Range Failed.
  2095. }
  2096. type = dstsd->addeff_atked[i].sc;
  2097. time = dstsd->addeff_atked[i].duration;
  2098. if (dstsd->addeff_atked[i].flag&ATF_TARGET && src != bl)
  2099. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  2100. if (dstsd->addeff_atked[i].flag&ATF_SELF && !status_isdead(bl))
  2101. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  2102. }
  2103. }
  2104. switch(skill_id) {
  2105. case MO_EXTREMITYFIST:
  2106. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2107. break;
  2108. case GS_FULLBUSTER:
  2109. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2110. break;
  2111. case HFLI_SBR44: //[orn]
  2112. case HVAN_EXPLOSION:
  2113. if(src->type == BL_HOM){
  2114. TBL_HOM *hd = (TBL_HOM*)src;
  2115. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  2116. if (hd->master)
  2117. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  2118. }
  2119. break;
  2120. case CR_GRANDCROSS:
  2121. case NPC_GRANDDARKNESS:
  2122. attack_type |= BF_WEAPON;
  2123. break;
  2124. case LG_HESPERUSLIT:
  2125. {
  2126. struct status_change *sc = status_get_sc(src);
  2127. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  2128. char i;
  2129. for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2130. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2131. }
  2132. }
  2133. break;
  2134. }
  2135. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2136. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  2137. 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);
  2138. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2139. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2140. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2141. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2142. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2143. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2144. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2145. }
  2146. if( sd && status_isdead(bl) ) {
  2147. int sp = 0, hp = 0;
  2148. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2149. sp += sd->bonus.sp_gain_value;
  2150. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  2151. hp += sd->bonus.hp_gain_value;
  2152. }
  2153. if( attack_type&BF_MAGIC ) {
  2154. sp += sd->bonus.magic_sp_gain_value;
  2155. hp += sd->bonus.magic_hp_gain_value;
  2156. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2157. struct status_change *sc = NULL;
  2158. if( ( sc = status_get_sc(src) ) ) {
  2159. if(sc->data[SC_SPIRIT] &&
  2160. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2161. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2162. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2163. }
  2164. }
  2165. }
  2166. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2167. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2168. }
  2169. }
  2170. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE)) {
  2171. struct status_change *sc = status_get_sc(bl);
  2172. if (sc && sc->data[SC_DORAM_SVSP] && attack_type&(BF_MAGIC|BF_LONG))
  2173. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2174. }
  2175. // Trigger counter-spells to retaliate against damage causing skills.
  2176. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  2177. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  2178. {
  2179. struct block_list *tbl;
  2180. struct unit_data *ud;
  2181. int i, autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  2182. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  2183. if(!( ((dstsd->autospell2[i].flag)&attack_type)&BF_WEAPONMASK &&
  2184. ((dstsd->autospell2[i].flag)&attack_type)&BF_RANGEMASK &&
  2185. ((dstsd->autospell2[i].flag)&attack_type)&BF_SKILLMASK))
  2186. continue; // one or more trigger conditions were not fulfilled
  2187. autospl_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  2188. autospl_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  2189. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  2190. autospl_rate = dstsd->autospell2[i].rate;
  2191. //Physical range attacks only trigger autospells half of the time
  2192. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2193. autospl_rate>>=1;
  2194. dstsd->state.autocast = 1;
  2195. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2196. dstsd->state.autocast = 0;
  2197. continue;
  2198. }
  2199. dstsd->state.autocast = 0;
  2200. if (rnd()%1000 >= autospl_rate)
  2201. continue;
  2202. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  2203. if( (type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND ) {
  2204. int maxcount = 0;
  2205. if( !(BL_PC&battle_config.skill_reiteration) &&
  2206. skill_get_unit_flag(autospl_skill_id)&UF_NOREITERATION &&
  2207. skill_check_unit_range(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv)
  2208. )
  2209. continue;
  2210. if( BL_PC&battle_config.skill_nofootset &&
  2211. skill_get_unit_flag(autospl_skill_id)&UF_NOFOOTSET &&
  2212. skill_check_unit_range2(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv,false)
  2213. )
  2214. continue;
  2215. if( BL_PC&battle_config.land_skill_limit &&
  2216. (maxcount = skill_get_maxcount(autospl_skill_id, autospl_skill_lv)) > 0
  2217. ) {
  2218. int v;
  2219. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  2220. if(dstsd->ud.skillunit[v]->skill_id == autospl_skill_id)
  2221. maxcount--;
  2222. }
  2223. if( maxcount == 0 ) {
  2224. continue;
  2225. }
  2226. }
  2227. }
  2228. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2229. continue;
  2230. dstsd->state.autocast = 1;
  2231. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2232. switch (type) {
  2233. case CAST_GROUND:
  2234. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2235. break;
  2236. case CAST_NODAMAGE:
  2237. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2238. break;
  2239. case CAST_DAMAGE:
  2240. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2241. break;
  2242. }
  2243. dstsd->state.autocast = 0;
  2244. //Set canact delay. [Skotlex]
  2245. ud = unit_bl2ud(bl);
  2246. if (ud) {
  2247. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2248. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  2249. ud->canact_tick = max(tick + autospl_rate, ud->canact_tick);
  2250. if ( battle_config.display_status_timers && dstsd )
  2251. clif_status_change(bl, EFST_POSTDELAY, 1, autospl_rate, 0, 0, 0);
  2252. }
  2253. }
  2254. }
  2255. }
  2256. //Autobonus when attacked
  2257. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  2258. int i;
  2259. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  2260. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  2261. continue;
  2262. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  2263. continue;
  2264. if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  2265. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK &&
  2266. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK))
  2267. continue; // one or more trigger conditions were not fulfilled
  2268. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  2269. }
  2270. }
  2271. return 0;
  2272. }
  2273. /*=========================================================================
  2274. Breaks equipment. On-non players causes the corresponding strip effect.
  2275. - rate goes from 0 to 10000 (100.00%)
  2276. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2277. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2278. --------------------------------------------------------------------------*/
  2279. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2280. {
  2281. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2282. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2283. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2284. struct status_change *sc = status_get_sc(bl);
  2285. int i;
  2286. TBL_PC *sd;
  2287. sd = BL_CAST(BL_PC, bl);
  2288. if (sc && !sc->count)
  2289. sc = NULL;
  2290. if (sd) {
  2291. if (sd->bonus.unbreakable_equip)
  2292. where &= ~sd->bonus.unbreakable_equip;
  2293. if (sd->bonus.unbreakable)
  2294. rate -= rate*sd->bonus.unbreakable/100;
  2295. if (where&EQP_WEAPON) {
  2296. switch (sd->status.weapon) {
  2297. case W_FIST: //Bare fists should not break :P
  2298. case W_1HAXE:
  2299. case W_2HAXE:
  2300. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2301. case W_2HMACE:
  2302. case W_STAFF:
  2303. case W_2HSTAFF:
  2304. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2305. case W_HUUMA:
  2306. where &= ~EQP_WEAPON;
  2307. }
  2308. }
  2309. }
  2310. if (flag&BCT_ENEMY) {
  2311. if (battle_config.equip_skill_break_rate != 100)
  2312. rate = rate*battle_config.equip_skill_break_rate/100;
  2313. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2314. if (battle_config.equip_self_break_rate != 100)
  2315. rate = rate*battle_config.equip_self_break_rate/100;
  2316. }
  2317. for (i = 0; i < 4; i++) {
  2318. if (where&where_list[i]) {
  2319. if (sc && sc->count && sc->data[scdef[i]])
  2320. where&=~where_list[i];
  2321. else if (rnd()%10000 >= rate)
  2322. where&=~where_list[i];
  2323. else if (!sd) //Cause Strip effect.
  2324. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2325. }
  2326. }
  2327. if (!where) //Nothing to break.
  2328. return 0;
  2329. if (sd) {
  2330. for (i = 0; i < EQI_MAX; i++) {
  2331. short j = sd->equip_index[i];
  2332. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2333. continue;
  2334. switch(i) {
  2335. case EQI_HEAD_TOP: //Upper Head
  2336. flag = (where&EQP_HELM);
  2337. break;
  2338. case EQI_ARMOR: //Body
  2339. flag = (where&EQP_ARMOR);
  2340. break;
  2341. case EQI_HAND_R: //Left/Right hands
  2342. case EQI_HAND_L:
  2343. flag = (
  2344. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2345. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2346. break;
  2347. case EQI_SHOES:
  2348. flag = (where&EQP_SHOES);
  2349. break;
  2350. case EQI_GARMENT:
  2351. flag = (where&EQP_GARMENT);
  2352. break;
  2353. default:
  2354. continue;
  2355. }
  2356. if (flag) {
  2357. sd->inventory.u.items_inventory[j].attribute = 1;
  2358. pc_unequipitem(sd, j, 3);
  2359. }
  2360. }
  2361. clif_equiplist(sd);
  2362. }
  2363. return where; //Return list of pieces broken.
  2364. }
  2365. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  2366. {
  2367. struct status_change *sc;
  2368. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2369. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2370. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2371. int i;
  2372. if (rnd()%100 >= rate)
  2373. return 0;
  2374. sc = status_get_sc(bl);
  2375. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  2376. return 0;
  2377. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2378. if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
  2379. where&=~pos[i];
  2380. }
  2381. if (!where) return 0;
  2382. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2383. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  2384. where&=~pos[i];
  2385. }
  2386. return where?1:0;
  2387. }
  2388. /**
  2389. * Used to knock back players, monsters, traps, etc
  2390. * @param src Object that give knock back
  2391. * @param target Object that receive knock back
  2392. * @param count Number of knock back cell requested
  2393. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2394. * @param flag
  2395. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2396. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2397. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2398. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2399. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2400. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2401. BLOWN_TARGET_BASILICA - if target is in Basilica area
  2402. * @return Number of knocked back cells done
  2403. */
  2404. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2405. {
  2406. int dx = 0, dy = 0;
  2407. uint8 checkflag = 0;
  2408. struct status_change *tsc = status_get_sc(target);
  2409. enum e_unit_blown reason = UB_KNOCKABLE;
  2410. nullpo_ret(src);
  2411. nullpo_ret(target);
  2412. if (!count)
  2413. return count; // Actual knockback distance is 0.
  2414. // Create flag needed in unit_blown_immune
  2415. if(src != target)
  2416. checkflag |= 0x1; // Offensive
  2417. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2418. checkflag |= 0x2; // Knockback type
  2419. if(status_get_class_(src) == CLASS_BOSS)
  2420. checkflag |= 0x4; // Boss attack
  2421. // Get reason and check for flags
  2422. reason = unit_blown_immune(target, checkflag);
  2423. switch(reason) {
  2424. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2425. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2426. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2427. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2428. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2429. }
  2430. if (dir == -1) // <optimized>: do the computation here instead of outside
  2431. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2432. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2433. dx = -dirx[dir];
  2434. dy = -diry[dir];
  2435. }
  2436. if (tsc) {
  2437. if (tsc->data[SC_SU_STOOP]) // Any knockback will cancel it.
  2438. status_change_end(target, SC_SU_STOOP, INVALID_TIMER);
  2439. if (tsc->data[SC_SV_ROOTTWIST]) // Shouldn't move.
  2440. return 0;
  2441. }
  2442. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2443. }
  2444. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2445. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2446. // In case of success returns type of reflection, otherwise 0
  2447. // 1 - Regular reflection (Maya)
  2448. // 2 - SL_KAITE reflection
  2449. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2450. {
  2451. struct status_change *sc = status_get_sc(bl);
  2452. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2453. if (!sc || !sc->data[SC_KYOMU]) { // Kyomu doesn't reflect
  2454. // Item-based reflection - Bypasses Boss check
  2455. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2456. return 1;
  2457. }
  2458. // Magic Mirror reflection - Bypasses Boss check
  2459. if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2)
  2460. return 1;
  2461. if( status_get_class_(src) == CLASS_BOSS )
  2462. return 0;
  2463. // status-based reflection
  2464. if( !sc || sc->count == 0 )
  2465. return 0;
  2466. // Kaite reflection - Does not bypass Boss check
  2467. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80)
  2468. #ifdef RENEWAL
  2469. && type // Does not reflect AoE
  2470. #endif
  2471. ) {
  2472. // Kaite only works against non-players if they are low-level.
  2473. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2474. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2475. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2476. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2477. return 2;
  2478. }
  2479. return 0;
  2480. }
  2481. /**
  2482. * Checks whether a skill can be used in combos or not
  2483. * @param skill_id: Target skill
  2484. * @return 0: Skill is not a combo
  2485. * 1: Skill is a normal combo
  2486. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2487. * @author Panikon
  2488. */
  2489. int skill_is_combo(uint16 skill_id) {
  2490. switch(skill_id) {
  2491. case MO_CHAINCOMBO:
  2492. case MO_COMBOFINISH:
  2493. case CH_TIGERFIST:
  2494. case CH_CHAINCRUSH:
  2495. case MO_EXTREMITYFIST:
  2496. case TK_TURNKICK:
  2497. case TK_STORMKICK:
  2498. case TK_DOWNKICK:
  2499. case TK_COUNTER:
  2500. case TK_JUMPKICK:
  2501. case HT_POWER:
  2502. case GC_COUNTERSLASH:
  2503. case GC_WEAPONCRUSH:
  2504. case SR_DRAGONCOMBO:
  2505. return 1;
  2506. case SR_FALLENEMPIRE:
  2507. case SR_TIGERCANNON:
  2508. case SR_GATEOFHELL:
  2509. return 2;
  2510. }
  2511. return 0;
  2512. }
  2513. /*
  2514. * Combo handler, start stop combo status
  2515. */
  2516. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2517. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2518. switch (skill_id) {
  2519. case MH_MIDNIGHT_FRENZY:
  2520. case MH_EQC:
  2521. {
  2522. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2523. short idx = hom_skill_get_index(skill_id2);
  2524. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2525. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2526. if (idx == -1)
  2527. break;
  2528. sd = hd->master;
  2529. hd->homunculus.hskill[idx].flag= flag;
  2530. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2531. }
  2532. break;
  2533. case MO_COMBOFINISH:
  2534. case CH_TIGERFIST:
  2535. case CH_CHAINCRUSH:
  2536. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2537. break;
  2538. case TK_JUMPKICK:
  2539. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2540. break;
  2541. case MO_TRIPLEATTACK:
  2542. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2543. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2544. break;
  2545. case SR_FALLENEMPIRE:
  2546. if (sd){
  2547. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2548. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2549. }
  2550. break;
  2551. }
  2552. }
  2553. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2554. unsigned int duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2555. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2556. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2557. struct status_change_entry *sce;
  2558. TBL_PC *sd = BL_CAST(BL_PC,src);
  2559. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2560. struct status_change *sc = status_get_sc(src);
  2561. if(sc == NULL) return;
  2562. //End previous combo state after skill is invoked
  2563. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2564. switch (skill_id) {
  2565. case TK_TURNKICK:
  2566. case TK_STORMKICK:
  2567. case TK_DOWNKICK:
  2568. case TK_COUNTER:
  2569. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2570. sce->val1 = skill_id; //Update combo-skill
  2571. sce->val3 = skill_id;
  2572. if( sce->timer != INVALID_TIMER )
  2573. delete_timer(sce->timer, status_change_timer);
  2574. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2575. break;
  2576. }
  2577. unit_cancel_combo(src); // Cancel combo wait
  2578. break;
  2579. default:
  2580. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2581. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2582. }
  2583. }
  2584. //start new combo
  2585. if (sd) { //player only
  2586. switch (skill_id) {
  2587. case MO_TRIPLEATTACK:
  2588. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2589. duration = 1;
  2590. target_id = 0; // Will target current auto-target instead
  2591. }
  2592. break;
  2593. case MO_CHAINCOMBO:
  2594. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2595. duration = 1;
  2596. target_id = 0; // Will target current auto-target instead
  2597. }
  2598. break;
  2599. case MO_COMBOFINISH:
  2600. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2601. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2602. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2603. duration = 1;
  2604. target_id = 0; // Will target current auto-target instead
  2605. }
  2606. case CH_TIGERFIST:
  2607. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2608. duration = 1;
  2609. target_id = 0; // Will target current auto-target instead
  2610. }
  2611. case CH_CHAINCRUSH:
  2612. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) {
  2613. duration = 1;
  2614. target_id = 0; // Will target current auto-target instead
  2615. }
  2616. break;
  2617. case AC_DOUBLE:
  2618. if (pc_checkskill(sd, HT_POWER)) {
  2619. duration = 2000;
  2620. nodelay = 1; //Neither gives walk nor attack delay
  2621. target_id = 0; //Does not need to be used on previous target
  2622. }
  2623. break;
  2624. case SR_DRAGONCOMBO:
  2625. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2626. duration = 1;
  2627. break;
  2628. case SR_FALLENEMPIRE:
  2629. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2630. duration = 1;
  2631. break;
  2632. }
  2633. }
  2634. else { //other
  2635. switch(skill_id) {
  2636. case MH_TINDER_BREAKER:
  2637. case MH_CBC:
  2638. case MH_SONIC_CRAW:
  2639. case MH_SILVERVEIN_RUSH:
  2640. if(hd->homunculus.spiritball > 0) duration = 2000;
  2641. nodelay = 1;
  2642. break;
  2643. case MH_EQC:
  2644. case MH_MIDNIGHT_FRENZY:
  2645. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2646. nodelay = 1;
  2647. break;
  2648. }
  2649. }
  2650. if (duration) { //Possible to chain
  2651. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2652. duration = umax(status_get_amotion(src),duration); //Never less than aMotion
  2653. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2654. clif_combo_delay(src, duration);
  2655. }
  2656. }
  2657. /**
  2658. * Copy skill by Plagiarism or Reproduce
  2659. * @param src: The caster
  2660. * @param bl: The target
  2661. * @param skill_id: Skill that casted
  2662. * @param skill_lv: Skill level of the casted skill
  2663. */
  2664. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2665. {
  2666. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2667. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2668. return;
  2669. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2670. else if (&tsd->sc && tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2671. return;
  2672. else {
  2673. uint16 idx;
  2674. unsigned char lv;
  2675. skill_id = skill_dummy2skill_id(skill_id);
  2676. //Use skill index, avoiding out-of-bound array [Cydh]
  2677. if (!(idx = skill_get_index(skill_id)))
  2678. return;
  2679. switch (skill_isCopyable(tsd,idx)) {
  2680. case 1: //Copied by Plagiarism
  2681. {
  2682. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2683. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2684. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2685. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2686. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2687. }
  2688. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2689. tsd->cloneskill_idx = idx;
  2690. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  2691. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  2692. }
  2693. break;
  2694. case 2: //Copied by Reproduce
  2695. {
  2696. struct status_change *tsc = status_get_sc(bl);
  2697. //Already did SC check
  2698. //Skill level copied depends on Reproduce skill that used
  2699. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2700. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2701. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2702. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2703. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2704. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2705. }
  2706. //Level dependent and limitation.
  2707. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2708. lv = min(lv,skill_get_max(skill_id));
  2709. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2710. lv = min(lv,skill_lv);
  2711. tsd->reproduceskill_idx = idx;
  2712. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  2713. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  2714. }
  2715. break;
  2716. default: return;
  2717. }
  2718. tsd->status.skill[idx].id = skill_id;
  2719. tsd->status.skill[idx].lv = lv;
  2720. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2721. clif_addskill(tsd,skill_id);
  2722. }
  2723. }
  2724. /**
  2725. * Knockback the target on skill_attack
  2726. * @param src is the master behind the attack
  2727. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2728. * @param target is the target to be attacked.
  2729. * @param blewcount
  2730. * @param skill_id
  2731. * @param skill_lv
  2732. * @param damage
  2733. * @param tick
  2734. * @param flag can hold a bunch of information:
  2735. */
  2736. 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) {
  2737. int8 dir = -1; // Default direction
  2738. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2739. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2740. if (!blewcount || target == dsrc || status_isdead(target))
  2741. return;
  2742. // Skill specific direction
  2743. switch (skill_id) {
  2744. case MG_FIREWALL:
  2745. case GN_WALLOFTHORN:
  2746. case EL_FIRE_MANTLE:
  2747. dir = unit_getdir(target); // Backwards
  2748. break;
  2749. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2750. case WZ_STORMGUST:
  2751. if(!battle_config.stormgust_knockback)
  2752. dir = rnd()%8;
  2753. break;
  2754. case MC_CARTREVOLUTION:
  2755. if (battle_config.cart_revo_knockback)
  2756. dir = 6; // Official servers push target to the West
  2757. break;
  2758. case AC_SHOWER:
  2759. case WL_CRIMSONROCK:
  2760. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  2761. dir = map_calc_dir(target, src->x, src->y);
  2762. else
  2763. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  2764. break;
  2765. case HT_PHANTASMIC: // issue #1378
  2766. if (status_get_hp(target) - damage <= 0) return;
  2767. break;
  2768. }
  2769. // Blown-specific handling
  2770. switch( skill_id ) {
  2771. case LG_OVERBRAND_BRANDISH:
  2772. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2773. if (skill_blown(dsrc,target,blewcount,dir,(enum e_skill_blown)(BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  2774. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2775. break;
  2776. case SR_KNUCKLEARROW:
  2777. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2778. // Boss & Immune Knockback stay in place and don't get bonus damage
  2779. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2780. if (skill_blown(dsrc, target, blewcount, dir_ka, (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  2781. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2782. dir_ka = -1;
  2783. break;
  2784. case RL_R_TRIP:
  2785. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  2786. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2787. break;
  2788. default:
  2789. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  2790. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2791. TBL_SKILL *su = (TBL_SKILL*)target;
  2792. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2793. skill_blown(src, target, 3, -1, BLOWN_NONE);
  2794. }
  2795. break;
  2796. }
  2797. clif_fixpos(target);
  2798. }
  2799. /*
  2800. * =========================================================================
  2801. * Does a skill attack with the given properties.
  2802. * @param src is the master behind the attack (player/mob/pet)
  2803. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2804. * @param bl is the target to be attacked.
  2805. * @param flag can hold a bunch of information:
  2806. * flag&1
  2807. * flag&2 - Disable re-triggered by double casting
  2808. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2809. * flag&8 - SC_COMBO state used to deal bonus damage
  2810. *
  2811. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  2812. * (usually holds number of targets, or just 1 for simple splash attacks)
  2813. *
  2814. * flag&0xF000 - Values from enum e_skill_display
  2815. * flag&0x3F0000 - Values from enum e_battle_check_target
  2816. *
  2817. * flag&0x1000000 - Return 0 if damage was reflected
  2818. *-------------------------------------------------------------------------*/
  2819. 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)
  2820. {
  2821. struct Damage dmg;
  2822. struct status_data *sstatus, *tstatus;
  2823. struct status_change *sc, *tsc;
  2824. struct map_session_data *sd, *tsd;
  2825. int64 damage;
  2826. int8 rmdamage = 0;//magic reflected
  2827. int type;
  2828. enum e_damage_type dmg_type;
  2829. bool shadow_flag = false;
  2830. bool additional_effects = true;
  2831. if(skill_id > 0 && !skill_lv)
  2832. return 0;
  2833. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2834. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2835. nullpo_ret(bl); //Target to be attacked.
  2836. if (status_bl_has_mode(bl,MD_SKILL_IMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !(skill_get_inf3(skill_id)&INF3_HIT_EMP)))
  2837. return 0;
  2838. if (src != dsrc) {
  2839. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2840. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2841. return 0;
  2842. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2843. //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]
  2844. if (!status_check_skilluse(src, bl, skill_id, 2))
  2845. return 0;
  2846. }
  2847. sd = BL_CAST(BL_PC, src);
  2848. tsd = BL_CAST(BL_PC, bl);
  2849. sstatus = status_get_status_data(src);
  2850. tstatus = status_get_status_data(bl);
  2851. sc= status_get_sc(src);
  2852. tsc= status_get_sc(bl);
  2853. if (tsc && !tsc->count)
  2854. tsc = NULL; //Don't need it.
  2855. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2856. if (tsc && tsc->data[SC_TRICKDEAD])
  2857. return 0;
  2858. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  2859. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  2860. return 0;
  2861. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2862. //If the damage source is a unit, the damage is not delayed
  2863. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  2864. dmg.amotion = 0;
  2865. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  2866. // Adjusted to the new system [Skotlex]
  2867. if( src->type == BL_PET ) { // [Valaris]
  2868. struct pet_data *pd = (TBL_PET*)src;
  2869. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  2870. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  2871. int element = skill_get_ele(skill_id, skill_lv);
  2872. /*if (skill_id == -1) Does it ever worked?
  2873. element = sstatus->rhw.ele;*/
  2874. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2875. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  2876. else
  2877. dmg.damage = pd->a_skill->damage; // Fixed damage
  2878. }
  2879. else
  2880. dmg.damage = 1*pd->a_skill->div_;
  2881. dmg.damage2 = 0;
  2882. dmg.div_= pd->a_skill->div_;
  2883. }
  2884. }
  2885. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2886. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2887. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2888. { //Magic reflection, switch caster/target
  2889. struct block_list *tbl = bl;
  2890. rmdamage = 1;
  2891. bl = src;
  2892. src = tbl;
  2893. dsrc = tbl;
  2894. sd = BL_CAST(BL_PC, src);
  2895. tsd = BL_CAST(BL_PC, bl);
  2896. tsc = status_get_sc(bl);
  2897. if (tsc && !tsc->count)
  2898. tsc = NULL; //Don't need it.
  2899. /* bugreport:2564 flag&2 disables double casting trigger */
  2900. flag |= 2;
  2901. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  2902. flag |= 4;
  2903. //Spirit of Wizard blocks Kaite's reflection
  2904. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2905. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2906. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  2907. if (type >= 0) {
  2908. if ( tsd )
  2909. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2910. dmg.damage = dmg.damage2 = 0;
  2911. dmg.dmg_lv = ATK_MISS;
  2912. tsc->data[SC_SPIRIT]->val3 = skill_id;
  2913. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  2914. }
  2915. } else if( type != 2 ) /* Kaite bypasses */
  2916. additional_effects = false;
  2917. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2918. #if MAGIC_REFLECTION_TYPE
  2919. #ifdef RENEWAL
  2920. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  2921. #else
  2922. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  2923. // regardless of caster's equipment (Aegis 11.1)
  2924. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  2925. #endif
  2926. short s_ele = skill_get_ele(skill_id, skill_lv);
  2927. if (s_ele == -1) // the skill takes the weapon's element
  2928. s_ele = sstatus->rhw.ele;
  2929. else if (s_ele == -2) //Use status element
  2930. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2931. else if( s_ele == -3 ) //Use random element
  2932. s_ele = rnd()%ELE_ALL;
  2933. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2934. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  2935. struct status_data *status = status_get_status_data(bl);
  2936. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2937. per /=20; //Uses 20% SP intervals.
  2938. //SP Cost: 1% + 0.5% per every 20% SP
  2939. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2940. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2941. //Reduction: 6% + 6% every 20%
  2942. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2943. }
  2944. }
  2945. #endif
  2946. }
  2947. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  2948. int sp = skill_get_sp(skill_id,skill_lv);
  2949. #ifndef RENEWAL
  2950. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  2951. #endif
  2952. dmg.damage = dmg.damage2 = 0;
  2953. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2954. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  2955. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2956. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2957. status_heal(bl, 0, sp, 2);
  2958. }
  2959. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  2960. dmg.damage = dmg.damage2 = 0;
  2961. dmg.dmg_lv = ATK_MISS;
  2962. }
  2963. }
  2964. damage = dmg.damage + dmg.damage2;
  2965. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2966. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2967. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2968. damage = 1;
  2969. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2970. struct block_list *nbl;
  2971. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2972. if( nbl ){ // Only one target is chosen.
  2973. damage = damage / 2; // Deflect half of the damage to a target nearby
  2974. 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, DMG_SKILL);
  2975. }
  2976. }
  2977. //Skill hit type
  2978. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  2979. switch( skill_id ) {
  2980. case WL_HELLINFERNO:
  2981. if (dmg.dmg_lv == ATK_DEF && !(flag&ELE_DARK)) // Burning only starts if the fire attack successfully lands
  2982. sc_start4(src, bl, SC_BURNING, 55 + 5 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
  2983. break;
  2984. case SC_TRIANGLESHOT:
  2985. if( rnd()%100 > (1 + skill_lv) )
  2986. dmg.blewcount = 0;
  2987. break;
  2988. default:
  2989. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2990. dmg.blewcount = 0; //only pushback when it hit for other
  2991. break;
  2992. }
  2993. switch( skill_id ) {
  2994. case CR_GRANDCROSS:
  2995. case NPC_GRANDDARKNESS:
  2996. if( battle_config.gx_disptype)
  2997. dsrc = src;
  2998. if( src == bl)
  2999. dmg_type = DMG_ENDURE;
  3000. else
  3001. flag|= SD_ANIMATION;
  3002. break;
  3003. case NJ_TATAMIGAESHI: //For correct knockback.
  3004. dsrc = src;
  3005. flag|= SD_ANIMATION;
  3006. break;
  3007. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3008. int level;
  3009. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3010. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3011. }
  3012. break;
  3013. case SL_STIN:
  3014. case SL_STUN:
  3015. if (skill_lv >= 7) {
  3016. struct status_change *sc_cur = status_get_sc(src);
  3017. if (sc_cur && !sc_cur->data[SC_SMA])
  3018. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3019. }
  3020. break;
  3021. case GS_FULLBUSTER:
  3022. if (sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  3023. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  3024. break;
  3025. }
  3026. //combo handling
  3027. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3028. //Display damage.
  3029. switch( skill_id ) {
  3030. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3031. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3032. break;
  3033. //Skills that need be passed as a normal attack for the client to display correctly.
  3034. case HVAN_EXPLOSION:
  3035. case NPC_SELFDESTRUCTION:
  3036. if(src->type == BL_PC)
  3037. dmg.blewcount = 10;
  3038. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3039. // fall through
  3040. case KN_AUTOCOUNTER:
  3041. case NPC_CRITICALSLASH:
  3042. case TF_DOUBLE:
  3043. case GS_CHAINACTION:
  3044. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3045. break;
  3046. case AS_SPLASHER:
  3047. if( flag&SD_ANIMATION ) // the surrounding targets
  3048. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); // needs -1 as skill level
  3049. else // the central target doesn't display an animation
  3050. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH); // needs -2(!) as skill level
  3051. break;
  3052. case GN_SPORE_EXPLOSION:
  3053. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3054. break;
  3055. case WL_HELLINFERNO:
  3056. case SR_EARTHSHAKER:
  3057. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SKILL);
  3058. break;
  3059. case WL_SOULEXPANSION:
  3060. case WL_COMET:
  3061. case NPC_COMET:
  3062. case KO_MUCHANAGE:
  3063. case NJ_HUUMA:
  3064. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3065. break;
  3066. case WL_CHAINLIGHTNING_ATK:
  3067. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SKILL);
  3068. break;
  3069. case WL_TETRAVORTEX_FIRE:
  3070. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3071. break;
  3072. case LG_SHIELDPRESS:
  3073. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SKILL);
  3074. break;
  3075. case LG_OVERBRAND:
  3076. case LG_OVERBRAND_BRANDISH:
  3077. dmg.amotion = status_get_amotion(src) * 2;
  3078. case LG_OVERBRAND_PLUSATK:
  3079. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3080. break;
  3081. case EL_FIRE_BOMB:
  3082. case EL_FIRE_BOMB_ATK:
  3083. case EL_FIRE_WAVE:
  3084. case EL_FIRE_WAVE_ATK:
  3085. case EL_FIRE_MANTLE:
  3086. case EL_CIRCLE_OF_FIRE:
  3087. case EL_FIRE_ARROW:
  3088. case EL_ICE_NEEDLE:
  3089. case EL_WATER_SCREW:
  3090. case EL_WATER_SCREW_ATK:
  3091. case EL_WIND_SLASH:
  3092. case EL_TIDAL_WEAPON:
  3093. case EL_ROCK_CRUSHER:
  3094. case EL_ROCK_CRUSHER_ATK:
  3095. case EL_HURRICANE:
  3096. case EL_HURRICANE_ATK:
  3097. case KO_BAKURETSU:
  3098. case GN_CRAZYWEED_ATK:
  3099. case NC_MAGMA_ERUPTION:
  3100. case SU_SV_ROOTTWIST_ATK:
  3101. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3102. break;
  3103. case GN_FIRE_EXPANSION_ACID:
  3104. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3105. break;
  3106. case GN_SLINGITEM_RANGEMELEEATK:
  3107. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SKILL);
  3108. break;
  3109. case EL_STONE_RAIN:
  3110. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?DMG_MULTI_HIT:DMG_SPLASH);
  3111. break;
  3112. case WM_SEVERE_RAINSTORM_MELEE:
  3113. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3114. break;
  3115. case SR_TIGERCANNON:
  3116. dmg.dmotion = clif_skill_damage(src, bl, tick, status_get_amotion(bl), dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SKILL);
  3117. break;
  3118. case HT_CLAYMORETRAP:
  3119. case HT_BLASTMINE:
  3120. case HT_FLASHER:
  3121. case HT_FREEZINGTRAP:
  3122. case RA_CLUSTERBOMB:
  3123. case RA_FIRINGTRAP:
  3124. case RA_ICEBOUNDTRAP:
  3125. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3126. if( dsrc != src ) // avoid damage display redundancy
  3127. break;
  3128. //Fall through
  3129. case HT_LANDMINE:
  3130. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3131. break;
  3132. case WZ_SIGHTBLASTER:
  3133. //Sightblaster should never call clif_skill_damage twice
  3134. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3135. break;
  3136. case RL_R_TRIP_PLUSATK:
  3137. case RL_S_STORM:
  3138. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3139. break;
  3140. case AB_DUPLELIGHT_MELEE:
  3141. case AB_DUPLELIGHT_MAGIC:
  3142. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3143. default:
  3144. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3145. dmg_type = DMG_SPLASH;
  3146. if (src->type == BL_SKILL) {
  3147. TBL_SKILL *su = (TBL_SKILL*)src;
  3148. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP) { // show damage on trap targets
  3149. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3150. break;
  3151. }
  3152. }
  3153. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, dmg_type);
  3154. break;
  3155. }
  3156. map_freeblock_lock();
  3157. 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]
  3158. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3159. skill_do_copy(src,bl,skill_id,skill_lv);
  3160. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3161. { //Skills with can't walk delay also stop normal attacking for that
  3162. //duration when the attack connects. [Skotlex]
  3163. struct unit_data *ud = unit_bl2ud(src);
  3164. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3165. ud->attackabletime = tick + type;
  3166. }
  3167. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3168. // Instant damage
  3169. if( !dmg.amotion ) {
  3170. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION]) || skill_id == HW_GRAVITATION || skill_id == NPC_EVILLAND) && !shadow_flag )
  3171. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3172. if( !status_isdead(bl) && additional_effects )
  3173. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3174. if( damage > 0 ) //Counter status effects [Skotlex]
  3175. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3176. }
  3177. // Blow!
  3178. if (!(flag&4))
  3179. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3180. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3181. if( dmg.amotion ) {
  3182. if( shadow_flag ) {
  3183. if( !status_isdead(bl) && additional_effects )
  3184. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3185. if( dmg.flag > ATK_BLOCK )
  3186. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3187. } else
  3188. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3189. }
  3190. if (tsc && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION && skill_id != NPC_EVILLAND) {
  3191. if (tsc->data[SC_DEVOTION]) {
  3192. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3193. struct block_list *d_bl = map_id2bl(sce->val1);
  3194. if (d_bl && (
  3195. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3196. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3197. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3198. {
  3199. if (!rmdamage) {
  3200. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3201. status_fix_damage(NULL, d_bl, damage, 0);
  3202. } else {
  3203. bool isDevotRdamage = false;
  3204. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3205. isDevotRdamage = true;
  3206. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3207. // This check is only for magical skill.
  3208. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3209. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3210. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, damage, 0);
  3211. }
  3212. } else {
  3213. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  3214. if (!dmg.amotion)
  3215. status_fix_damage(src, bl, damage, dmg.dmotion);
  3216. }
  3217. }
  3218. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  3219. struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
  3220. struct block_list *e_bl = map_id2bl(sce->val1);
  3221. if (e_bl) {
  3222. if (!rmdamage) {
  3223. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3224. status_fix_damage(NULL, e_bl, damage, 0);
  3225. } else {
  3226. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3227. status_fix_damage(bl, bl, damage, 0);
  3228. }
  3229. }
  3230. }
  3231. }
  3232. if(damage > 0 && !status_has_mode(tstatus,MD_STATUS_IMMUNE)) {
  3233. if( skill_id == RG_INTIMIDATE ) {
  3234. int rate = 50 + skill_lv * 5;
  3235. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3236. if(rnd()%100 < rate)
  3237. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3238. } else if( skill_id == SC_FATALMENACE ) {
  3239. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3240. map_search_freecell(NULL, bl->m, &x, &y, 2, 2, 1);
  3241. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3242. }
  3243. }
  3244. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3245. dmg.flag |= BF_WEAPON;
  3246. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3247. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3248. {
  3249. if (battle_config.left_cardfix_to_right)
  3250. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3251. else
  3252. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3253. }
  3254. if( damage > 0 ) { // Post-damage effects
  3255. switch( skill_id ) {
  3256. case GC_VENOMPRESSURE: {
  3257. struct status_change *ssc = status_get_sc(src);
  3258. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3259. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  3260. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3261. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3262. }
  3263. }
  3264. break;
  3265. case WM_METALICSOUND:
  3266. status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10)));
  3267. break;
  3268. case SR_TIGERCANNON:
  3269. status_zap(bl, 0, damage * 10 / 100);
  3270. break;
  3271. }
  3272. if( sd )
  3273. skill_onskillusage(sd, bl, skill_id, tick);
  3274. }
  3275. if (!(flag&2) &&
  3276. (
  3277. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  3278. ) &&
  3279. (tsc = status_get_sc(src)) &&
  3280. tsc->data[SC_DOUBLECAST] &&
  3281. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  3282. {
  3283. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3284. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3285. }
  3286. map_freeblock_unlock();
  3287. if ((flag&0x1000000) && rmdamage == 1)
  3288. return 0; //Should return 0 when damage was reflected
  3289. return damage;
  3290. }
  3291. /*==========================================
  3292. * Sub function for recursive skill call.
  3293. * Checking bl battle flag and display damage
  3294. * then call func with source,target,skill_id,skill_lv,tick,flag
  3295. *------------------------------------------*/
  3296. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  3297. int skill_area_sub(struct block_list *bl, va_list ap)
  3298. {
  3299. struct block_list *src;
  3300. uint16 skill_id,skill_lv;
  3301. int flag;
  3302. unsigned int tick;
  3303. SkillFunc func;
  3304. nullpo_ret(bl);
  3305. src = va_arg(ap,struct block_list *);
  3306. skill_id = va_arg(ap,int);
  3307. skill_lv = va_arg(ap,int);
  3308. tick = va_arg(ap,unsigned int);
  3309. flag = va_arg(ap,int);
  3310. func = va_arg(ap,SkillFunc);
  3311. if (flag&BCT_WOS && src == bl)
  3312. return 0;
  3313. if(battle_check_target(src,bl,flag) > 0) {
  3314. // several splash skills need this initial dummy packet to display correctly
  3315. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3316. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  3317. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3318. skill_area_temp[2]++;
  3319. return func(src,bl,skill_id,skill_lv,tick,flag);
  3320. }
  3321. return 0;
  3322. }
  3323. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3324. {
  3325. struct skill_unit *unit;
  3326. uint16 skill_id,g_skill_id;
  3327. unit = (struct skill_unit *)bl;
  3328. if(bl->prev == NULL || bl->type != BL_SKILL)
  3329. return 0;
  3330. if(!unit->alive)
  3331. return 0;
  3332. skill_id = va_arg(ap,int);
  3333. g_skill_id = unit->group->skill_id;
  3334. switch (skill_id) {
  3335. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3336. if(g_skill_id == SA_LANDPROTECTOR)
  3337. break;
  3338. //Fall through
  3339. case MH_STEINWAND:
  3340. case MG_SAFETYWALL:
  3341. case SC_MAELSTROM:
  3342. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3343. return 0;
  3344. break;
  3345. case AL_WARP:
  3346. case HT_SKIDTRAP:
  3347. case MA_SKIDTRAP:
  3348. case HT_LANDMINE:
  3349. case MA_LANDMINE:
  3350. case HT_ANKLESNARE:
  3351. case HT_SHOCKWAVE:
  3352. case HT_SANDMAN:
  3353. case MA_SANDMAN:
  3354. case HT_FLASHER:
  3355. case HT_FREEZINGTRAP:
  3356. case MA_FREEZINGTRAP:
  3357. case HT_BLASTMINE:
  3358. case HT_CLAYMORETRAP:
  3359. case HT_TALKIEBOX:
  3360. case HP_BASILICA:
  3361. case RA_ELECTRICSHOCKER:
  3362. case RA_CLUSTERBOMB:
  3363. case RA_MAGENTATRAP:
  3364. case RA_COBALTTRAP:
  3365. case RA_MAIZETRAP:
  3366. case RA_VERDURETRAP:
  3367. case RA_FIRINGTRAP:
  3368. case RA_ICEBOUNDTRAP:
  3369. case SC_DIMENSIONDOOR:
  3370. case SC_BLOODYLUST:
  3371. case WM_REVERBERATION:
  3372. case GN_THORNS_TRAP:
  3373. case GN_HELLS_PLANT:
  3374. case RL_B_TRAP:
  3375. case SC_ESCAPE:
  3376. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3377. 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)
  3378. return 0;
  3379. break;
  3380. default: //Avoid stacking with same kind of trap. [Skotlex]
  3381. if (g_skill_id != skill_id)
  3382. return 0;
  3383. break;
  3384. }
  3385. return 1;
  3386. }
  3387. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3388. {
  3389. //Non players do not check for the skill's splash-trigger area.
  3390. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3391. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3392. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3393. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3394. return 0;
  3395. }
  3396. range += layout_type;
  3397. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3398. }
  3399. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3400. {
  3401. uint16 skill_id;
  3402. if(bl->prev == NULL)
  3403. return 0;
  3404. skill_id = va_arg(ap,int);
  3405. if( status_isdead(bl) && skill_id != AL_WARP )
  3406. return 0;
  3407. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3408. return 0;
  3409. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3410. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3411. return 1;
  3412. }
  3413. /**
  3414. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC
  3415. * @param bl Object that casted skill
  3416. * @param x Position x of the target
  3417. * @param y Position y of the target
  3418. * @param skill_id The casted skill
  3419. * @param skill_lv The skill Lv
  3420. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3421. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3422. */
  3423. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3424. {
  3425. int range = 0, type;
  3426. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  3427. if (isNearNPC)
  3428. range = skill_get_splash(skill_id,skill_lv);
  3429. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3430. if (!isNearNPC || !range) {
  3431. switch (skill_id) { // to be expanded later
  3432. case WZ_ICEWALL:
  3433. range = 2;
  3434. break;
  3435. case SC_MANHOLE:
  3436. case GN_HELLS_PLANT:
  3437. range = 0;
  3438. break;
  3439. default: {
  3440. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3441. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3442. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3443. return 0;
  3444. }
  3445. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3446. }
  3447. break;
  3448. }
  3449. }
  3450. //Check the additional range [Cydh]
  3451. if (isNearNPC && skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range)
  3452. range += skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range;
  3453. if (!isNearNPC) { //Doesn't check the NPC range
  3454. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3455. if (bl->type&battle_config.skill_nofootset)
  3456. type = BL_CHAR;
  3457. else if(bl->type == BL_MOB)
  3458. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3459. else
  3460. return 0; //Don't check
  3461. } else
  3462. type = BL_NPC;
  3463. return (!isNearNPC) ?
  3464. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3465. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3466. //isNearNPC is used to check range from NPC
  3467. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3468. }
  3469. /*==========================================
  3470. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3471. * Flag:
  3472. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3473. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3474. *------------------------------------------*/
  3475. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3476. {
  3477. struct status_data *status;
  3478. struct map_session_data *sd = NULL;
  3479. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3480. uint16 idx;
  3481. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3482. nullpo_retr(0, bl);
  3483. switch( bl->type )
  3484. {
  3485. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3486. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3487. }
  3488. status = status_get_status_data(bl);
  3489. if ((idx = skill_get_index(skill_id)) == 0)
  3490. return 0;
  3491. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3492. // Requirements
  3493. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3494. {
  3495. itemid[i] = skill_db[idx]->require.itemid[i];
  3496. amount[i] = skill_db[idx]->require.amount[i];
  3497. }
  3498. hp = skill_db[idx]->require.hp[skill_lv - 1];
  3499. sp = skill_db[idx]->require.sp[skill_lv - 1];
  3500. hp_rate = skill_db[idx]->require.hp_rate[skill_lv - 1];
  3501. sp_rate = skill_db[idx]->require.sp_rate[skill_lv - 1];
  3502. state = skill_db[idx]->require.state;
  3503. if ((mhp = skill_db[idx]->require.mhp[skill_lv - 1]) > 0)
  3504. hp += (status->max_hp * mhp) / 100;
  3505. if( hp_rate > 0 )
  3506. hp += (status->hp * hp_rate) / 100;
  3507. else
  3508. hp += (status->max_hp * (-hp_rate)) / 100;
  3509. if( sp_rate > 0 )
  3510. sp += (status->sp * sp_rate) / 100;
  3511. else
  3512. sp += (status->max_sp * (-sp_rate)) / 100;
  3513. if( !(type&2) )
  3514. {
  3515. if( hp > 0 && status->hp <= (unsigned int)hp )
  3516. {
  3517. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3518. return 0;
  3519. }
  3520. if( sp > 0 && status->sp <= (unsigned int)sp )
  3521. {
  3522. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3523. return 0;
  3524. }
  3525. }
  3526. if( !type )
  3527. switch( state )
  3528. {
  3529. case ST_MOVE_ENABLE:
  3530. if( !unit_can_move(bl) )
  3531. {
  3532. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3533. return 0;
  3534. }
  3535. break;
  3536. }
  3537. if( !(type&1) )
  3538. return 1;
  3539. // Check item existences
  3540. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3541. {
  3542. index[i] = -1;
  3543. if( itemid[i] < 1 ) continue; // No item
  3544. index[i] = pc_search_inventory(sd, itemid[i]);
  3545. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  3546. {
  3547. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3548. return 0;
  3549. }
  3550. }
  3551. // Consume items
  3552. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3553. {
  3554. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3555. }
  3556. if( type&2 )
  3557. return 1;
  3558. if( sp || hp )
  3559. status_zap(bl, hp, sp);
  3560. return 1;
  3561. }
  3562. /*==========================================
  3563. *
  3564. *------------------------------------------*/
  3565. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3566. {
  3567. switch (skill_id) {
  3568. case RL_QD_SHOT:
  3569. {
  3570. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3571. struct unit_data *ud = unit_bl2ud(src);
  3572. if (ud && ud->target == target->id)
  3573. return 1;
  3574. }
  3575. }
  3576. case RL_D_TAIL:
  3577. case RL_HAMMER_OF_GOD:
  3578. if (src->type != BL_PC)
  3579. return 0;
  3580. {
  3581. struct status_change *tsc = status_get_sc(target);
  3582. // Only counts marked target with SC_C_MARKER
  3583. if (!tsc || !tsc->data[SC_C_MARKER])
  3584. return 0;
  3585. }
  3586. break;
  3587. }
  3588. return 1;
  3589. }
  3590. /*==========================================
  3591. *
  3592. *------------------------------------------*/
  3593. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  3594. {
  3595. struct block_list *src = map_id2bl(id),*target;
  3596. struct unit_data *ud = unit_bl2ud(src);
  3597. struct skill_timerskill *skl;
  3598. struct skill_unit *unit = NULL;
  3599. int range;
  3600. nullpo_ret(src);
  3601. nullpo_ret(ud);
  3602. skl = ud->skilltimerskill[data];
  3603. nullpo_ret(skl);
  3604. ud->skilltimerskill[data] = NULL;
  3605. do {
  3606. if(src->prev == NULL)
  3607. break; // Source not on Map
  3608. if(skl->target_id) {
  3609. target = map_id2bl(skl->target_id);
  3610. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3611. target = src; //Required since it has to warp.
  3612. if (skl->skill_id == SR_SKYNETBLOW) {
  3613. skill_area_temp[1] = 0;
  3614. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SKILL);
  3615. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  3616. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  3617. break;
  3618. }
  3619. if(target == NULL)
  3620. break; // Target offline?
  3621. if(target->prev == NULL)
  3622. break; // Target not on Map
  3623. if(src->m != target->m)
  3624. break; // Different Maps
  3625. if(status_isdead(src)) {
  3626. switch(skl->skill_id) {
  3627. case WL_CHAINLIGHTNING_ATK:
  3628. case WL_TETRAVORTEX_FIRE:
  3629. case WL_TETRAVORTEX_WATER:
  3630. case WL_TETRAVORTEX_WIND:
  3631. case WL_TETRAVORTEX_GROUND:
  3632. // For SR_FLASHCOMBO
  3633. case SR_DRAGONCOMBO:
  3634. case SR_FALLENEMPIRE:
  3635. case SR_TIGERCANNON:
  3636. case SR_SKYNETBLOW:
  3637. break; // Exceptions
  3638. default:
  3639. continue; // Caster is Dead
  3640. }
  3641. }
  3642. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3643. break;
  3644. switch(skl->skill_id) {
  3645. case KN_AUTOCOUNTER:
  3646. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3647. break;
  3648. case RG_INTIMIDATE:
  3649. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3650. short x,y;
  3651. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3652. if (target != src && !status_isdead(target))
  3653. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3654. }
  3655. break;
  3656. case BA_FROSTJOKER:
  3657. case DC_SCREAM:
  3658. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3659. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3660. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3661. break;
  3662. case PR_LEXDIVINA:
  3663. if (src->type == BL_MOB) {
  3664. // Monsters use the default duration when casting Lex Divina
  3665. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(status_sc2skill(status_skill2sc(skl->skill_id)), 1));
  3666. break;
  3667. }
  3668. // Fall through
  3669. case PR_STRECOVERY:
  3670. case BS_HAMMERFALL:
  3671. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  3672. break;
  3673. case NPC_EARTHQUAKE:
  3674. if( skl->type > 1 )
  3675. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3676. skill_area_temp[0] = map_foreachinallrange(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);
  3677. skill_area_temp[1] = src->id;
  3678. skill_area_temp[2] = 0;
  3679. map_foreachinallrange(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);
  3680. break;
  3681. case WZ_WATERBALL:
  3682. {
  3683. //Get the next waterball cell to consume
  3684. struct s_skill_unit_layout *layout;
  3685. int i;
  3686. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  3687. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  3688. int ux = skl->x + layout->dx[i];
  3689. int uy = skl->y + layout->dy[i];
  3690. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  3691. if (unit)
  3692. break;
  3693. }
  3694. } // Fall through
  3695. case WZ_JUPITEL:
  3696. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3697. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  3698. // Apply canact delay here to prevent hacks (unlimited casting)
  3699. ud->canact_tick = max(tick + status_get_amotion(src), ud->canact_tick);
  3700. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3701. }
  3702. if (unit && !status_isdead(target) && !status_isdead(src)) {
  3703. skill_delunit(unit); // Consume unit for next waterball
  3704. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3705. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  3706. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  3707. } else {
  3708. struct status_change *sc = status_get_sc(src);
  3709. if(sc) {
  3710. if(sc->data[SC_SPIRIT] &&
  3711. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3712. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3713. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3714. }
  3715. }
  3716. break;
  3717. case WL_CHAINLIGHTNING_ATK: {
  3718. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3719. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  3720. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3721. { // Remaining Chains Hit
  3722. struct block_list *nbl = NULL; // Next Target of Chain
  3723. 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.
  3724. splash_target(src), target->id); // Search for a new Target around current one...
  3725. if( nbl == NULL )
  3726. skl->x++;
  3727. else
  3728. skl->x = 0;
  3729. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  3730. }
  3731. }
  3732. break;
  3733. case WL_TETRAVORTEX_FIRE:
  3734. case WL_TETRAVORTEX_WATER:
  3735. case WL_TETRAVORTEX_WIND:
  3736. case WL_TETRAVORTEX_GROUND:
  3737. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3738. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3739. if (skl->type >= 3) { // Final Hit
  3740. if (!status_isdead(target)) { // Final Status Effect
  3741. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3742. applyeffects[4] = { 0, 0, 0, 0 },
  3743. i, j = 0, k = 0;
  3744. for(i = 1; i <= 8; i = i + i) {
  3745. if (skl->x&i) {
  3746. applyeffects[j] = effects[k];
  3747. j++;
  3748. }
  3749. k++;
  3750. }
  3751. if (j) {
  3752. i = applyeffects[rnd()%j];
  3753. status_change_start(src, target, static_cast<sc_type>(i), 10000, skl->skill_lv,
  3754. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3755. (i == SC_BURNING ? src->id : 0), 0,
  3756. (i == SC_BURNING ? 15000 : (i == SC_FREEZING ? 40000 :
  3757. (i == SC_BLEEDING ? 120000 : 5000))), SCSTART_NONE);
  3758. }
  3759. }
  3760. }
  3761. break;
  3762. case WM_REVERBERATION_MELEE:
  3763. case WM_REVERBERATION_MAGIC:
  3764. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  3765. break;
  3766. case SC_FATALMENACE:
  3767. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3768. break;
  3769. case LG_MOONSLASHER:
  3770. case SR_WINDMILL:
  3771. if( target->type == BL_PC ) {
  3772. struct map_session_data *tsd = NULL;
  3773. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3774. pc_setsit(tsd);
  3775. skill_sit(tsd, 1);
  3776. clif_sitting(&tsd->bl);
  3777. }
  3778. }
  3779. break;
  3780. case SR_KNUCKLEARROW:
  3781. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3782. break;
  3783. case GN_SPORE_EXPLOSION:
  3784. clif_skill_damage(src, target, tick, status_get_amotion(src), 0, -30000, 1, skl->skill_id, skl->skill_lv, DMG_SKILL);
  3785. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3786. src, skl->skill_id, skl->skill_lv, tick, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3787. break;
  3788. case CH_PALMSTRIKE:
  3789. {
  3790. struct status_change* tsc = status_get_sc(target);
  3791. struct status_change* sc = status_get_sc(src);
  3792. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3793. ( sc && sc->option&OPTION_HIDE ) ){
  3794. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  3795. break;
  3796. }
  3797. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3798. break;
  3799. }
  3800. // For SR_FLASHCOMBO
  3801. case SR_DRAGONCOMBO:
  3802. case SR_FALLENEMPIRE:
  3803. case SR_TIGERCANNON:
  3804. case SR_SKYNETBLOW:
  3805. if( src->type == BL_PC ) {
  3806. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  3807. break;
  3808. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  3809. }
  3810. break;
  3811. case SU_SV_ROOTTWIST_ATK: {
  3812. struct status_change *tsc = status_get_sc(target);
  3813. if (tsc && tsc->data[SC_SV_ROOTTWIST]) {
  3814. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  3815. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3816. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  3817. }
  3818. }
  3819. break;
  3820. default:
  3821. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3822. break;
  3823. }
  3824. }
  3825. else {
  3826. if(src->m != skl->map)
  3827. break;
  3828. switch( skl->skill_id )
  3829. {
  3830. case GN_CRAZYWEED_ATK:
  3831. {
  3832. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3833. 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);
  3834. }
  3835. case WL_EARTHSTRAIN:
  3836. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3837. break;
  3838. case LG_OVERBRAND_BRANDISH: {
  3839. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3840. int x = src->x, y = src->y;
  3841. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3842. for( i = 0; i < layout->count; i++ )
  3843. 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);
  3844. }
  3845. break;
  3846. case RL_FIRE_RAIN: {
  3847. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3848. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  3849. map_foreachinallarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  3850. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3851. }
  3852. break;
  3853. case NC_MAGMA_ERUPTION:
  3854. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3855. break;
  3856. }
  3857. }
  3858. } while (0);
  3859. //Free skl now that it is no longer needed.
  3860. ers_free(skill_timer_ers, skl);
  3861. return 0;
  3862. }
  3863. /*==========================================
  3864. *
  3865. *------------------------------------------*/
  3866. 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)
  3867. {
  3868. int i;
  3869. struct unit_data *ud;
  3870. nullpo_retr(1, src);
  3871. if (src->prev == NULL)
  3872. return 0;
  3873. ud = unit_bl2ud(src);
  3874. nullpo_retr(1, ud);
  3875. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3876. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3877. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3878. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3879. ud->skilltimerskill[i]->src_id = src->id;
  3880. ud->skilltimerskill[i]->target_id = target;
  3881. ud->skilltimerskill[i]->skill_id = skill_id;
  3882. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3883. ud->skilltimerskill[i]->map = src->m;
  3884. ud->skilltimerskill[i]->x = x;
  3885. ud->skilltimerskill[i]->y = y;
  3886. ud->skilltimerskill[i]->type = type;
  3887. ud->skilltimerskill[i]->flag = flag;
  3888. return 0;
  3889. }
  3890. /*==========================================
  3891. *
  3892. *------------------------------------------*/
  3893. int skill_cleartimerskill (struct block_list *src)
  3894. {
  3895. int i;
  3896. struct unit_data *ud;
  3897. nullpo_ret(src);
  3898. ud = unit_bl2ud(src);
  3899. nullpo_ret(ud);
  3900. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3901. if(ud->skilltimerskill[i]) {
  3902. switch(ud->skilltimerskill[i]->skill_id) {
  3903. case WL_TETRAVORTEX_FIRE:
  3904. case WL_TETRAVORTEX_WATER:
  3905. case WL_TETRAVORTEX_WIND:
  3906. case WL_TETRAVORTEX_GROUND:
  3907. // For SR_FLASHCOMBO
  3908. case SR_DRAGONCOMBO:
  3909. case SR_FALLENEMPIRE:
  3910. case SR_TIGERCANNON:
  3911. case SR_SKYNETBLOW:
  3912. continue;
  3913. }
  3914. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3915. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3916. ud->skilltimerskill[i]=NULL;
  3917. }
  3918. }
  3919. return 1;
  3920. }
  3921. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  3922. struct skill_unit *su = (TBL_SKILL*)bl;
  3923. struct skill_unit_group *sg = NULL;
  3924. nullpo_ret(su);
  3925. if (bl->type != BL_SKILL)
  3926. return 0;
  3927. if (su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION) {
  3928. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3929. su->limit = DIFF_TICK(gettick(), sg->tick);
  3930. sg->unit_id = UNT_USED_TRAPS;
  3931. }
  3932. return 1;
  3933. }
  3934. /**
  3935. * Reveal hidden trap
  3936. **/
  3937. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  3938. {
  3939. TBL_SKILL *su = (TBL_SKILL*)bl;
  3940. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id)&INF2_TRAP) {
  3941. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3942. //clif_changetraplook(bl, su->group->unit_id);
  3943. su->hidden = false;
  3944. skill_getareachar_skillunit_visibilty(su, AREA);
  3945. return 1;
  3946. }
  3947. return 0;
  3948. }
  3949. /**
  3950. * Attempt to reveal trap in area
  3951. * @param src Skill caster
  3952. * @param range Affected range
  3953. * @param x
  3954. * @param y
  3955. * TODO: Remove hardcode usages for this function
  3956. **/
  3957. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  3958. if (!battle_config.traps_setting)
  3959. return;
  3960. nullpo_retv(src);
  3961. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  3962. }
  3963. /*========================================== [Playtester]
  3964. * Process tarot card's effects
  3965. * @param src: Source of the tarot card effect
  3966. * @param target: Target of the tartor card effect
  3967. * @param skill_id: ID of the skill used
  3968. * @param skill_lv: Level of the skill used
  3969. * @param tick: Processing tick time
  3970. * @return Card number
  3971. *------------------------------------------*/
  3972. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int tick)
  3973. {
  3974. int card = 0;
  3975. if (battle_config.tarotcard_equal_chance) {
  3976. //eAthena equal chances
  3977. card = rnd() % 14 + 1;
  3978. }
  3979. else {
  3980. //Official chances
  3981. int rate = rnd() % 100;
  3982. if (rate < 10) card = 1; // THE FOOL
  3983. else if (rate < 20) card = 2; // THE MAGICIAN
  3984. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  3985. else if (rate < 37) card = 4; // THE CHARIOT
  3986. else if (rate < 47) card = 5; // STRENGTH
  3987. else if (rate < 62) card = 6; // THE LOVERS
  3988. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  3989. else if (rate < 69) card = 8; // THE HANGED MAN
  3990. else if (rate < 74) card = 9; // DEATH
  3991. else if (rate < 82) card = 10; // TEMPERANCE
  3992. else if (rate < 83) card = 11; // THE DEVIL
  3993. else if (rate < 85) card = 12; // THE TOWER
  3994. else if (rate < 90) card = 13; // THE STAR
  3995. else card = 14; // THE SUN
  3996. }
  3997. switch (card) {
  3998. case 1: // THE FOOL - heals SP to 0
  3999. {
  4000. status_percent_damage(src, target, 0, 100, false);
  4001. break;
  4002. }
  4003. case 2: // THE MAGICIAN - matk halved
  4004. {
  4005. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4006. break;
  4007. }
  4008. case 3: // THE HIGH PRIESTESS - all buffs removed
  4009. {
  4010. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4011. break;
  4012. }
  4013. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4014. {
  4015. status_fix_damage(src, target, 1000, 0);
  4016. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4017. if (!status_isdead(target))
  4018. {
  4019. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4020. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4021. }
  4022. break;
  4023. }
  4024. case 5: // STRENGTH - atk halved
  4025. {
  4026. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4027. break;
  4028. }
  4029. case 6: // THE LOVERS - 2000HP heal, random teleported
  4030. {
  4031. status_heal(target, 2000, 0, 0);
  4032. if (!map_flag_vs(target->m))
  4033. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4034. break;
  4035. }
  4036. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4037. {
  4038. // Recursive call
  4039. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4040. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4041. break;
  4042. }
  4043. case 8: // THE HANGED MAN - stop, freeze or stoned
  4044. {
  4045. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4046. uint8 rand_eff = rnd() % 3;
  4047. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_sc2skill(sc[rand_eff]), 1));
  4048. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4049. break;
  4050. }
  4051. case 9: // DEATH - curse, coma and poison
  4052. {
  4053. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4054. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4055. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_sc2skill(SC_POISON), 1));
  4056. break;
  4057. }
  4058. case 10: // TEMPERANCE - confusion
  4059. {
  4060. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4061. break;
  4062. }
  4063. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4064. {
  4065. status_fix_damage(src, target, 6666, 0);
  4066. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4067. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4068. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4069. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4070. break;
  4071. }
  4072. case 12: // THE TOWER - 4444 damage
  4073. {
  4074. status_fix_damage(src, target, 4444, 0);
  4075. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4076. break;
  4077. }
  4078. case 13: // THE STAR - stun
  4079. {
  4080. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_sc2skill(SC_STUN), 1));
  4081. break;
  4082. }
  4083. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4084. {
  4085. #ifdef RENEWAL
  4086. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4087. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4088. #endif
  4089. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4090. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4091. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4092. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4093. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4094. return 14; //To make sure a valid number is returned
  4095. }
  4096. }
  4097. return card;
  4098. }
  4099. /*==========================================
  4100. *
  4101. *
  4102. *------------------------------------------*/
  4103. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  4104. {
  4105. struct map_session_data *sd = NULL;
  4106. struct status_data *tstatus;
  4107. struct status_change *sc, *tsc;
  4108. if (skill_id > 0 && !skill_lv) return 0;
  4109. nullpo_retr(1, src);
  4110. nullpo_retr(1, bl);
  4111. if (src->m != bl->m)
  4112. return 1;
  4113. if (bl->prev == NULL)
  4114. return 1;
  4115. sd = BL_CAST(BL_PC, src);
  4116. if (status_isdead(bl))
  4117. return 1;
  4118. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4119. { //GTB makes all targetted magic display miss with a single bolt.
  4120. sc_type sct = status_skill2sc(skill_id);
  4121. if(sct != SC_NONE)
  4122. status_change_end(bl, sct, INVALID_TIMER);
  4123. 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));
  4124. return 1;
  4125. }
  4126. sc = status_get_sc(src);
  4127. tsc = status_get_sc(bl);
  4128. if (sc && !sc->count)
  4129. sc = NULL; //Unneeded
  4130. if (tsc && !tsc->count)
  4131. tsc = NULL;
  4132. tstatus = status_get_status_data(bl);
  4133. map_freeblock_lock();
  4134. switch(skill_id) {
  4135. case MER_CRASH:
  4136. case SM_BASH:
  4137. case MS_BASH:
  4138. case MC_MAMMONITE:
  4139. case TF_DOUBLE:
  4140. case AC_DOUBLE:
  4141. case MA_DOUBLE:
  4142. case AS_SONICBLOW:
  4143. case KN_PIERCE:
  4144. case ML_PIERCE:
  4145. case KN_SPEARBOOMERANG:
  4146. case TF_POISON:
  4147. case TF_SPRINKLESAND:
  4148. case AC_CHARGEARROW:
  4149. case MA_CHARGEARROW:
  4150. case RG_INTIMIDATE:
  4151. case AM_ACIDTERROR:
  4152. case BA_MUSICALSTRIKE:
  4153. case DC_THROWARROW:
  4154. case BA_DISSONANCE:
  4155. case CR_HOLYCROSS:
  4156. case NPC_DARKCROSS:
  4157. case CR_SHIELDCHARGE:
  4158. case CR_SHIELDBOOMERANG:
  4159. case NPC_PIERCINGATT:
  4160. case NPC_MENTALBREAKER:
  4161. case NPC_RANGEATTACK:
  4162. case NPC_CRITICALSLASH:
  4163. case NPC_COMBOATTACK:
  4164. case NPC_GUIDEDATTACK:
  4165. case NPC_POISON:
  4166. case NPC_RANDOMATTACK:
  4167. case NPC_WATERATTACK:
  4168. case NPC_GROUNDATTACK:
  4169. case NPC_FIREATTACK:
  4170. case NPC_WINDATTACK:
  4171. case NPC_POISONATTACK:
  4172. case NPC_HOLYATTACK:
  4173. case NPC_DARKNESSATTACK:
  4174. case NPC_TELEKINESISATTACK:
  4175. case NPC_UNDEADATTACK:
  4176. case NPC_ARMORBRAKE:
  4177. case NPC_WEAPONBRAKER:
  4178. case NPC_HELMBRAKE:
  4179. case NPC_SHIELDBRAKE:
  4180. case NPC_BLINDATTACK:
  4181. case NPC_SILENCEATTACK:
  4182. case NPC_STUNATTACK:
  4183. case NPC_PETRIFYATTACK:
  4184. case NPC_CURSEATTACK:
  4185. case NPC_SLEEPATTACK:
  4186. case LK_AURABLADE:
  4187. case LK_SPIRALPIERCE:
  4188. case ML_SPIRALPIERCE:
  4189. case LK_HEADCRUSH:
  4190. case CG_ARROWVULCAN:
  4191. case HW_MAGICCRASHER:
  4192. case ITM_TOMAHAWK:
  4193. case CH_CHAINCRUSH:
  4194. case CH_TIGERFIST:
  4195. case PA_SHIELDCHAIN: // Shield Chain
  4196. case PA_SACRIFICE:
  4197. case WS_CARTTERMINATION: // Cart Termination
  4198. case AS_VENOMKNIFE:
  4199. case HT_PHANTASMIC:
  4200. case TK_DOWNKICK:
  4201. case TK_COUNTER:
  4202. case GS_CHAINACTION:
  4203. case GS_TRIPLEACTION:
  4204. #ifndef RENEWAL
  4205. case GS_MAGICALBULLET:
  4206. #endif
  4207. case GS_TRACKING:
  4208. case GS_PIERCINGSHOT:
  4209. case GS_RAPIDSHOWER:
  4210. case GS_DUST:
  4211. case GS_DISARM: // Added disarm. [Reddozen]
  4212. case GS_FULLBUSTER:
  4213. case NJ_SYURIKEN:
  4214. case NJ_KUNAI:
  4215. #ifndef RENEWAL
  4216. case ASC_BREAKER:
  4217. #endif
  4218. case HFLI_MOON: //[orn]
  4219. case HFLI_SBR44: //[orn]
  4220. case NPC_BLEEDING:
  4221. case NPC_CRITICALWOUND:
  4222. case NPC_HELLPOWER:
  4223. case RK_SONICWAVE:
  4224. case AB_DUPLELIGHT_MELEE:
  4225. case RA_AIMEDBOLT:
  4226. case NC_AXEBOOMERANG:
  4227. case NC_POWERSWING:
  4228. case NC_MAGMA_ERUPTION:
  4229. case GC_CROSSIMPACT:
  4230. case GC_VENOMPRESSURE:
  4231. case SC_TRIANGLESHOT:
  4232. case SC_FEINTBOMB:
  4233. case LG_BANISHINGPOINT:
  4234. case LG_SHIELDPRESS:
  4235. case LG_RAGEBURST:
  4236. case LG_RAYOFGENESIS:
  4237. case LG_HESPERUSLIT:
  4238. case LG_OVERBRAND:
  4239. case LG_OVERBRAND_BRANDISH:
  4240. case SR_FALLENEMPIRE:
  4241. case SR_CRESCENTELBOW_AUTOSPELL:
  4242. case SR_GATEOFHELL:
  4243. case SR_GENTLETOUCH_QUIET:
  4244. case WM_SEVERE_RAINSTORM_MELEE:
  4245. case WM_GREAT_ECHO:
  4246. case GN_SLINGITEM_RANGEMELEEATK:
  4247. case KO_SETSUDAN:
  4248. case RL_MASS_SPIRAL:
  4249. case RL_BANISHING_BUSTER:
  4250. case RL_SLUGSHOT:
  4251. case RL_AM_BLAST:
  4252. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4253. break;
  4254. case NC_BOOSTKNUCKLE:
  4255. case NC_PILEBUNKER:
  4256. case NC_COLDSLOWER:
  4257. if (sd)
  4258. pc_overheat(sd, 1);
  4259. case MO_TRIPLEATTACK:
  4260. case RK_WINDCUTTER:
  4261. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4262. break;
  4263. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  4264. switch( rnd()%6 ){
  4265. case 0: flag |= BREAK_ANKLE; break;
  4266. case 1: flag |= BREAK_WRIST; break;
  4267. case 2: flag |= BREAK_KNEE; break;
  4268. case 3: flag |= BREAK_SHOULDER; break;
  4269. case 4: flag |= BREAK_WAIST; break;
  4270. case 5: flag |= BREAK_NECK; break;
  4271. }
  4272. //TODO: is there really no cleaner way to do this?
  4273. sc = status_get_sc(bl);
  4274. if (sc) sc->jb_flag = flag;
  4275. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4276. break;
  4277. case MO_COMBOFINISH:
  4278. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  4279. { //Becomes a splash attack when Soul Linked.
  4280. map_foreachinshootrange(skill_area_sub, bl,
  4281. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4282. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4283. skill_castend_damage_id);
  4284. } else
  4285. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4286. break;
  4287. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4288. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4289. skill_area_temp[1] = 0;
  4290. map_foreachinshootrange(skill_attack_area, src,
  4291. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4292. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4293. break;
  4294. case KN_CHARGEATK:
  4295. {
  4296. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4297. unsigned int dist = distance_bl(src, bl);
  4298. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4299. // teleport to target (if not on WoE grounds)
  4300. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4301. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4302. // cause damage and knockback if the path to target was a straight one
  4303. if (path) {
  4304. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist))
  4305. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4306. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4307. // make the caster look in the direction of the target
  4308. unit_setdir(src, (dir+4)%8);
  4309. }
  4310. }
  4311. break;
  4312. case NC_FLAMELAUNCHER:
  4313. if (sd) pc_overheat(sd,1);
  4314. case LG_CANNONSPEAR:
  4315. if(skill_id == LG_CANNONSPEAR)
  4316. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  4317. skill_area_temp[1] = bl->id;
  4318. if (battle_config.skill_eightpath_algorithm) {
  4319. //Use official AoE algorithm
  4320. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4321. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4322. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4323. } else {
  4324. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4325. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4326. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4327. }
  4328. break;
  4329. case SN_SHARPSHOOTING:
  4330. case MA_SHARPSHOOTING:
  4331. case NJ_KAMAITACHI:
  4332. case NPC_ACIDBREATH:
  4333. case NPC_DARKNESSBREATH:
  4334. case NPC_FIREBREATH:
  4335. case NPC_ICEBREATH:
  4336. case NPC_THUNDERBREATH:
  4337. skill_area_temp[1] = bl->id;
  4338. if (battle_config.skill_eightpath_algorithm) {
  4339. //Use official AoE algorithm
  4340. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4341. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4342. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4343. //These skills hit at least the target if the AoE doesn't hit
  4344. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4345. }
  4346. } else {
  4347. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4348. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4349. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4350. }
  4351. if (skill_id == SN_SHARPSHOOTING)
  4352. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4353. break;
  4354. case MO_INVESTIGATE:
  4355. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4356. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4357. break;
  4358. case RG_BACKSTAP:
  4359. {
  4360. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4361. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  4362. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4363. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4364. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4365. unit_setdir(bl,dir);
  4366. }
  4367. else if (sd)
  4368. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4369. }
  4370. break;
  4371. case MO_FINGEROFFENSIVE:
  4372. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4373. if (battle_config.finger_offensive_type && sd) {
  4374. int i;
  4375. for (i = 1; i < sd->spiritball_old; i++)
  4376. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4377. }
  4378. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4379. break;
  4380. case MO_CHAINCOMBO:
  4381. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4382. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4383. break;
  4384. #ifndef RENEWAL
  4385. case NJ_ISSEN:
  4386. #endif
  4387. case MO_EXTREMITYFIST:
  4388. {
  4389. struct block_list *mbl = bl; // For NJ_ISSEN
  4390. short x, y, i = 2; // Move 2 cells (From target)
  4391. short dir = map_calc_dir(src,bl->x,bl->y);
  4392. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4393. if (skill_id == MO_EXTREMITYFIST) {
  4394. status_set_sp(src, 0, 0);
  4395. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  4396. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4397. #ifdef RENEWAL
  4398. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4399. #endif
  4400. } else {
  4401. status_set_hp(src, 1, 0);
  4402. status_change_end(src, SC_NEN, INVALID_TIMER);
  4403. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4404. }
  4405. if (skill_id == MO_EXTREMITYFIST) {
  4406. mbl = src; // For MO_EXTREMITYFIST
  4407. i = 3; // Move 3 cells (From caster)
  4408. }
  4409. if (dir > 0 && dir < 4)
  4410. x = -i;
  4411. else if (dir > 4)
  4412. x = i;
  4413. else
  4414. x = 0;
  4415. if (dir > 2 && dir < 6)
  4416. y = -i;
  4417. else if (dir == 7 || dir < 2)
  4418. y = i;
  4419. else
  4420. y = 0;
  4421. // Ashura Strike still has slide effect in GVG
  4422. if ((mbl == src || (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground)) &&
  4423. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4424. clif_blown(src);
  4425. clif_spiritball(src);
  4426. }
  4427. }
  4428. break;
  4429. case HT_POWER:
  4430. if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT )
  4431. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4432. break;
  4433. case SU_PICKYPECK:
  4434. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4435. case SU_BITE:
  4436. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4437. if (status_get_lv(src) > 29 && (rnd() % 100 < (int)((status_get_lv(src) / 30) * 10 + 10)))
  4438. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4439. break;
  4440. case SU_SVG_SPIRIT:
  4441. skill_area_temp[1] = bl->id;
  4442. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4443. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4444. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4445. break;
  4446. //Splash attack skills.
  4447. case AS_GRIMTOOTH:
  4448. case MC_CARTREVOLUTION:
  4449. case NPC_SPLASHATTACK:
  4450. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4451. case AS_SPLASHER:
  4452. case HT_BLITZBEAT:
  4453. case AC_SHOWER:
  4454. case MA_SHOWER:
  4455. case MG_NAPALMBEAT:
  4456. case MG_FIREBALL:
  4457. case RG_RAID:
  4458. case HW_NAPALMVULCAN:
  4459. case NJ_HUUMA:
  4460. case ASC_METEORASSAULT:
  4461. case GS_SPREADATTACK:
  4462. case NPC_EARTHQUAKE:
  4463. case NPC_PULSESTRIKE:
  4464. case NPC_HELLJUDGEMENT:
  4465. case NPC_VAMPIRE_GIFT:
  4466. case NPC_MAXPAIN_ATK:
  4467. case RK_IGNITIONBREAK:
  4468. case AB_JUDEX:
  4469. case WL_SOULEXPANSION:
  4470. case WL_CRIMSONROCK:
  4471. case WL_JACKFROST:
  4472. case RA_ARROWSTORM:
  4473. case RA_WUGDASH:
  4474. case NC_VULCANARM:
  4475. case NC_SELFDESTRUCTION:
  4476. case NC_AXETORNADO:
  4477. case GC_ROLLINGCUTTER:
  4478. case GC_COUNTERSLASH:
  4479. case LG_MOONSLASHER:
  4480. case LG_EARTHDRIVE:
  4481. case SR_RAMPAGEBLASTER:
  4482. case SR_SKYNETBLOW:
  4483. case SR_WINDMILL:
  4484. case SR_RIDEINLIGHTNING:
  4485. case WM_REVERBERATION_MELEE:
  4486. case WM_REVERBERATION_MAGIC:
  4487. case SO_VARETYR_SPEAR:
  4488. case GN_CART_TORNADO:
  4489. case GN_CARTCANNON:
  4490. case GN_DEMONIC_FIRE:
  4491. case GN_FIRE_EXPANSION_ACID:
  4492. case KO_HAPPOKUNAI:
  4493. case KO_HUUMARANKA:
  4494. case KO_MUCHANAGE:
  4495. case KO_BAKURETSU:
  4496. case GN_ILLUSIONDOPING:
  4497. case RL_FIREDANCE:
  4498. case RL_S_STORM:
  4499. case RL_R_TRIP:
  4500. case MH_XENO_SLASHER:
  4501. case NC_ARMSCANNON:
  4502. case SU_SCRATCH:
  4503. case SU_LUNATICCARROTBEAT:
  4504. if( flag&1 ) {//Recursive invocation
  4505. int sflag = skill_area_temp[0] & 0xFFF;
  4506. int heal = 0;
  4507. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  4508. break; // Under Hovering characters are immune to select trap and ground target skills.
  4509. if( flag&SD_LEVEL )
  4510. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4511. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  4512. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4513. switch(skill_id) {
  4514. case SR_SKYNETBLOW:
  4515. if (flag&8)
  4516. sflag |= 8; // Give Combo state bonus damage (if active) to all targets in splash
  4517. break;
  4518. }
  4519. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4520. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  4521. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4522. status_heal(src,heal,0,0);
  4523. }
  4524. if (skill_id == SU_SCRATCH && status_get_lv(src) > 29 && (rnd() % 100 < (int)((status_get_lv(src) / 30) * 10 + 10)))
  4525. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4526. } else {
  4527. int starget = BL_CHAR|BL_SKILL;
  4528. skill_area_temp[0] = 0;
  4529. skill_area_temp[1] = bl->id;
  4530. skill_area_temp[2] = 0;
  4531. switch ( skill_id ) {
  4532. case SU_LUNATICCARROTBEAT:
  4533. skill_area_temp[3] = 0;
  4534. case LG_EARTHDRIVE:
  4535. case GN_CARTCANNON:
  4536. case SU_SCRATCH:
  4537. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4538. break;
  4539. case LG_MOONSLASHER:
  4540. case MH_XENO_SLASHER:
  4541. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  4542. break;
  4543. case NPC_EARTHQUAKE: //FIXME: Isn't EarthQuake a ground skill after all?
  4544. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  4545. break;
  4546. case WM_REVERBERATION_MELEE:
  4547. case WM_REVERBERATION_MAGIC:
  4548. skill_area_temp[1] = 0;
  4549. starget = splash_target(src);
  4550. break;
  4551. case WL_CRIMSONROCK:
  4552. skill_area_temp[4] = bl->x;
  4553. skill_area_temp[5] = bl->y;
  4554. break;
  4555. case NC_ARMSCANNON:
  4556. starget = splash_target(src);
  4557. case NC_VULCANARM:
  4558. if (sd)
  4559. pc_overheat(sd, 1);
  4560. break;
  4561. }
  4562. // if skill damage should be split among targets, count them
  4563. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4564. //special case: Venom Splasher uses a different range for searching than for splashing
  4565. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  4566. skill_area_temp[0] = map_foreachinallrange(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);
  4567. // recursive invocation of skill_castend_damage_id() with flag|1
  4568. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4569. if (sd && skill_id == SU_LUNATICCARROTBEAT) {
  4570. short item_idx = pc_search_inventory(sd, ITEMID_CARROT);
  4571. if (item_idx >= 0) {
  4572. pc_delitem(sd, item_idx, 1, 0, 1, LOG_TYPE_CONSUME);
  4573. skill_area_temp[3] = 1;
  4574. }
  4575. }
  4576. if (skill_id == RA_ARROWSTORM)
  4577. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4578. if( skill_id == AS_SPLASHER ) {
  4579. map_freeblock_unlock(); // Don't consume a second gemstone.
  4580. return 0;
  4581. }
  4582. }
  4583. break;
  4584. //Place units around target
  4585. case NJ_BAKUENRYU:
  4586. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4587. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  4588. break;
  4589. case WL_COMET:
  4590. case NPC_COMET:
  4591. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  4592. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4593. break;
  4594. case SM_MAGNUM:
  4595. case MS_MAGNUM:
  4596. if( flag&1 ) {
  4597. // For players, damage depends on distance, so add it to flag if it is > 1
  4598. // Cannot hit hidden targets
  4599. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  4600. }
  4601. break;
  4602. case KN_BRANDISHSPEAR:
  4603. case ML_BRANDISH:
  4604. //Coded apart for it needs the flag passed to the damage calculation.
  4605. if (skill_area_temp[1] != bl->id)
  4606. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4607. else
  4608. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4609. break;
  4610. case KN_BOWLINGBASH:
  4611. case MS_BOWLINGBASH:
  4612. {
  4613. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4614. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4615. c = (skill_lv-(flag&0xFFF)+1)/2;
  4616. // Determine the Bowling Bash area depending on configuration
  4617. if (battle_config.bowling_bash_area == 0) {
  4618. // Gutter line system
  4619. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4620. if(min_x < 0) min_x = 0;
  4621. max_x = min_x + 39;
  4622. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4623. if(min_y < 0) min_y = 0;
  4624. max_y = min_y + 39;
  4625. } else if (battle_config.bowling_bash_area == 1) {
  4626. // Gutter line system without demi gutter bug
  4627. min_x = src->x - (src->x)%40;
  4628. max_x = min_x + 39;
  4629. min_y = src->y - (src->y)%40;
  4630. max_y = min_y + 39;
  4631. } else {
  4632. // Area around caster
  4633. min_x = src->x - battle_config.bowling_bash_area;
  4634. max_x = src->x + battle_config.bowling_bash_area;
  4635. min_y = src->y - battle_config.bowling_bash_area;
  4636. max_y = src->y + battle_config.bowling_bash_area;
  4637. }
  4638. // Initialization, break checks, direction
  4639. if((flag&0xFFF) > 0) {
  4640. // Ignore monsters outside area
  4641. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4642. break;
  4643. // Ignore monsters already in list
  4644. if(idb_exists(bowling_db, bl->id))
  4645. break;
  4646. // Random direction
  4647. dir = rnd()%8;
  4648. } else {
  4649. // Create an empty list of already hit targets
  4650. db_clear(bowling_db);
  4651. // Direction is walkpath
  4652. dir = (unit_getdir(src)+4)%8;
  4653. }
  4654. // Add current target to the list of already hit targets
  4655. idb_put(bowling_db, bl->id, bl);
  4656. // Keep moving target in direction square by square
  4657. tx = bl->x;
  4658. ty = bl->y;
  4659. for(i=0;i<c;i++) {
  4660. // Target coordinates (get changed even if knockback fails)
  4661. tx -= dirx[dir];
  4662. ty -= diry[dir];
  4663. // If target cell is a wall then break
  4664. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4665. break;
  4666. skill_blown(src,bl,1,dir,BLOWN_NONE);
  4667. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4668. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4669. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4670. (map_foreachinallarea(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))) {
  4671. // Recursive call
  4672. map_foreachinallarea(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);
  4673. // Self-collision
  4674. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4675. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4676. break;
  4677. }
  4678. }
  4679. // Original hit or chain hit depending on flag
  4680. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4681. }
  4682. break;
  4683. case KN_SPEARSTAB:
  4684. if(flag&1) {
  4685. if (bl->id==skill_area_temp[1])
  4686. break;
  4687. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4688. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4689. } else {
  4690. int x=bl->x,y=bl->y,i,dir;
  4691. dir = map_calc_dir(bl,src->x,src->y);
  4692. skill_area_temp[1] = bl->id;
  4693. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4694. // all the enemies between the caster and the target are hit, as well as the target
  4695. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4696. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4697. for (i=0;i<4;i++) {
  4698. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4699. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4700. x += dirx[dir];
  4701. y += diry[dir];
  4702. }
  4703. }
  4704. break;
  4705. case TK_TURNKICK:
  4706. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4707. {
  4708. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4709. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4710. map_foreachinallrange(skill_area_sub,bl,
  4711. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4712. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4713. skill_castend_nodamage_id);
  4714. }
  4715. break;
  4716. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4717. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4718. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  4719. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4720. break;
  4721. case PR_TURNUNDEAD:
  4722. case ALL_RESURRECTION:
  4723. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4724. break;
  4725. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4726. break;
  4727. case AL_HOLYLIGHT:
  4728. status_change_end(bl, SC_P_ALTER, INVALID_TIMER);
  4729. case MG_SOULSTRIKE:
  4730. case NPC_DARKSTRIKE:
  4731. case MG_COLDBOLT:
  4732. case MG_FIREBOLT:
  4733. case MG_LIGHTNINGBOLT:
  4734. case WZ_EARTHSPIKE:
  4735. case AL_HEAL:
  4736. case NPC_DARKTHUNDER:
  4737. case PR_ASPERSIO:
  4738. case MG_FROSTDIVER:
  4739. case WZ_SIGHTBLASTER:
  4740. case WZ_SIGHTRASHER:
  4741. case NJ_KOUENKA:
  4742. case NJ_HYOUSENSOU:
  4743. case NJ_HUUJIN:
  4744. case AB_ADORAMUS:
  4745. case AB_RENOVATIO:
  4746. case AB_HIGHNESSHEAL:
  4747. case AB_DUPLELIGHT_MAGIC:
  4748. case WM_METALICSOUND:
  4749. case KO_KAIHOU:
  4750. case MH_ERASER_CUTTER:
  4751. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4752. break;
  4753. case NPC_MAGICALATTACK:
  4754. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4755. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4756. break;
  4757. case HVAN_CAPRICE: //[blackhole89]
  4758. {
  4759. int ran=rnd()%4;
  4760. int sid = 0;
  4761. switch(ran)
  4762. {
  4763. case 0: sid=MG_COLDBOLT; break;
  4764. case 1: sid=MG_FIREBOLT; break;
  4765. case 2: sid=MG_LIGHTNINGBOLT; break;
  4766. case 3: sid=WZ_EARTHSPIKE; break;
  4767. }
  4768. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4769. }
  4770. break;
  4771. case WZ_WATERBALL:
  4772. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  4773. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  4774. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  4775. break;
  4776. case WZ_JUPITEL:
  4777. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  4778. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  4779. break;
  4780. case PR_BENEDICTIO:
  4781. //Should attack undead and demons. [Skotlex]
  4782. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4783. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4784. break;
  4785. case SL_SMA:
  4786. status_change_end(src, SC_SMA, INVALID_TIMER);
  4787. case SL_STIN:
  4788. case SL_STUN:
  4789. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4790. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4791. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4792. break;
  4793. }
  4794. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4795. break;
  4796. case NPC_DARKBREATH:
  4797. clif_emotion(src,ET_ANGER);
  4798. case SN_FALCONASSAULT:
  4799. case PA_PRESSURE:
  4800. case CR_ACIDDEMONSTRATION:
  4801. case TF_THROWSTONE:
  4802. #ifdef RENEWAL
  4803. case ASC_BREAKER:
  4804. #endif
  4805. case NPC_SMOKING:
  4806. case GS_FLING:
  4807. case NJ_ZENYNAGE:
  4808. case GN_THORNS_TRAP:
  4809. case GN_HELLS_PLANT_ATK:
  4810. case RL_B_TRAP:
  4811. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4812. break;
  4813. #ifdef RENEWAL
  4814. case NJ_ISSEN: {
  4815. short x, y;
  4816. short dir = map_calc_dir(src, bl->x, bl->y);
  4817. // Move 2 cells (From target)
  4818. if (dir > 0 && dir < 4)
  4819. x = -2;
  4820. else if (dir > 4)
  4821. x = 2;
  4822. else
  4823. x = 0;
  4824. if (dir > 2 && dir < 6)
  4825. y = -2;
  4826. else if (dir == 7 || dir < 2)
  4827. y = 2;
  4828. else
  4829. y = 0;
  4830. // Doesn't have slide effect in GVG
  4831. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  4832. clif_blown(src);
  4833. clif_spiritball(src);
  4834. }
  4835. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4836. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  4837. status_change_end(src, SC_NEN, INVALID_TIMER);
  4838. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4839. }
  4840. break;
  4841. #endif
  4842. case RK_DRAGONBREATH_WATER:
  4843. case RK_DRAGONBREATH:
  4844. if( tsc && tsc->data[SC_HIDING] )
  4845. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4846. else
  4847. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4848. break;
  4849. case NPC_SELFDESTRUCTION:
  4850. if( tsc && tsc->data[SC_HIDING] )
  4851. break;
  4852. case HVAN_EXPLOSION:
  4853. if (src != bl)
  4854. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4855. break;
  4856. // Celest
  4857. case PF_SOULBURN:
  4858. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4859. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4860. if (skill_lv == 5)
  4861. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4862. status_percent_damage(src, bl, 0, 100, false);
  4863. } else {
  4864. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4865. if (skill_lv == 5)
  4866. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4867. status_percent_damage(src, src, 0, 100, false);
  4868. }
  4869. break;
  4870. case NPC_BLOODDRAIN:
  4871. case NPC_ENERGYDRAIN:
  4872. {
  4873. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4874. src, src, bl, skill_id, skill_lv, tick, flag);
  4875. if (heal > 0){
  4876. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4877. status_heal(src, heal, 0, 0);
  4878. }
  4879. }
  4880. break;
  4881. case GS_BULLSEYE:
  4882. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4883. break;
  4884. case NJ_KASUMIKIRI:
  4885. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4886. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4887. break;
  4888. case NJ_KIRIKAGE:
  4889. if( !map_flag_gvg2(src->m) && !map[src->m].flag.battleground )
  4890. { //You don't move on GVG grounds.
  4891. short x, y;
  4892. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4893. if (unit_movepos(src, x, y, 0, 0)) {
  4894. clif_blown(src);
  4895. }
  4896. }
  4897. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4898. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4899. break;
  4900. case RK_HUNDREDSPEAR:
  4901. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4902. if(rnd()%100 < (10 + 3*skill_lv)) {
  4903. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  4904. if( !skill_req )
  4905. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4906. skill_blown(src,bl,6,-1,BLOWN_NONE);
  4907. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4908. }
  4909. break;
  4910. case RK_PHANTOMTHRUST:
  4911. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  4912. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4913. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  4914. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  4915. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4916. break;
  4917. case RK_STORMBLAST:
  4918. if( flag&1 )
  4919. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4920. else {
  4921. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4922. map_foreachinallrange(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);
  4923. }
  4924. break;
  4925. case GC_DARKILLUSION:
  4926. {
  4927. short x, y;
  4928. short dir = map_calc_dir(src,bl->x,bl->y);
  4929. if( dir > 0 && dir < 4) x = 2;
  4930. else if( dir > 4 ) x = -2;
  4931. else x = 0;
  4932. if( dir > 2 && dir < 6 ) y = 2;
  4933. else if( dir == 7 || dir < 2 ) y = -2;
  4934. else y = 0;
  4935. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  4936. clif_blown(src);
  4937. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4938. if( rnd()%100 < 4 * skill_lv )
  4939. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  4940. }
  4941. }
  4942. break;
  4943. case GC_WEAPONCRUSH:
  4944. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  4945. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4946. else if( sd )
  4947. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  4948. break;
  4949. case GC_CROSSRIPPERSLASHER:
  4950. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  4951. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  4952. else
  4953. {
  4954. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4955. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  4956. }
  4957. break;
  4958. case GC_PHANTOMMENACE:
  4959. if (flag&1) { // Only Hits Invisible Targets
  4960. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  4961. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4962. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4963. }
  4964. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  4965. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  4966. }
  4967. break;
  4968. case GC_DARKCROW:
  4969. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4970. sc_start(src, bl, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  4971. break;
  4972. case WL_DRAINLIFE:
  4973. {
  4974. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4975. int rate = 70 + 5 * skill_lv;
  4976. heal = heal * (5 + 5 * skill_lv) / 100;
  4977. if( bl->type == BL_SKILL )
  4978. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4979. if( heal && rnd()%100 < rate )
  4980. {
  4981. status_heal(src, heal, 0, 0);
  4982. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4983. }
  4984. }
  4985. break;
  4986. case WL_TETRAVORTEX:
  4987. if( sd && sc ) { // No SC? No spheres
  4988. int spheres[5] = { 0, 0, 0, 0, 0 },
  4989. positions[5] = {-1,-1,-1,-1,-1 },
  4990. i, j = 0, k, subskill = 0;
  4991. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4992. if( sc->data[i] ) {
  4993. spheres[j] = i;
  4994. positions[j] = sc->data[i]->val2;
  4995. j++;
  4996. }
  4997. // Sphere Sort, this time from new to old
  4998. for( i = 0; i <= j - 2; i++ )
  4999. for( k = i + 1; k <= j - 1; k++ )
  5000. if( positions[i] < positions[k] ) {
  5001. SWAP(positions[i],positions[k]);
  5002. SWAP(spheres[i],spheres[k]);
  5003. }
  5004. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  5005. status_change_end(src, static_cast<sc_type>(spheres[4]), INVALID_TIMER);
  5006. j = 4;
  5007. }
  5008. k = 0;
  5009. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5010. switch( sc->data[spheres[i]]->val1 ) {
  5011. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  5012. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  5013. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  5014. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  5015. }
  5016. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  5017. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  5018. status_change_end(src, static_cast<sc_type>(spheres[i]), INVALID_TIMER);
  5019. }
  5020. }
  5021. break;
  5022. case WL_RELEASE:
  5023. if( sd )
  5024. {
  5025. int i;
  5026. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5027. // Priority is to release SpellBook
  5028. if( sc && sc->data[SC_FREEZE_SP] )
  5029. { // SpellBook
  5030. uint16 pres_skill_id, pres_skill_lv, point, s = 0;
  5031. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  5032. int cooldown;
  5033. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  5034. if( sc->data[i] ) spell[s++] = i;
  5035. if ( s == 0 )
  5036. break;
  5037. i = spell[s==1?0:rnd()%s];// Random select of spell to be released.
  5038. if(sc->data[i] ){// Now extract the data from the preserved spell
  5039. pres_skill_id = sc->data[i]->val1;
  5040. pres_skill_lv = sc->data[i]->val2;
  5041. point = sc->data[i]->val3;
  5042. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER);
  5043. }else //something went wrong :(
  5044. break;
  5045. if( sc->data[SC_FREEZE_SP]->val2 > point )
  5046. sc->data[SC_FREEZE_SP]->val2 -= point;
  5047. else // Last spell to be released
  5048. status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
  5049. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  5050. clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
  5051. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5052. break;
  5053. // Get the requirement for the preserved skill
  5054. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5055. switch( skill_get_casttype(pres_skill_id) )
  5056. {
  5057. case CAST_GROUND:
  5058. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5059. break;
  5060. case CAST_NODAMAGE:
  5061. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5062. break;
  5063. case CAST_DAMAGE:
  5064. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5065. break;
  5066. }
  5067. sd->ud.canact_tick = max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5068. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5069. cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5070. if( cooldown )
  5071. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5072. }
  5073. else
  5074. { // Summon Balls
  5075. int j = 0, k;
  5076. int spheres[5] = { 0, 0, 0, 0, 0 },
  5077. positions[5] = {-1,-1,-1,-1,-1 };
  5078. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  5079. if( sc && sc->data[i] )
  5080. {
  5081. spheres[j] = i;
  5082. positions[j] = sc->data[i]->val2;
  5083. sc->data[i]->val2--; // Prepares for next position
  5084. j++;
  5085. }
  5086. if( j == 0 )
  5087. { // No Spheres
  5088. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  5089. break;
  5090. }
  5091. // Sphere Sort
  5092. for( i = 0; i <= j - 2; i++ )
  5093. for( k = i + 1; k <= j - 1; k++ )
  5094. if( positions[i] > positions[k] )
  5095. {
  5096. SWAP(positions[i],positions[k]);
  5097. SWAP(spheres[i],spheres[k]);
  5098. }
  5099. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  5100. for( i = 0; i < j; i++ )
  5101. {
  5102. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5103. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5104. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  5105. status_change_end(src, static_cast<sc_type>(spheres[i]), INVALID_TIMER); // Eliminate ball
  5106. }
  5107. clif_skill_nodamage(src,bl,skill_id,0,1);
  5108. }
  5109. }
  5110. break;
  5111. case WL_FROSTMISTY:
  5112. // Causes Freezing status through walls.
  5113. 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));
  5114. // Doesn't deal damage through non-shootable walls.
  5115. 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)) )
  5116. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5117. break;
  5118. case WL_HELLINFERNO:
  5119. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5120. skill_addtimerskill(src,tick + 200,bl->id,0,0,skill_id,skill_lv,BF_MAGIC,flag|ELE_DARK);
  5121. break;
  5122. case RA_WUGSTRIKE:
  5123. if( sd && pc_isridingwug(sd) ){
  5124. short x[8]={0,-1,-1,-1,0,1,1,1};
  5125. short y[8]={1,1,0,-1,-1,-1,0,1};
  5126. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5127. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5128. clif_blown(src);
  5129. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5130. }
  5131. break;
  5132. }
  5133. case RA_WUGBITE:
  5134. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5135. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5136. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5137. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5138. break;
  5139. case RA_SENSITIVEKEEN:
  5140. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5141. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5142. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5143. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5144. }
  5145. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5146. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5147. } else {
  5148. struct skill_unit *su = NULL;
  5149. struct skill_unit_group* sg;
  5150. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  5151. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5152. {
  5153. struct item item_tmp;
  5154. memset(&item_tmp,0,sizeof(item_tmp));
  5155. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5156. item_tmp.identify = 1;
  5157. if( item_tmp.nameid )
  5158. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5159. }
  5160. skill_delunit(su);
  5161. }
  5162. }
  5163. break;
  5164. case NC_INFRAREDSCAN:
  5165. if( flag&1 ) {
  5166. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  5167. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  5168. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5169. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  5170. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5171. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5172. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5173. } else {
  5174. map_foreachinallrange(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);
  5175. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5176. if( sd ) pc_overheat(sd,1);
  5177. }
  5178. break;
  5179. case NC_MAGNETICFIELD:
  5180. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  5181. break;
  5182. case SC_FATALMENACE:
  5183. if( flag&1 )
  5184. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5185. else
  5186. {
  5187. short x, y;
  5188. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  5189. // Destination area
  5190. skill_area_temp[4] = x;
  5191. skill_area_temp[5] = y;
  5192. 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);
  5193. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  5194. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  5195. }
  5196. break;
  5197. case LG_PINPOINTATTACK:
  5198. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5199. clif_blown(src);
  5200. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5201. break;
  5202. case LG_SHIELDSPELL:
  5203. if (skill_lv == 1)
  5204. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5205. else if (skill_lv == 2)
  5206. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5207. break;
  5208. case SR_DRAGONCOMBO:
  5209. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5210. break;
  5211. case SR_KNUCKLEARROW:
  5212. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  5213. dir_ka = map_calc_dir(bl, src->x, src->y);
  5214. // Has slide effect
  5215. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5216. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  5217. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  5218. break;
  5219. case SR_HOWLINGOFLION:
  5220. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  5221. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  5222. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  5223. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  5224. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  5225. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  5226. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  5227. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  5228. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  5229. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  5230. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  5231. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  5232. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  5233. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  5234. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  5235. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  5236. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  5237. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  5238. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  5239. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5240. break;
  5241. case SR_EARTHSHAKER:
  5242. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  5243. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5244. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5245. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5246. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5247. } else {
  5248. 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|SD_SPLASH|1, skill_castend_damage_id);
  5249. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5250. }
  5251. break;
  5252. case SR_TIGERCANNON:
  5253. if (flag&1) {
  5254. if (skill_area_temp[1] != bl->id && skill_area_temp[3] == skill_id)
  5255. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5256. } else if (sd) {
  5257. skill_area_temp[1] = bl->id;
  5258. skill_area_temp[3] = skill_id;
  5259. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE && !sc->data[SC_FLASHCOMBO])
  5260. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  5261. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5262. 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|SD_SPLASH|1, skill_castend_damage_id);
  5263. }
  5264. break;
  5265. case SO_POISON_BUSTER:
  5266. if( tsc && tsc->data[SC_POISON] ) {
  5267. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5268. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5269. }
  5270. else if( sd )
  5271. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5272. break;
  5273. case GN_SPORE_EXPLOSION:
  5274. if( flag&1 )
  5275. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5276. else {
  5277. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5278. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  5279. }
  5280. break;
  5281. case KO_JYUMONJIKIRI: {
  5282. short x, y;
  5283. short dir = map_calc_dir(src,bl->x,bl->y);
  5284. if (dir > 0 && dir < 4)
  5285. x = 2;
  5286. else if (dir > 4)
  5287. x = -2;
  5288. else
  5289. x = 0;
  5290. if (dir > 2 && dir < 6)
  5291. y = 2;
  5292. else if (dir == 7 || dir < 2)
  5293. y = -2;
  5294. else
  5295. y = 0;
  5296. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  5297. clif_blown(src);
  5298. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5299. }
  5300. }
  5301. break;
  5302. case EL_FIRE_BOMB:
  5303. case EL_FIRE_WAVE:
  5304. case EL_WATER_SCREW:
  5305. case EL_HURRICANE:
  5306. case EL_TYPOON_MIS:
  5307. if( flag&1 )
  5308. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  5309. else {
  5310. int i = skill_get_splash(skill_id,skill_lv);
  5311. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5312. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5313. if( rnd()%100 < 30 )
  5314. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5315. else
  5316. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5317. }
  5318. break;
  5319. case EL_ROCK_CRUSHER:
  5320. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5321. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5322. if( rnd()%100 < 50 )
  5323. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5324. else
  5325. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  5326. break;
  5327. case EL_STONE_RAIN:
  5328. if( flag&1 )
  5329. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5330. else {
  5331. int i = skill_get_splash(skill_id,skill_lv);
  5332. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5333. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5334. if( rnd()%100 < 30 )
  5335. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5336. else
  5337. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5338. }
  5339. break;
  5340. case EL_FIRE_ARROW:
  5341. case EL_ICE_NEEDLE:
  5342. case EL_WIND_SLASH:
  5343. case EL_STONE_HAMMER:
  5344. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5345. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5346. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5347. break;
  5348. case EL_TIDAL_WEAPON:
  5349. if( src->type == BL_ELEM ) {
  5350. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  5351. struct status_change *tsc_ele = status_get_sc(&ele->bl);
  5352. sc_type type = status_skill2sc(skill_id), type2;
  5353. type2 = static_cast<sc_type>(type - 1);
  5354. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5355. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5356. if( (tsc_ele && tsc_ele->data[type2]) || (tsc && tsc->data[type]) ) {
  5357. elemental_clean_single_effect(ele, skill_id);
  5358. }
  5359. if( rnd()%100 < 50 )
  5360. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5361. else {
  5362. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5363. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  5364. }
  5365. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5366. }
  5367. break;
  5368. //recursive homon skill
  5369. case MH_MAGMA_FLOW:
  5370. case MH_HEILIGE_STANGE:
  5371. if(flag&1){
  5372. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  5373. break;//chance to not trigger atk for magma
  5374. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5375. }
  5376. else
  5377. 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 | SD_SPLASH | 1, skill_castend_damage_id);
  5378. break;
  5379. case MH_STAHL_HORN:
  5380. case MH_NEEDLE_OF_PARALYZE:
  5381. case MH_SONIC_CRAW:
  5382. case MH_MIDNIGHT_FRENZY:
  5383. case MH_SILVERVEIN_RUSH:
  5384. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5385. break;
  5386. case MH_TINDER_BREAKER:
  5387. case MH_CBC:
  5388. case MH_EQC:
  5389. {
  5390. int duration = 0;
  5391. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5392. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  5393. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  5394. clif_blown(src);
  5395. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  5396. } else if (skill_id == MH_EQC && status_bl_has_mode(bl, MD_STATUS_IMMUNE)) {
  5397. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_TOTARGET, 0);
  5398. break;
  5399. }
  5400. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5401. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  5402. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5403. }
  5404. break;
  5405. case RL_H_MINE:
  5406. if (!(flag&1)) {
  5407. // Direct attack
  5408. if (!sd || !sd->flicker) {
  5409. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  5410. 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);
  5411. break;
  5412. }
  5413. // Triggered by RL_FLICKER
  5414. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  5415. // Splash damage around it!
  5416. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  5417. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5418. flag |= 1; // Don't consume requirement
  5419. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  5420. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  5421. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  5422. }
  5423. }
  5424. else
  5425. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5426. if (sd && sd->flicker)
  5427. flag |= 1; // Don't consume requirement
  5428. break;
  5429. case RL_HAMMER_OF_GOD:
  5430. if (!(flag&1)) {
  5431. if (!sd) {
  5432. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5433. break;
  5434. }
  5435. 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);
  5436. } else
  5437. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5438. break;
  5439. case RL_QD_SHOT:
  5440. if (sd)
  5441. status_change_end(&sd->bl, SC_QD_SHOT_READY, INVALID_TIMER);
  5442. case RL_D_TAIL:
  5443. if (!sd || (sd && tsc && tsc->data[SC_C_MARKER])) {
  5444. int sflag = flag;
  5445. if (skill_id == RL_QD_SHOT && skill_area_temp[1] == bl->id )
  5446. break;
  5447. if (flag&1)
  5448. sflag = (skill_area_temp[0]&0xFFF)|(flag&SD_LEVEL ? SD_LEVEL : 0)|(flag&SD_ANIMATION ? SD_ANIMATION : 0);
  5449. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5450. if (sd && skill_id == RL_D_TAIL)
  5451. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5452. }
  5453. break;
  5454. case SU_SCAROFTAROU:
  5455. case SU_SV_STEMSPEAR:
  5456. if (skill_id == SU_SCAROFTAROU)
  5457. sc_start(src, bl, status_skill2sc(skill_id), 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  5458. else {
  5459. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  5460. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  5461. }
  5462. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5463. if (status_get_lv(src) > 29 && (rnd() % 100 < (int)((status_get_lv(src) / 30) * 10 + 10)))
  5464. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag);
  5465. break;
  5466. case 0:/* no skill - basic/normal attack */
  5467. if(sd) {
  5468. if (flag & 3){
  5469. if (bl->id != skill_area_temp[1])
  5470. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5471. } else {
  5472. skill_area_temp[1] = bl->id;
  5473. map_foreachinallrange(skill_area_sub, bl,
  5474. sd->bonus.splash_range, BL_CHAR,
  5475. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5476. skill_castend_damage_id);
  5477. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5478. }
  5479. }
  5480. break;
  5481. default:
  5482. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5483. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5484. 0, abs(skill_get_num(skill_id, skill_lv)),
  5485. skill_id, skill_lv, skill_get_hit(skill_id));
  5486. map_freeblock_unlock();
  5487. return 1;
  5488. }
  5489. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5490. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5491. map_freeblock_unlock();
  5492. if( sd && !(flag&1) )
  5493. {// ensure that the skill last-cast tick is recorded
  5494. sd->canskill_tick = gettick();
  5495. if( sd->state.arrow_atk )
  5496. {// consume arrow on last invocation to this skill.
  5497. battle_consume_ammo(sd, skill_id, skill_lv);
  5498. }
  5499. // perform skill requirement consumption
  5500. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5501. }
  5502. return 0;
  5503. }
  5504. /**
  5505. * Use no-damage skill from 'src' to 'bl
  5506. * @param src Caster
  5507. * @param bl Target of the skill, bl maybe same with src for self skill
  5508. * @param skill_id
  5509. * @param skill_lv
  5510. * @param tick
  5511. * @param flag Various value, &1: Recursive effect
  5512. **/
  5513. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  5514. {
  5515. struct map_session_data *sd, *dstsd;
  5516. struct mob_data *md, *dstmd;
  5517. struct homun_data *hd;
  5518. struct mercenary_data *mer;
  5519. struct status_data *sstatus, *tstatus;
  5520. struct status_change *tsc;
  5521. struct status_change_entry *tsce;
  5522. int i = 0;
  5523. enum sc_type type;
  5524. if(skill_id > 0 && !skill_lv) return 0; // celest
  5525. nullpo_retr(1, src);
  5526. nullpo_retr(1, bl);
  5527. if (src->m != bl->m)
  5528. return 1;
  5529. sd = BL_CAST(BL_PC, src);
  5530. hd = BL_CAST(BL_HOM, src);
  5531. md = BL_CAST(BL_MOB, src);
  5532. mer = BL_CAST(BL_MER, src);
  5533. dstsd = BL_CAST(BL_PC, bl);
  5534. dstmd = BL_CAST(BL_MOB, bl);
  5535. if(bl->prev == NULL)
  5536. return 1;
  5537. if(status_isdead(src))
  5538. return 1;
  5539. if( src != bl && status_isdead(bl) ) {
  5540. switch( skill_id ) { // Skills that may be cast on dead targets
  5541. case NPC_WIDESOULDRAIN:
  5542. case PR_REDEMPTIO:
  5543. case ALL_RESURRECTION:
  5544. case WM_DEADHILLHERE:
  5545. case WE_ONEFOREVER:
  5546. break;
  5547. default:
  5548. return 1;
  5549. }
  5550. }
  5551. tstatus = status_get_status_data(bl);
  5552. sstatus = status_get_status_data(src);
  5553. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5554. switch (skill_id) {
  5555. case HLIF_HEAL: //[orn]
  5556. if (bl->type != BL_HOM) {
  5557. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5558. break ;
  5559. }
  5560. case AL_HEAL:
  5561. case ALL_RESURRECTION:
  5562. case PR_ASPERSIO:
  5563. case AB_RENOVATIO:
  5564. case AB_HIGHNESSHEAL:
  5565. //Apparently only player casted skills can be offensive like this.
  5566. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5567. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5568. //Offensive heal does not works on non-enemies. [Skotlex]
  5569. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5570. return 0;
  5571. }
  5572. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5573. }
  5574. break;
  5575. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5576. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5577. case MH_STEINWAND: {
  5578. struct block_list *s_src = battle_get_master(src);
  5579. short ret = 0;
  5580. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5581. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5582. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5583. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5584. if (hd)
  5585. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5586. return ret;
  5587. }
  5588. break;
  5589. default:
  5590. //Skill is actually ground placed.
  5591. if (src == bl && skill_get_unit_id(skill_id,0))
  5592. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5593. }
  5594. type = status_skill2sc(skill_id);
  5595. tsc = status_get_sc(bl);
  5596. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5597. if (src!=bl && type > -1 &&
  5598. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  5599. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5600. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5601. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5602. map_freeblock_lock();
  5603. switch(skill_id)
  5604. {
  5605. case HLIF_HEAL: //[orn]
  5606. case AL_HEAL:
  5607. case AB_HIGHNESSHEAL:
  5608. {
  5609. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5610. int heal_get_jobexp;
  5611. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  5612. heal = 0;
  5613. if( tsc && tsc->count ) {
  5614. if( tsc->data[SC_KAITE] && !status_has_mode(sstatus,MD_STATUS_IMMUNE) ) { //Bounce back heal
  5615. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5616. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5617. if (src == bl)
  5618. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5619. else {
  5620. bl = src;
  5621. dstsd = sd;
  5622. }
  5623. }
  5624. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5625. heal = 0; //Needed so that it actually displays 0 when healing.
  5626. }
  5627. if (skill_id == AL_HEAL)
  5628. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  5629. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5630. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5631. heal = ~heal + 1;
  5632. heal_get_jobexp = status_heal(bl,heal,0,0);
  5633. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5634. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5635. if (heal_get_jobexp <= 0)
  5636. heal_get_jobexp = 1;
  5637. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  5638. }
  5639. }
  5640. break;
  5641. case PR_REDEMPTIO:
  5642. if (sd && !(flag&1)) {
  5643. if (sd->status.party_id == 0) {
  5644. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5645. break;
  5646. }
  5647. skill_area_temp[0] = 0;
  5648. party_foreachsamemap(skill_area_sub,
  5649. sd,skill_get_splash(skill_id, skill_lv),
  5650. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5651. skill_castend_nodamage_id);
  5652. if (skill_area_temp[0] == 0) {
  5653. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5654. break;
  5655. }
  5656. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  5657. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty && battle_config.exp_cost_redemptio) { //Apply penalty
  5658. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  5659. pc_lostexp(sd, u32min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  5660. }
  5661. status_set_hp(src, 1, 0);
  5662. status_set_sp(src, 0, 0);
  5663. break;
  5664. } else if (status_isdead(bl) && flag&1) { //Revive
  5665. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5666. skill_lv = 3; //Resurrection level 3 is used
  5667. } else //Invalid target, skip resurrection.
  5668. break;
  5669. case ALL_RESURRECTION:
  5670. if(sd && (map_flag_gvg2(bl->m) || map[bl->m].flag.battleground))
  5671. { //No reviving in WoE grounds!
  5672. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5673. break;
  5674. }
  5675. if (!status_isdead(bl))
  5676. break;
  5677. {
  5678. int per = 0, sper = 0;
  5679. if (tsc && tsc->data[SC_HELLPOWER]) {
  5680. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  5681. break;
  5682. }
  5683. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  5684. break;
  5685. switch(skill_lv){
  5686. case 1: per=10; break;
  5687. case 2: per=30; break;
  5688. case 3: per=50; break;
  5689. case 4: per=80; break;
  5690. }
  5691. if(dstsd && dstsd->special_state.restart_full_recover)
  5692. per = sper = 100;
  5693. if (status_revive(bl, per, sper))
  5694. {
  5695. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5696. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5697. {
  5698. int exp = 0,jexp = 0;
  5699. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5700. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5701. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5702. if (exp < 1) exp = 1;
  5703. }
  5704. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5705. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5706. if (jexp < 1) jexp = 1;
  5707. }
  5708. if(exp > 0 || jexp > 0)
  5709. pc_gainexp (sd, bl, exp, jexp, 0);
  5710. }
  5711. }
  5712. }
  5713. break;
  5714. case AL_DECAGI:
  5715. case MER_DECAGI:
  5716. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5717. 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)));
  5718. break;
  5719. case AL_CRUCIS:
  5720. if (flag&1)
  5721. 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));
  5722. else {
  5723. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5724. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5725. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5726. }
  5727. break;
  5728. case PR_LEXDIVINA:
  5729. case MER_LEXDIVINA:
  5730. if (tsce)
  5731. status_change_end(bl, type, INVALID_TIMER);
  5732. else
  5733. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  5734. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5735. break;
  5736. case SA_ABRACADABRA:
  5737. if (!skill_abra_count) {
  5738. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5739. break;
  5740. }
  5741. else {
  5742. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = MAX_SKILL_ABRA_DB * 3;
  5743. do {
  5744. i = rnd() % MAX_SKILL_ABRA_DB;
  5745. abra_skill_id = skill_abra_db[i].skill_id;
  5746. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  5747. } while ( checked++ < checked_max &&
  5748. (abra_skill_id == 0 ||
  5749. rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]) );
  5750. if (!skill_get_index(abra_skill_id))
  5751. break;
  5752. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5753. if( sd )
  5754. {// player-casted
  5755. sd->state.abra_flag = 1;
  5756. sd->skillitem = abra_skill_id;
  5757. sd->skillitemlv = abra_skill_lv;
  5758. sd->skillitem_keep_requirement = false;
  5759. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  5760. }
  5761. else
  5762. {// mob-casted
  5763. struct unit_data *ud = unit_bl2ud(src);
  5764. int inf = skill_get_inf(abra_skill_id);
  5765. if (!ud) break;
  5766. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  5767. if (src->type == BL_PET)
  5768. bl = (struct block_list*)((TBL_PET*)src)->master;
  5769. if (!bl) bl = src;
  5770. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  5771. } else { //Assume offensive skills
  5772. int target_id = 0;
  5773. if (ud->target)
  5774. target_id = ud->target;
  5775. else switch (src->type) {
  5776. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  5777. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  5778. }
  5779. if (!target_id)
  5780. break;
  5781. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  5782. bl = map_id2bl(target_id);
  5783. if (!bl) bl = src;
  5784. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  5785. } else
  5786. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  5787. }
  5788. }
  5789. }
  5790. break;
  5791. case SA_COMA:
  5792. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5793. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  5794. break;
  5795. case SA_FULLRECOVERY:
  5796. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5797. if (status_isimmune(bl))
  5798. break;
  5799. status_percent_heal(bl, 100, 100);
  5800. break;
  5801. case NPC_ALLHEAL:
  5802. {
  5803. int heal;
  5804. if( status_isimmune(bl) )
  5805. break;
  5806. heal = status_percent_heal(bl, 100, 0);
  5807. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  5808. if( dstmd )
  5809. { // Reset Damage Logs
  5810. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  5811. dstmd->tdmg = 0;
  5812. }
  5813. }
  5814. break;
  5815. case SA_SUMMONMONSTER:
  5816. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5817. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  5818. break;
  5819. case SA_LEVELUP:
  5820. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5821. if (sd && pc_nextbaseexp(sd))
  5822. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  5823. break;
  5824. case SA_INSTANTDEATH:
  5825. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5826. status_kill(src);
  5827. break;
  5828. case SA_QUESTION:
  5829. clif_emotion(src,ET_QUESTION);
  5830. case SA_GRAVITY:
  5831. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5832. break;
  5833. case SA_CLASSCHANGE:
  5834. case SA_MONOCELL:
  5835. if (dstmd)
  5836. {
  5837. int class_;
  5838. if ( sd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  5839. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5840. break;
  5841. }
  5842. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_ClassChange, 1, 0));
  5843. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5844. mob_class_change(dstmd,class_);
  5845. if( tsc && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  5846. 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 };
  5847. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  5848. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5849. for (i = 0; i < ARRAYLENGTH(scs); i++)
  5850. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  5851. }
  5852. }
  5853. break;
  5854. case SA_DEATH:
  5855. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  5856. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5857. break;
  5858. }
  5859. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5860. status_kill(bl);
  5861. break;
  5862. case SA_REVERSEORCISH:
  5863. case ALL_REVERSEORCISH:
  5864. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5865. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5866. break;
  5867. case SA_FORTUNE:
  5868. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5869. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5870. break;
  5871. case SA_TAMINGMONSTER:
  5872. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5873. if (sd && dstmd && pet_db(dstmd->mob_id)) {
  5874. pet_catch_process1(sd, dstmd->mob_id);
  5875. }
  5876. break;
  5877. case CR_PROVIDENCE:
  5878. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5879. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5880. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5881. map_freeblock_unlock();
  5882. return 1;
  5883. }
  5884. }
  5885. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5886. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5887. break;
  5888. case CG_MARIONETTE:
  5889. {
  5890. struct status_change* sc = status_get_sc(src);
  5891. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5892. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5893. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5894. map_freeblock_unlock();
  5895. return 1;
  5896. }
  5897. if( sc && tsc )
  5898. {
  5899. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5900. {
  5901. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5902. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5903. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5904. }
  5905. else
  5906. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5907. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5908. {
  5909. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5910. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5911. }
  5912. else
  5913. {
  5914. if( sd )
  5915. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5916. map_freeblock_unlock();
  5917. return 1;
  5918. }
  5919. }
  5920. }
  5921. break;
  5922. case RG_CLOSECONFINE:
  5923. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5924. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5925. break;
  5926. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5927. case SA_FROSTWEAPON:
  5928. case SA_LIGHTNINGLOADER:
  5929. case SA_SEISMICWEAPON:
  5930. if (dstsd && dstsd->status.weapon == W_FIST) {
  5931. if (sd)
  5932. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5933. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5934. break;
  5935. }
  5936. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5937. 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)))) {
  5938. if (dstsd){
  5939. short index = dstsd->equip_index[EQI_HAND_R];
  5940. if (index&EQP_WEAPON && dstsd->inventory_data[index]->type == IT_WEAPON)
  5941. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  5942. }
  5943. if (sd)
  5944. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5945. }
  5946. break;
  5947. case PR_ASPERSIO:
  5948. if (sd && dstmd) {
  5949. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5950. break;
  5951. }
  5952. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5953. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5954. break;
  5955. case ITEM_ENCHANTARMS:
  5956. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5957. sc_start2(src,bl,type,100,skill_lv,
  5958. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  5959. break;
  5960. case TK_SEVENWIND:
  5961. switch(skill_get_ele(skill_id,skill_lv)) {
  5962. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  5963. case ELE_WIND : type = SC_WINDWEAPON; break;
  5964. case ELE_WATER : type = SC_WATERWEAPON; break;
  5965. case ELE_FIRE : type = SC_FIREWEAPON; break;
  5966. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  5967. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  5968. case ELE_HOLY : type = SC_ASPERSIO; break;
  5969. }
  5970. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5971. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5972. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5973. break;
  5974. case PR_KYRIE:
  5975. case MER_KYRIE:
  5976. case SU_TUNAPARTY:
  5977. case SU_GROOMING:
  5978. case SU_CHATTERING:
  5979. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5980. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5981. break;
  5982. //Passive Magnum, should had been casted on yourself.
  5983. case SM_MAGNUM:
  5984. case MS_MAGNUM:
  5985. skill_area_temp[1] = 0;
  5986. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  5987. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5988. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  5989. // Initiate 20% of your damage becomes fire element.
  5990. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  5991. if( sd )
  5992. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  5993. else if( bl->type == BL_MER )
  5994. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  5995. break;
  5996. case TK_JUMPKICK:
  5997. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  5998. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  5999. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  6000. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6001. clif_blown(src);
  6002. }
  6003. } else
  6004. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6005. break;
  6006. case AL_INCAGI:
  6007. case AL_BLESSING:
  6008. case MER_INCAGI:
  6009. case MER_BLESSING:
  6010. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  6011. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  6012. break;
  6013. }
  6014. case PR_SLOWPOISON:
  6015. case PR_IMPOSITIO:
  6016. case PR_LEXAETERNA:
  6017. case PR_SUFFRAGIUM:
  6018. case PR_BENEDICTIO:
  6019. case LK_BERSERK:
  6020. case MS_BERSERK:
  6021. case KN_TWOHANDQUICKEN:
  6022. case KN_ONEHAND:
  6023. case MER_QUICKEN:
  6024. case CR_SPEARQUICKEN:
  6025. case CR_REFLECTSHIELD:
  6026. case MS_REFLECTSHIELD:
  6027. case AS_POISONREACT:
  6028. case MC_LOUD:
  6029. case MG_ENERGYCOAT:
  6030. case MO_EXPLOSIONSPIRITS:
  6031. case MO_STEELBODY:
  6032. case MO_BLADESTOP:
  6033. case LK_AURABLADE:
  6034. case LK_PARRYING:
  6035. case MS_PARRYING:
  6036. case LK_CONCENTRATION:
  6037. case WS_CARTBOOST:
  6038. case SN_SIGHT:
  6039. case WS_MELTDOWN:
  6040. case WS_OVERTHRUSTMAX:
  6041. case ST_REJECTSWORD:
  6042. case HW_MAGICPOWER:
  6043. case PF_MEMORIZE:
  6044. case PA_SACRIFICE:
  6045. case ASC_EDP:
  6046. case PF_DOUBLECASTING:
  6047. case SG_SUN_COMFORT:
  6048. case SG_MOON_COMFORT:
  6049. case SG_STAR_COMFORT:
  6050. case GS_MADNESSCANCEL:
  6051. case GS_ADJUSTMENT:
  6052. case GS_INCREASING:
  6053. #ifdef RENEWAL
  6054. case GS_MAGICALBULLET:
  6055. #endif
  6056. case NJ_KASUMIKIRI:
  6057. case NJ_UTSUSEMI:
  6058. case NJ_NEN:
  6059. case NPC_DEFENDER:
  6060. case NPC_MAGICMIRROR:
  6061. case ST_PRESERVE:
  6062. case NPC_INVINCIBLE:
  6063. case NPC_INVINCIBLEOFF:
  6064. case RK_DEATHBOUND:
  6065. case AB_RENOVATIO:
  6066. case AB_EXPIATIO:
  6067. case AB_DUPLELIGHT:
  6068. case AB_SECRAMENT:
  6069. case AB_OFFERTORIUM:
  6070. case NC_ACCELERATION:
  6071. case NC_HOVERING:
  6072. case NC_SHAPESHIFT:
  6073. case WL_MARSHOFABYSS:
  6074. case WL_RECOGNIZEDSPELL:
  6075. case GC_VENOMIMPRESS:
  6076. case SC_DEADLYINFECT:
  6077. case LG_EXEEDBREAK:
  6078. case LG_PRESTIGE:
  6079. case SR_CRESCENTELBOW:
  6080. case SR_LIGHTNINGWALK:
  6081. case GN_CARTBOOST:
  6082. case KO_MEIKYOUSISUI:
  6083. case ALL_ODINS_POWER:
  6084. case ALL_FULL_THROTTLE:
  6085. case RA_UNLIMIT:
  6086. case WL_TELEKINESIS_INTENSE:
  6087. case RL_HEAT_BARREL:
  6088. case RL_P_ALTER:
  6089. case RL_E_CHAIN:
  6090. case SU_FRESHSHRIMP:
  6091. case SU_ARCLOUSEDASH:
  6092. case NPC_MAXPAIN:
  6093. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6094. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6095. break;
  6096. case NPC_HALLUCINATION:
  6097. case NPC_HELLPOWER:
  6098. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6099. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  6100. break;
  6101. case KN_AUTOCOUNTER:
  6102. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6103. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  6104. break;
  6105. case SO_STRIKING:
  6106. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  6107. int bonus = 0;
  6108. if (dstsd) {
  6109. short index = dstsd->equip_index[EQI_HAND_R];
  6110. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6111. bonus = (8 + 2 * skill_lv) * dstsd->inventory_data[index]->wlv;
  6112. }
  6113. if (sd)
  6114. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER) + pc_checkskill(sd, SA_FROSTWEAPON) + pc_checkskill(sd, SA_LIGHTNINGLOADER) + pc_checkskill(sd, SA_SEISMICWEAPON)) * 5;
  6115. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
  6116. } else if (sd)
  6117. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  6118. break;
  6119. case NPC_STOP:
  6120. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6121. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  6122. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  6123. break;
  6124. case HP_ASSUMPTIO:
  6125. if( sd && dstmd )
  6126. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6127. else
  6128. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6129. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6130. break;
  6131. case MG_SIGHT:
  6132. case MER_SIGHT:
  6133. case AL_RUWACH:
  6134. case WZ_SIGHTBLASTER:
  6135. case NPC_WIDESIGHT:
  6136. case NPC_STONESKIN:
  6137. case NPC_ANTIMAGIC:
  6138. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6139. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  6140. break;
  6141. case HLIF_AVOID:
  6142. case HAMI_DEFENCE:
  6143. i = skill_get_time(skill_id,skill_lv);
  6144. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  6145. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  6146. break;
  6147. case NJ_BUNSINJYUTSU:
  6148. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  6149. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6150. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6151. status_change_end(bl, SC_NEN, INVALID_TIMER);
  6152. break;
  6153. /* Was modified to only affect targetted char. [Skotlex]
  6154. case HP_ASSUMPTIO:
  6155. if (flag&1)
  6156. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6157. else
  6158. {
  6159. map_foreachinallrange(skill_area_sub, bl,
  6160. skill_get_splash(skill_id, skill_lv), BL_PC,
  6161. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  6162. skill_castend_nodamage_id);
  6163. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6164. }
  6165. break;
  6166. */
  6167. case SM_ENDURE:
  6168. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6169. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6170. break;
  6171. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  6172. if (sd && dstsd && dstsd->sc.count) {
  6173. if (dstsd->sc.data[SC_FIREWEAPON] ||
  6174. dstsd->sc.data[SC_WATERWEAPON] ||
  6175. dstsd->sc.data[SC_WINDWEAPON] ||
  6176. dstsd->sc.data[SC_EARTHWEAPON] ||
  6177. dstsd->sc.data[SC_SHADOWWEAPON] ||
  6178. dstsd->sc.data[SC_GHOSTWEAPON]
  6179. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  6180. ) {
  6181. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6182. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6183. break;
  6184. }
  6185. }
  6186. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6187. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6188. break;
  6189. case LK_TENSIONRELAX:
  6190. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6191. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  6192. skill_get_time(skill_id,skill_lv)));
  6193. break;
  6194. case MC_CHANGECART:
  6195. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6196. break;
  6197. case MC_CARTDECORATE:
  6198. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6199. if( sd ) {
  6200. clif_SelectCart(sd);
  6201. }
  6202. break;
  6203. case TK_MISSION:
  6204. if (sd) {
  6205. int id;
  6206. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  6207. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  6208. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6209. break;
  6210. }
  6211. id = mob_get_random_id(MOBG_Branch_Of_Dead_Tree,0xF, sd->status.base_level);
  6212. if (!id) {
  6213. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6214. break;
  6215. }
  6216. sd->mission_mobid = id;
  6217. sd->mission_count = 0;
  6218. pc_setglobalreg(sd, add_str("TK_MISSION_ID"), id);
  6219. clif_mission_info(sd, id, 0);
  6220. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6221. }
  6222. break;
  6223. case AC_CONCENTRATION:
  6224. {
  6225. int splash = skill_get_splash(skill_id, skill_lv);
  6226. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6227. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6228. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  6229. map_foreachinallrange( status_change_timer_sub, src,
  6230. splash, BL_CHAR, src, NULL, type, tick);
  6231. }
  6232. break;
  6233. case SM_PROVOKE:
  6234. case SM_SELFPROVOKE:
  6235. case MER_PROVOKE:
  6236. if( status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  6237. map_freeblock_unlock();
  6238. return 1;
  6239. }
  6240. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  6241. if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
  6242. {
  6243. if( sd )
  6244. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6245. map_freeblock_unlock();
  6246. return 0;
  6247. }
  6248. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  6249. unit_skillcastcancel(bl, 2);
  6250. if( tsc && tsc->count )
  6251. {
  6252. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6253. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  6254. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6255. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6256. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  6257. }
  6258. if( dstmd )
  6259. {
  6260. dstmd->state.provoke_flag = src->id;
  6261. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  6262. }
  6263. break;
  6264. case ML_DEVOTION:
  6265. case CR_DEVOTION:
  6266. {
  6267. int count, lv;
  6268. if( !dstsd || (!sd && !mer) )
  6269. { // Only players can be devoted
  6270. if( sd )
  6271. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6272. break;
  6273. }
  6274. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  6275. lv = -lv;
  6276. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  6277. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  6278. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  6279. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  6280. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWER cannot be devoted.
  6281. {
  6282. if( sd )
  6283. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6284. map_freeblock_unlock();
  6285. return 1;
  6286. }
  6287. i = 0;
  6288. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  6289. if( sd )
  6290. { // Player Devoting Player
  6291. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  6292. if( i == count )
  6293. {
  6294. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  6295. if( i == count )
  6296. { // No free slots, skill Fail
  6297. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6298. map_freeblock_unlock();
  6299. return 1;
  6300. }
  6301. }
  6302. sd->devotion[i] = bl->id;
  6303. }
  6304. else
  6305. mer->devotion_flag = 1; // Mercenary Devoting Owner
  6306. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6307. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
  6308. clif_devotion(src, NULL);
  6309. }
  6310. break;
  6311. case MO_CALLSPIRITS:
  6312. if(sd) {
  6313. int limit = skill_lv;
  6314. if( sd->sc.data[SC_RAISINGDRAGON] )
  6315. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6316. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6317. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6318. }
  6319. break;
  6320. case CH_SOULCOLLECT:
  6321. if(sd) {
  6322. int limit = 5;
  6323. if( sd->sc.data[SC_RAISINGDRAGON] )
  6324. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6325. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6326. for (i = 0; i < limit; i++)
  6327. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6328. }
  6329. break;
  6330. case MO_KITRANSLATION:
  6331. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  6332. //Require will define how many spiritballs will be transferred
  6333. struct skill_condition require;
  6334. require = skill_get_requirement(sd,skill_id,skill_lv);
  6335. pc_delspiritball(sd,require.spiritball,0);
  6336. for (i = 0; i < require.spiritball; i++)
  6337. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  6338. } else {
  6339. if(sd)
  6340. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6341. map_freeblock_unlock();
  6342. return 0;
  6343. }
  6344. break;
  6345. case TK_TURNKICK:
  6346. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  6347. if (skill_area_temp[1] != bl->id) {
  6348. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  6349. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  6350. }
  6351. break;
  6352. case MO_ABSORBSPIRITS:
  6353. i = 0;
  6354. if (dstsd && (sd == dstsd || map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)) &&
  6355. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  6356. if (dstsd->spiritball > 0) {
  6357. i = dstsd->spiritball * 7;
  6358. pc_delspiritball(dstsd,dstsd->spiritball,0);
  6359. }
  6360. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  6361. i += dstsd->spiritcharm * 7;
  6362. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  6363. }
  6364. } else if (dstmd && !status_has_mode(tstatus,MD_STATUS_IMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  6365. i = 2 * dstmd->level;
  6366. mob_target(dstmd,src,0);
  6367. }
  6368. if (i) status_heal(src, 0, i, 3);
  6369. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  6370. break;
  6371. case AC_MAKINGARROW:
  6372. if(sd) {
  6373. clif_arrow_create_list(sd);
  6374. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6375. }
  6376. break;
  6377. case AM_PHARMACY:
  6378. if(sd) {
  6379. clif_skill_produce_mix_list(sd,skill_id,22);
  6380. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6381. }
  6382. break;
  6383. case SA_CREATECON:
  6384. if(sd) {
  6385. clif_elementalconverter_list(sd);
  6386. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6387. }
  6388. break;
  6389. case BS_HAMMERFALL:
  6390. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  6391. break;
  6392. case RG_RAID:
  6393. skill_area_temp[1] = 0;
  6394. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6395. map_foreachinrange(skill_area_sub, bl,
  6396. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6397. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6398. skill_castend_damage_id);
  6399. status_change_end(src, SC_HIDING, INVALID_TIMER);
  6400. break;
  6401. //List of self skills that give damage around caster
  6402. case ASC_METEORASSAULT:
  6403. case GS_SPREADATTACK:
  6404. case RK_STORMBLAST:
  6405. case NC_AXETORNADO:
  6406. case GC_COUNTERSLASH:
  6407. case SR_SKYNETBLOW:
  6408. case SR_RAMPAGEBLASTER:
  6409. case SR_HOWLINGOFLION:
  6410. case KO_HAPPOKUNAI:
  6411. case RL_FIREDANCE:
  6412. case RL_R_TRIP:
  6413. {
  6414. struct status_change *sc = status_get_sc(src);
  6415. int starget = BL_CHAR|BL_SKILL;
  6416. if (skill_id == SR_SKYNETBLOW && sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO)
  6417. flag |= 8;
  6418. if (skill_id == SR_HOWLINGOFLION)
  6419. starget = splash_target(src);
  6420. skill_area_temp[1] = 0;
  6421. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6422. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  6423. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6424. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6425. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  6426. }
  6427. break;
  6428. case NC_EMERGENCYCOOL:
  6429. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6430. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  6431. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  6432. break;
  6433. case SR_WINDMILL:
  6434. case GN_CART_TORNADO:
  6435. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6436. case SR_EARTHSHAKER:
  6437. case NC_INFRAREDSCAN:
  6438. case NPC_EARTHQUAKE:
  6439. case NPC_VAMPIRE_GIFT:
  6440. case NPC_HELLJUDGEMENT:
  6441. case NPC_PULSESTRIKE:
  6442. case LG_MOONSLASHER:
  6443. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6444. break;
  6445. case KN_BRANDISHSPEAR:
  6446. case ML_BRANDISH:
  6447. {
  6448. skill_area_temp[1] = bl->id;
  6449. if(skill_lv >= 10)
  6450. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6451. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  6452. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  6453. skill_castend_damage_id);
  6454. if(skill_lv >= 7)
  6455. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6456. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  6457. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  6458. skill_castend_damage_id);
  6459. if(skill_lv >= 4)
  6460. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6461. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  6462. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  6463. skill_castend_damage_id);
  6464. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6465. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  6466. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6467. skill_castend_damage_id);
  6468. }
  6469. break;
  6470. case WZ_SIGHTRASHER:
  6471. //Passive side of the attack.
  6472. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6473. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6474. map_foreachinshootrange(skill_area_sub,src,
  6475. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6476. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  6477. skill_castend_damage_id);
  6478. break;
  6479. case WZ_FROSTNOVA:
  6480. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6481. skill_area_temp[1] = 0;
  6482. map_foreachinshootrange(skill_attack_area, src,
  6483. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6484. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6485. break;
  6486. case HVAN_EXPLOSION: //[orn]
  6487. case NPC_SELFDESTRUCTION:
  6488. //Self Destruction hits everyone in range (allies+enemies)
  6489. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6490. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6491. BCT_ENEMY:BCT_ALL;
  6492. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6493. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6494. map_foreachinshootrange(skill_area_sub, bl,
  6495. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6496. src, skill_id, skill_lv, tick, flag|i,
  6497. skill_castend_damage_id);
  6498. if(map_addblock(src)) {
  6499. map_freeblock_unlock();
  6500. return 1;
  6501. }
  6502. status_damage(src, src, sstatus->max_hp,0,0,1);
  6503. break;
  6504. case AL_ANGELUS:
  6505. case PR_MAGNIFICAT:
  6506. case PR_GLORIA:
  6507. case SN_WINDWALK:
  6508. case CASH_BLESSING:
  6509. case CASH_INCAGI:
  6510. case CASH_ASSUMPTIO:
  6511. case WM_FRIGG_SONG:
  6512. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6513. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6514. else if( sd )
  6515. 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);
  6516. break;
  6517. case MER_MAGNIFICAT:
  6518. if( mer != NULL )
  6519. {
  6520. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6521. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6522. 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);
  6523. else if( mer->master && !(flag&1) )
  6524. 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)));
  6525. }
  6526. break;
  6527. case BS_ADRENALINE:
  6528. case BS_ADRENALINE2:
  6529. case BS_WEAPONPERFECT:
  6530. case BS_OVERTHRUST:
  6531. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6532. int weapontype = skill_get_weapontype(skill_id);
  6533. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  6534. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  6535. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  6536. }
  6537. } else if (sd) {
  6538. party_foreachsamemap(skill_area_sub,
  6539. sd,skill_get_splash(skill_id, skill_lv),
  6540. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6541. skill_castend_nodamage_id);
  6542. }
  6543. break;
  6544. case BS_MAXIMIZE:
  6545. case NV_TRICKDEAD:
  6546. case CR_DEFENDER:
  6547. case ML_DEFENDER:
  6548. case CR_AUTOGUARD:
  6549. case ML_AUTOGUARD:
  6550. case TK_READYSTORM:
  6551. case TK_READYDOWN:
  6552. case TK_READYTURN:
  6553. case TK_READYCOUNTER:
  6554. case TK_DODGE:
  6555. case CR_SHRINK:
  6556. case SG_FUSION:
  6557. case GS_GATLINGFEVER:
  6558. if( tsce )
  6559. {
  6560. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6561. map_freeblock_unlock();
  6562. return 0;
  6563. }
  6564. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6565. break;
  6566. case SL_KAITE:
  6567. case SL_KAAHI:
  6568. case SL_KAIZEL:
  6569. case SL_KAUPE:
  6570. if (sd) {
  6571. if (!dstsd || !(
  6572. (&sd->sc && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  6573. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  6574. dstsd->status.char_id == sd->status.char_id ||
  6575. dstsd->status.char_id == sd->status.partner_id ||
  6576. dstsd->status.char_id == sd->status.child
  6577. )) {
  6578. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  6579. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6580. break;
  6581. }
  6582. }
  6583. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6584. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6585. break;
  6586. case SM_AUTOBERSERK:
  6587. case MER_AUTOBERSERK:
  6588. if( tsce )
  6589. i = status_change_end(bl, type, INVALID_TIMER);
  6590. else
  6591. i = sc_start(src,bl,type,100,skill_lv,60000);
  6592. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6593. break;
  6594. case TF_HIDING:
  6595. case ST_CHASEWALK:
  6596. case KO_YAMIKUMO:
  6597. if (tsce)
  6598. {
  6599. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  6600. map_freeblock_unlock();
  6601. return 0;
  6602. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  6603. //Mado Gear cannot hide
  6604. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6605. map_freeblock_unlock();
  6606. return 0;
  6607. }
  6608. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6609. break;
  6610. case TK_RUN:
  6611. if (tsce)
  6612. {
  6613. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6614. map_freeblock_unlock();
  6615. return 0;
  6616. }
  6617. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  6618. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  6619. clif_walkok(sd); // So aegis has to resend the walk ok.
  6620. break;
  6621. case AS_CLOAKING:
  6622. case GC_CLOAKINGEXCEED:
  6623. case LG_FORCEOFVANGUARD:
  6624. case SC_REPRODUCE:
  6625. case SC_INVISIBILITY:
  6626. case RA_CAMOUFLAGE:
  6627. if (tsce) {
  6628. i = status_change_end(bl, type, INVALID_TIMER);
  6629. if( i )
  6630. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  6631. else if( sd )
  6632. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6633. map_freeblock_unlock();
  6634. return 0;
  6635. }
  6636. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6637. if( i )
  6638. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  6639. else if( sd )
  6640. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6641. break;
  6642. case BD_ADAPTATION:
  6643. if(tsc && tsc->data[SC_DANCING]){
  6644. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6645. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  6646. }
  6647. break;
  6648. case BA_FROSTJOKER:
  6649. case DC_SCREAM:
  6650. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6651. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  6652. if (md) {
  6653. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  6654. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  6655. char temp[70];
  6656. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)]->desc);
  6657. clif_disp_overhead(&md->bl,temp);
  6658. }
  6659. break;
  6660. case BA_PANGVOICE:
  6661. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  6662. break;
  6663. case DC_WINKCHARM:
  6664. if( dstsd )
  6665. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  6666. else
  6667. if( dstmd )
  6668. {
  6669. if( status_get_lv(src) > status_get_lv(bl)
  6670. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  6671. && !status_has_mode(tstatus,MD_STATUS_IMMUNE) )
  6672. 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)));
  6673. else
  6674. {
  6675. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6676. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6677. }
  6678. }
  6679. break;
  6680. case TF_STEAL:
  6681. if(sd) {
  6682. if(pc_steal_item(sd,bl,skill_lv))
  6683. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6684. else
  6685. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6686. }
  6687. break;
  6688. case RG_STEALCOIN:
  6689. if(sd) {
  6690. if(pc_steal_coin(sd,bl))
  6691. {
  6692. dstmd->state.provoke_flag = src->id;
  6693. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  6694. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6695. }
  6696. else
  6697. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6698. }
  6699. break;
  6700. case MG_STONECURSE:
  6701. {
  6702. int brate = 0;
  6703. if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) {
  6704. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6705. break;
  6706. }
  6707. if(status_isimmune(bl) || !tsc)
  6708. break;
  6709. if (sd && &sd->sc && sd->sc.data[SC_PETROLOGY_OPTION])
  6710. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  6711. if (tsc && tsc->data[type]) {
  6712. status_change_end(bl, type, INVALID_TIMER);
  6713. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6714. break;
  6715. }
  6716. if (sc_start4(src,bl,type,(skill_lv*4+20)+brate,
  6717. skill_lv, src->id, skill_get_time(skill_id, skill_lv), 0,
  6718. skill_get_time2(skill_id,skill_lv)))
  6719. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6720. else if(sd) {
  6721. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6722. // Level 6-10 doesn't consume a red gem if it fails [celest]
  6723. if (skill_lv > 5)
  6724. { // not to consume items
  6725. map_freeblock_unlock();
  6726. return 0;
  6727. }
  6728. }
  6729. }
  6730. break;
  6731. case NV_FIRSTAID:
  6732. clif_skill_nodamage(src,bl,skill_id,5,1);
  6733. status_heal(bl,5,0,0);
  6734. break;
  6735. case AL_CURE:
  6736. if(status_isimmune(bl)) {
  6737. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6738. break;
  6739. }
  6740. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6741. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6742. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6743. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  6744. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6745. break;
  6746. case TF_DETOXIFY:
  6747. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6748. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6749. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6750. break;
  6751. case PR_STRECOVERY:
  6752. if(status_isimmune(bl)) {
  6753. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6754. break;
  6755. }
  6756. if (tsc && tsc->opt1) {
  6757. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6758. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6759. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6760. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6761. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6762. }
  6763. status_change_end(bl, SC_STASIS, INVALID_TIMER);
  6764. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  6765. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  6766. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6767. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6768. if(dstmd)
  6769. mob_unlocktarget(dstmd,tick);
  6770. break;
  6771. // Mercenary Supportive Skills
  6772. case MER_BENEDICTION:
  6773. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6774. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6775. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6776. break;
  6777. case MER_COMPRESS:
  6778. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  6779. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6780. break;
  6781. case MER_MENTALCURE:
  6782. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6783. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6784. break;
  6785. case MER_RECUPERATE:
  6786. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6787. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6788. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6789. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6790. break;
  6791. case MER_REGAIN:
  6792. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6793. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6794. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6795. break;
  6796. case MER_TENDER:
  6797. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6798. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6799. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6800. break;
  6801. case MER_SCAPEGOAT:
  6802. if( mer && mer->master )
  6803. {
  6804. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  6805. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  6806. }
  6807. break;
  6808. case MER_ESTIMATION:
  6809. if( !mer )
  6810. break;
  6811. sd = mer->master;
  6812. case WZ_ESTIMATION:
  6813. if( sd == NULL )
  6814. break;
  6815. if( dstsd )
  6816. { // Fail on Players
  6817. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6818. break;
  6819. }
  6820. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6821. clif_skill_estimation(sd, bl);
  6822. if( skill_id == MER_ESTIMATION )
  6823. sd = NULL;
  6824. break;
  6825. case BS_REPAIRWEAPON:
  6826. if(sd && dstsd)
  6827. clif_item_repair_list(sd,dstsd,skill_lv);
  6828. break;
  6829. case MC_IDENTIFY:
  6830. if(sd) {
  6831. clif_item_identify_list(sd);
  6832. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  6833. map_freeblock_unlock();
  6834. return 1;
  6835. }
  6836. else { // consume sp only if succeeded
  6837. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  6838. status_zap(src,0,req.sp);
  6839. }
  6840. }
  6841. break;
  6842. // Weapon Refining [Celest]
  6843. case WS_WEAPONREFINE:
  6844. if(sd)
  6845. clif_item_refine_list(sd);
  6846. break;
  6847. case MC_VENDING:
  6848. if(sd)
  6849. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  6850. if ( !pc_can_give_items(sd) )
  6851. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6852. else {
  6853. sd->state.prevend = 1;
  6854. sd->state.workinprogress = WIP_DISABLE_ALL;
  6855. sd->vend_skill_lv = skill_lv;
  6856. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  6857. if (i < MAX_CART)
  6858. intif_storage_save(sd, &sd->cart);
  6859. else
  6860. clif_openvendingreq(sd,2+skill_lv);
  6861. }
  6862. }
  6863. break;
  6864. case AL_TELEPORT:
  6865. case ALL_ODINS_RECALL:
  6866. if(sd)
  6867. {
  6868. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  6869. clif_skill_teleportmessage(sd,0);
  6870. break;
  6871. }
  6872. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  6873. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  6874. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  6875. break;
  6876. }
  6877. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED)
  6878. memset(sd->hd->blockskill, 0, sizeof(hd->blockskill));
  6879. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  6880. {
  6881. if( skill_lv == 1 )
  6882. pc_randomwarp(sd,CLR_TELEPORT);
  6883. else
  6884. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6885. break;
  6886. }
  6887. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6888. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  6889. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  6890. else
  6891. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  6892. } else
  6893. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6894. break;
  6895. case NPC_EXPULSION:
  6896. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6897. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6898. break;
  6899. case AL_HOLYWATER:
  6900. if(sd) {
  6901. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  6902. struct skill_unit* su;
  6903. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  6904. skill_delunit(su);
  6905. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6906. }
  6907. else
  6908. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6909. }
  6910. break;
  6911. case TF_PICKSTONE:
  6912. if(sd) {
  6913. unsigned char eflag;
  6914. struct item item_tmp;
  6915. struct block_list tbl;
  6916. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6917. memset(&item_tmp,0,sizeof(item_tmp));
  6918. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  6919. item_tmp.nameid = ITEMID_STONE;
  6920. item_tmp.identify = 1;
  6921. tbl.id = 0;
  6922. // Commented because of duplicate animation [Lemongrass]
  6923. // At the moment this displays the pickup animation a second time
  6924. // If this is required in older clients, we need to add a version check here
  6925. //clif_takeitem(&sd->bl,&tbl);
  6926. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6927. if(eflag) {
  6928. clif_additem(sd,0,0,eflag);
  6929. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  6930. }
  6931. }
  6932. break;
  6933. case ASC_CDP:
  6934. if(sd) {
  6935. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6936. skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1); //Produce a Poison Bottle.
  6937. }
  6938. break;
  6939. case RG_STRIPWEAPON:
  6940. case RG_STRIPSHIELD:
  6941. case RG_STRIPARMOR:
  6942. case RG_STRIPHELM:
  6943. case ST_FULLSTRIP:
  6944. case GC_WEAPONCRUSH:
  6945. case SC_STRIPACCESSARY: {
  6946. unsigned short location = 0;
  6947. int d = 0;
  6948. //Rate in percent
  6949. if ( skill_id == ST_FULLSTRIP ) {
  6950. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6951. } else if( skill_id == SC_STRIPACCESSARY ) {
  6952. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  6953. } else {
  6954. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6955. }
  6956. if (i < 5) i = 5; //Minimum rate 5%
  6957. //Duration in ms
  6958. if( skill_id == GC_WEAPONCRUSH){
  6959. d = skill_get_time(skill_id,skill_lv);
  6960. if(bl->type == BL_PC)
  6961. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  6962. else
  6963. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  6964. }else
  6965. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  6966. if (d < 0) d = 0; //Minimum duration 0ms
  6967. switch (skill_id) {
  6968. case RG_STRIPWEAPON:
  6969. case GC_WEAPONCRUSH:
  6970. location = EQP_WEAPON;
  6971. break;
  6972. case RG_STRIPSHIELD:
  6973. location = EQP_SHIELD;
  6974. break;
  6975. case RG_STRIPARMOR:
  6976. location = EQP_ARMOR;
  6977. break;
  6978. case RG_STRIPHELM:
  6979. location = EQP_HELM;
  6980. break;
  6981. case ST_FULLSTRIP:
  6982. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  6983. break;
  6984. case SC_STRIPACCESSARY:
  6985. location = EQP_ACC;
  6986. break;
  6987. }
  6988. //Special message when trying to use strip on FCP [Jobbie]
  6989. 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])
  6990. {
  6991. clif_gospel_info(sd, 0x28);
  6992. break;
  6993. }
  6994. //Attempts to strip at rate i and duration d
  6995. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  6996. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6997. //Nothing stripped.
  6998. if( sd && !i )
  6999. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7000. break;
  7001. }
  7002. case AM_BERSERKPITCHER:
  7003. case AM_POTIONPITCHER:
  7004. {
  7005. int j,hp = 0,sp = 0;
  7006. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  7007. map_freeblock_unlock();
  7008. return 1;
  7009. }
  7010. if( sd ) {
  7011. int x,bonus=100;
  7012. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  7013. x = skill_lv%11 - 1;
  7014. j = pc_search_inventory(sd, require.itemid[x]);
  7015. if (j < 0 || require.itemid[x] <= 0) {
  7016. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7017. map_freeblock_unlock();
  7018. return 1;
  7019. }
  7020. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  7021. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7022. map_freeblock_unlock();
  7023. return 1;
  7024. }
  7025. if( skill_id == AM_BERSERKPITCHER ) {
  7026. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  7027. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7028. map_freeblock_unlock();
  7029. return 1;
  7030. }
  7031. }
  7032. potion_flag = 1;
  7033. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  7034. potion_target = bl->id;
  7035. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  7036. potion_flag = potion_target = 0;
  7037. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  7038. bonus += sd->status.base_level;
  7039. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  7040. hp = tstatus->max_hp * potion_per_hp / 100;
  7041. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7042. if( dstsd ) {
  7043. sp = dstsd->status.max_sp * potion_per_sp / 100;
  7044. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7045. }
  7046. } else {
  7047. if( potion_hp > 0 ) {
  7048. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7049. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7050. if( dstsd )
  7051. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7052. }
  7053. if( potion_sp > 0 ) {
  7054. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7055. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  7056. if( dstsd )
  7057. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  7058. }
  7059. }
  7060. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  7061. hp += hp * bonus / 100;
  7062. sp += sp * bonus / 100;
  7063. }
  7064. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  7065. hp += hp * j / 100;
  7066. sp += sp * j / 100;
  7067. }
  7068. } else {
  7069. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  7070. switch (skill_lv) {
  7071. case 1: hp = 45; break;
  7072. case 2: hp = 105; break;
  7073. case 3: hp = 175; break;
  7074. default: hp = 325; break;
  7075. }
  7076. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  7077. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7078. if( dstsd )
  7079. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7080. }
  7081. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  7082. hp += hp * j / 100;
  7083. sp += sp * j / 100;
  7084. }
  7085. if (tsc && tsc->count) {
  7086. uint8 penalty = 0;
  7087. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7088. hp += hp / 10;
  7089. sp += sp / 10;
  7090. }
  7091. if (tsc->data[SC_CRITICALWOUND])
  7092. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7093. if (tsc->data[SC_DEATHHURT])
  7094. penalty += 20;
  7095. if (tsc->data[SC_NORECOVER_STATE])
  7096. penalty = 100;
  7097. if (penalty > 0) {
  7098. hp -= hp * penalty / 100;
  7099. sp -= sp * penalty / 100;
  7100. }
  7101. }
  7102. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7103. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  7104. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7105. if( sp > 0 )
  7106. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7107. if (tsc) {
  7108. #ifdef RENEWAL
  7109. if (tsc->data[SC_EXTREMITYFIST2])
  7110. sp = 0;
  7111. #endif
  7112. if (tsc->data[SC_NORECOVER_STATE]) {
  7113. hp = 0;
  7114. sp = 0;
  7115. }
  7116. }
  7117. status_heal(bl,hp,sp,0);
  7118. }
  7119. break;
  7120. case AM_CP_WEAPON:
  7121. case AM_CP_SHIELD:
  7122. case AM_CP_ARMOR:
  7123. case AM_CP_HELM:
  7124. {
  7125. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7126. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  7127. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7128. map_freeblock_unlock(); // Don't consume item requirements
  7129. return 0;
  7130. }
  7131. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7132. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7133. }
  7134. break;
  7135. case AM_TWILIGHT1:
  7136. if (sd) {
  7137. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7138. //Prepare 200 White Potions.
  7139. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  7140. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7141. }
  7142. break;
  7143. case AM_TWILIGHT2:
  7144. if (sd) {
  7145. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7146. //Prepare 200 Slim White Potions.
  7147. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  7148. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7149. }
  7150. break;
  7151. case AM_TWILIGHT3:
  7152. if (sd) {
  7153. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  7154. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  7155. if( ebottle >= 0 )
  7156. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  7157. //check if you can produce all three, if not, then fail:
  7158. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  7159. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  7160. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  7161. || ebottle < 200 //200 empty bottle are required at total.
  7162. ) {
  7163. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7164. break;
  7165. }
  7166. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7167. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  7168. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  7169. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  7170. }
  7171. break;
  7172. case SA_DISPELL:
  7173. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  7174. if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
  7175. break; // Outside PvP it should only affect party members and no skill fail message
  7176. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7177. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7178. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  7179. || rnd()%100 >= 50+10*skill_lv)
  7180. {
  7181. if (sd)
  7182. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7183. break;
  7184. }
  7185. if(status_isimmune(bl))
  7186. break;
  7187. //Remove bonus_script by Dispell
  7188. if (dstsd)
  7189. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  7190. if(!tsc || !tsc->count)
  7191. break;
  7192. for(i=0;i<SC_MAX;i++) {
  7193. if (!tsc->data[i])
  7194. continue;
  7195. switch (i) {
  7196. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7197. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7198. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7199. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7200. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7201. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7202. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7203. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  7204. case SC_DANCING: case SC_EDP: case SC_AUTOBERSERK:
  7205. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7206. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7207. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7208. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7209. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7210. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7211. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7212. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  7213. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7214. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7215. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7216. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7217. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7218. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7219. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  7220. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  7221. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  7222. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  7223. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  7224. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  7225. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7226. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  7227. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  7228. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  7229. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  7230. case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS:
  7231. case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION:
  7232. case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN:
  7233. case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE:
  7234. case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD:
  7235. case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO:
  7236. case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER:
  7237. case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  7238. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  7239. case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR:
  7240. case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD:
  7241. case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED:
  7242. case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  7243. case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER:
  7244. case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS:
  7245. case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2:
  7246. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  7247. #ifdef RENEWAL
  7248. case SC_EXTREMITYFIST2:
  7249. #endif
  7250. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  7251. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  7252. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  7253. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  7254. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  7255. case SC_ATTHASTE_CASH: case SC_ARMOR_ELEMENT_WATER: case SC_REUSE_REFRESH:
  7256. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  7257. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  7258. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  7259. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  7260. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  7261. case SC_SPRITEMABLE: case SC_BITESCAR: case SC_CRUSHSTRIKE:
  7262. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  7263. case SC_ARMOR_ELEMENT_EARTH: case SC_ARMOR_ELEMENT_FIRE: case SC_ARMOR_ELEMENT_WIND:
  7264. // Clans
  7265. case SC_CLAN_INFO:
  7266. case SC_SWORDCLAN:
  7267. case SC_ARCWANDCLAN:
  7268. case SC_GOLDENMACECLAN:
  7269. case SC_CROSSBOWCLAN:
  7270. case SC_JUMPINGCLAN:
  7271. case SC_DAILYSENDMAILCNT:
  7272. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  7273. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  7274. continue;
  7275. case SC_WHISTLE:
  7276. case SC_ASSNCROS:
  7277. case SC_POEMBRAGI:
  7278. case SC_APPLEIDUN:
  7279. case SC_HUMMING:
  7280. case SC_DONTFORGETME:
  7281. case SC_FORTUNE:
  7282. case SC_SERVICE4U:
  7283. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  7284. continue; //If in song area don't end it, even if config enabled
  7285. break;
  7286. case SC_ASSUMPTIO:
  7287. if( bl->type == BL_MOB )
  7288. continue;
  7289. break;
  7290. }
  7291. 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.
  7292. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  7293. }
  7294. break;
  7295. }
  7296. //Affect all targets on splash area.
  7297. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  7298. src, skill_id, skill_lv, tick, flag|1,
  7299. skill_castend_damage_id);
  7300. break;
  7301. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  7302. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_DONT_SEND_PACKET));
  7303. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7304. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  7305. break;
  7306. case TK_HIGHJUMP:
  7307. {
  7308. int x,y, dir = unit_getdir(src);
  7309. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  7310. if( map[src->m].flag.noteleport &&
  7311. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  7312. ) {
  7313. x = src->x;
  7314. y = src->y;
  7315. } else if(dir%2) {
  7316. //Diagonal
  7317. x = src->x + dirx[dir]*(skill_lv*4)/3;
  7318. y = src->y + diry[dir]*(skill_lv*4)/3;
  7319. } else {
  7320. x = src->x + dirx[dir]*skill_lv*2;
  7321. y = src->y + diry[dir]*skill_lv*2;
  7322. }
  7323. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  7324. 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))
  7325. clif_blown(src);
  7326. }
  7327. break;
  7328. case SA_CASTCANCEL:
  7329. case SO_SPELLFIST:
  7330. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7331. unit_skillcastcancel(src,1);
  7332. if(sd) {
  7333. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  7334. if( skill_id == SO_SPELLFIST ){
  7335. 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));
  7336. sd->skill_id_old = sd->skill_lv_old = 0;
  7337. break;
  7338. }
  7339. sp = sp * (90 - (skill_lv-1)*20) / 100;
  7340. if(sp < 0) sp = 0;
  7341. status_zap(src, 0, sp);
  7342. }
  7343. break;
  7344. case SA_SPELLBREAKER:
  7345. {
  7346. int sp;
  7347. if(tsc && tsc->data[SC_MAGICROD]) {
  7348. sp = skill_get_sp(skill_id,skill_lv);
  7349. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  7350. if(sp < 1) sp = 1;
  7351. status_heal(bl,0,sp,2);
  7352. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  7353. } else {
  7354. struct unit_data *ud = unit_bl2ud(bl);
  7355. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  7356. if (!ud || ud->skilltimer == INVALID_TIMER)
  7357. break; //Nothing to cancel.
  7358. bl_skill_id = ud->skill_id;
  7359. bl_skill_lv = ud->skill_lv;
  7360. if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  7361. if (rnd()%100 < 90)
  7362. {
  7363. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7364. break;
  7365. }
  7366. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  7367. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  7368. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7369. unit_skillcastcancel(bl,0);
  7370. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  7371. status_zap(bl, hp, sp);
  7372. if (hp && skill_lv >= 5)
  7373. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  7374. else
  7375. hp = 0;
  7376. if (sp) //Recover some of the SP used
  7377. sp = sp*(25*(skill_lv-1))/100;
  7378. if(hp || sp)
  7379. status_heal(src, hp, sp, 2);
  7380. }
  7381. }
  7382. break;
  7383. case SA_MAGICROD:
  7384. #ifdef RENEWAL
  7385. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  7386. #endif
  7387. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7388. break;
  7389. case SA_AUTOSPELL:
  7390. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7391. if (sd) {
  7392. sd->state.workinprogress = WIP_DISABLE_ALL;
  7393. clif_autospell(sd,skill_lv);
  7394. } else {
  7395. int maxlv=1,spellid=0;
  7396. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  7397. if(skill_lv >= 10) {
  7398. spellid = MG_FROSTDIVER;
  7399. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  7400. // maxlv = 10;
  7401. // else
  7402. maxlv = skill_lv - 9;
  7403. }
  7404. else if(skill_lv >=8) {
  7405. spellid = MG_FIREBALL;
  7406. maxlv = skill_lv - 7;
  7407. }
  7408. else if(skill_lv >=5) {
  7409. spellid = MG_SOULSTRIKE;
  7410. maxlv = skill_lv - 4;
  7411. }
  7412. else if(skill_lv >=2) {
  7413. int i_rnd = rnd()%3;
  7414. spellid = spellarray[i_rnd];
  7415. maxlv = skill_lv - 1;
  7416. }
  7417. else if(skill_lv > 0) {
  7418. spellid = MG_NAPALMBEAT;
  7419. maxlv = 3;
  7420. }
  7421. if(spellid > 0)
  7422. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  7423. skill_get_time(SA_AUTOSPELL,skill_lv));
  7424. }
  7425. break;
  7426. case BS_GREED:
  7427. if(sd){
  7428. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7429. map_foreachinallrange(skill_greed,bl,
  7430. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  7431. }
  7432. break;
  7433. case SA_ELEMENTWATER:
  7434. case SA_ELEMENTFIRE:
  7435. case SA_ELEMENTGROUND:
  7436. case SA_ELEMENTWIND:
  7437. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUS_IMMUNE))) // Only works on monsters (Except status immune monsters).
  7438. break;
  7439. case NPC_ATTRICHANGE:
  7440. case NPC_CHANGEWATER:
  7441. case NPC_CHANGEGROUND:
  7442. case NPC_CHANGEFIRE:
  7443. case NPC_CHANGEWIND:
  7444. case NPC_CHANGEPOISON:
  7445. case NPC_CHANGEHOLY:
  7446. case NPC_CHANGEDARKNESS:
  7447. case NPC_CHANGETELEKINESIS:
  7448. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7449. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7450. skill_get_time(skill_id, skill_lv)));
  7451. break;
  7452. case NPC_CHANGEUNDEAD:
  7453. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  7454. //TO-DO This is ugly, fix it
  7455. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  7456. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7457. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7458. skill_get_time(skill_id, skill_lv)));
  7459. break;
  7460. case NPC_PROVOCATION:
  7461. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7462. if (md) mob_unlocktarget(md, tick);
  7463. break;
  7464. case NPC_KEEPING:
  7465. case NPC_BARRIER:
  7466. {
  7467. int skill_time = skill_get_time(skill_id,skill_lv);
  7468. struct unit_data *ud = unit_bl2ud(bl);
  7469. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7470. sc_start(src,bl,type,100,skill_lv,skill_time))
  7471. && ud) { //Disable attacking/acting/moving for skill's duration.
  7472. ud->attackabletime =
  7473. ud->canact_tick =
  7474. ud->canmove_tick = tick + skill_time;
  7475. }
  7476. }
  7477. break;
  7478. case NPC_REBIRTH:
  7479. if( md && md->state.rebirth )
  7480. break; // only works once
  7481. sc_start(src,bl,type,100,skill_lv,-1);
  7482. break;
  7483. case NPC_DARKBLESSING:
  7484. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7485. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7486. break;
  7487. case NPC_LICK:
  7488. status_zap(bl, 0, 100);
  7489. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7490. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  7491. break;
  7492. case NPC_SUICIDE:
  7493. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7494. status_kill(src); //When suiciding, neither exp nor drops is given.
  7495. break;
  7496. case NPC_SUMMONSLAVE:
  7497. case NPC_SUMMONMONSTER:
  7498. case NPC_DEATHSUMMON:
  7499. if(md && md->skill_idx >= 0)
  7500. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  7501. break;
  7502. case NPC_CALLSLAVE:
  7503. mob_warpslave(src,MOB_SLAVEDISTANCE);
  7504. break;
  7505. case NPC_RANDOMMOVE:
  7506. if (md) {
  7507. md->next_walktime = tick - 1;
  7508. mob_randomwalk(md,tick);
  7509. }
  7510. break;
  7511. case NPC_SPEEDUP:
  7512. {
  7513. // or does it increase casting rate? just a guess xD
  7514. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  7515. if (i_type > SC_ASPDPOTION3)
  7516. i_type = SC_ASPDPOTION3;
  7517. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7518. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  7519. }
  7520. break;
  7521. case NPC_REVENGE:
  7522. // not really needed... but adding here anyway ^^
  7523. if (md && md->master_id > 0) {
  7524. struct block_list *mbl, *tbl;
  7525. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  7526. (tbl = battle_gettargeted(mbl)) == NULL)
  7527. break;
  7528. md->state.provoke_flag = tbl->id;
  7529. mob_target(md, tbl, sstatus->rhw.range);
  7530. }
  7531. break;
  7532. case NPC_RUN:
  7533. if (md && unit_escape(src, bl, rnd()%10 + 1))
  7534. mob_unlocktarget(md, tick);
  7535. break;
  7536. case NPC_TRANSFORMATION:
  7537. case NPC_METAMORPHOSIS:
  7538. if(md && md->skill_idx >= 0) {
  7539. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  7540. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  7541. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  7542. if (class_) mob_class_change(md, class_);
  7543. }
  7544. break;
  7545. case NPC_EMOTION_ON:
  7546. case NPC_EMOTION:
  7547. //val[0] is the emotion to use.
  7548. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  7549. //val[1] 'sets' the mode
  7550. //val[2] adds to the current mode
  7551. //val[3] removes from the current mode
  7552. //val[4] if set, asks to delete the previous mode change.
  7553. if(md && md->skill_idx >= 0 && tsc)
  7554. {
  7555. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  7556. if(md->db->skill[md->skill_idx].val[4] && tsce)
  7557. status_change_end(bl, type, INVALID_TIMER);
  7558. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  7559. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  7560. mob_unlocktarget(md,tick);
  7561. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  7562. sc_start4(src,src, type, 100, skill_lv,
  7563. md->db->skill[md->skill_idx].val[1],
  7564. md->db->skill[md->skill_idx].val[2],
  7565. md->db->skill[md->skill_idx].val[3],
  7566. skill_get_time(skill_id, skill_lv));
  7567. //Reset aggressive state depending on resulting mode
  7568. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  7569. }
  7570. break;
  7571. case NPC_POWERUP:
  7572. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  7573. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7574. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7575. break;
  7576. case NPC_AGIUP:
  7577. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  7578. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7579. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7580. break;
  7581. case NPC_INVISIBLE:
  7582. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  7583. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7584. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  7585. break;
  7586. case NPC_SIEGEMODE:
  7587. // not sure what it does
  7588. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7589. break;
  7590. case WE_MALE: {
  7591. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  7592. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  7593. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  7594. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  7595. }
  7596. }
  7597. break;
  7598. case WE_FEMALE: {
  7599. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  7600. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  7601. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  7602. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  7603. }
  7604. }
  7605. break;
  7606. // parent-baby skills
  7607. case WE_BABY:
  7608. if(sd){
  7609. struct map_session_data *f_sd = pc_get_father(sd);
  7610. struct map_session_data *m_sd = pc_get_mother(sd);
  7611. if( (!f_sd && !m_sd) // if neither was found
  7612. || (sd->status.party_id != 0 && //not in same party
  7613. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  7614. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  7615. ))
  7616. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  7617. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  7618. ) {
  7619. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7620. map_freeblock_unlock();
  7621. return 0;
  7622. }
  7623. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  7624. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7625. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7626. }
  7627. break;
  7628. case WE_CALLALLFAMILY:
  7629. if (sd) {
  7630. struct map_session_data *p_sd = pc_get_partner(sd);
  7631. struct map_session_data *c_sd = pc_get_child(sd);
  7632. if (!p_sd && !c_sd) { // Fail if no family members are found
  7633. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7634. map_freeblock_unlock();
  7635. return 1;
  7636. }
  7637. // Partner must be on the same map and in same party
  7638. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  7639. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  7640. // Child must be on the same map and in same party as the parent casting
  7641. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  7642. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  7643. }
  7644. break;
  7645. case WE_ONEFOREVER:
  7646. if (sd) {
  7647. struct map_session_data *p_sd = pc_get_partner(sd);
  7648. struct map_session_data *c_sd = pc_get_child(sd);
  7649. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  7650. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7651. map_freeblock_unlock();
  7652. return 1;
  7653. }
  7654. if ((map_flag_gvg2(bl->m) || map[bl->m].flag.battleground)) { // No reviving in WoE grounds!
  7655. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7656. break;
  7657. }
  7658. if (status_isdead(bl)) {
  7659. int per = 30, sper = 0;
  7660. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  7661. break;
  7662. if (tsc && tsc->data[SC_HELLPOWER])
  7663. break;
  7664. if (map[bl->m].flag.pvp && dstsd->pvp_point < 0)
  7665. break;
  7666. if (dstsd->special_state.restart_full_recover)
  7667. per = sper = 100;
  7668. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  7669. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7670. }
  7671. }
  7672. break;
  7673. case WE_CHEERUP:
  7674. if (sd) {
  7675. struct map_session_data *f_sd = pc_get_father(sd);
  7676. struct map_session_data *m_sd = pc_get_mother(sd);
  7677. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  7678. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7679. map_freeblock_unlock();
  7680. return 1;
  7681. }
  7682. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  7683. if (dstsd == f_sd || dstsd == m_sd)
  7684. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7685. } else
  7686. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  7687. }
  7688. break;
  7689. case PF_HPCONVERSION:
  7690. {
  7691. int hp, sp;
  7692. hp = sstatus->max_hp/10;
  7693. sp = hp * 10 * skill_lv / 100;
  7694. if (!status_charge(src,hp,0)) {
  7695. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7696. break;
  7697. }
  7698. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7699. status_heal(bl,0,sp,2);
  7700. }
  7701. break;
  7702. case MA_REMOVETRAP:
  7703. case HT_REMOVETRAP:
  7704. {
  7705. struct skill_unit* su;
  7706. struct skill_unit_group* sg = NULL;
  7707. su = BL_CAST(BL_SKILL, bl);
  7708. // Mercenaries can remove any trap
  7709. // Players can only remove their own traps or traps on Vs maps.
  7710. 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) )
  7711. {
  7712. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7713. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  7714. { // prevent picking up expired traps
  7715. if( battle_config.skill_removetrap_type )
  7716. { // get back all items used to deploy the trap
  7717. for( i = 0; i < 10; i++ )
  7718. {
  7719. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  7720. {
  7721. int flag2;
  7722. struct item item_tmp;
  7723. memset(&item_tmp,0,sizeof(item_tmp));
  7724. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  7725. item_tmp.identify = 1;
  7726. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  7727. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  7728. clif_additem(sd,0,0,flag2);
  7729. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7730. }
  7731. }
  7732. }
  7733. }
  7734. else
  7735. { // get back 1 trap
  7736. struct item item_tmp;
  7737. memset(&item_tmp,0,sizeof(item_tmp));
  7738. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  7739. item_tmp.identify = 1;
  7740. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  7741. {
  7742. clif_additem(sd,0,0,flag);
  7743. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7744. }
  7745. }
  7746. }
  7747. skill_delunit(su);
  7748. }else if(sd)
  7749. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7750. }
  7751. break;
  7752. case HT_SPRINGTRAP:
  7753. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7754. {
  7755. struct skill_unit *su=NULL;
  7756. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  7757. switch(su->group->unit_id){
  7758. case UNT_ANKLESNARE: // ankle snare
  7759. if (su->group->val2 != 0)
  7760. // if it is already trapping something don't spring it,
  7761. // remove trap should be used instead
  7762. break;
  7763. // otherwise fallthrough to below
  7764. case UNT_BLASTMINE:
  7765. case UNT_SKIDTRAP:
  7766. case UNT_LANDMINE:
  7767. case UNT_SHOCKWAVE:
  7768. case UNT_SANDMAN:
  7769. case UNT_FLASHER:
  7770. case UNT_FREEZINGTRAP:
  7771. case UNT_CLAYMORETRAP:
  7772. case UNT_TALKIEBOX:
  7773. su->group->unit_id = UNT_USED_TRAPS;
  7774. clif_changetraplook(bl, UNT_USED_TRAPS);
  7775. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  7776. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  7777. }
  7778. }
  7779. }
  7780. break;
  7781. case BD_ENCORE:
  7782. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7783. if(sd)
  7784. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  7785. break;
  7786. case AS_SPLASHER:
  7787. if( status_has_mode(tstatus,MD_STATUS_IMMUNE)
  7788. // Renewal dropped the 3/4 hp requirement
  7789. #ifndef RENEWAL
  7790. || tstatus-> hp > tstatus->max_hp*3/4
  7791. #endif
  7792. ) {
  7793. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7794. map_freeblock_unlock();
  7795. return 1;
  7796. }
  7797. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7798. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  7799. #ifndef RENEWAL
  7800. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  7801. #endif
  7802. break;
  7803. case PF_MINDBREAKER:
  7804. {
  7805. if(status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  7806. map_freeblock_unlock();
  7807. return 1;
  7808. }
  7809. if (tsce)
  7810. { //HelloKitty2 (?) explained that this silently fails when target is
  7811. //already inflicted. [Skotlex]
  7812. map_freeblock_unlock();
  7813. return 1;
  7814. }
  7815. //Has a 55% + skill_lv*5% success chance.
  7816. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7817. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  7818. {
  7819. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7820. map_freeblock_unlock();
  7821. return 0;
  7822. }
  7823. unit_skillcastcancel(bl,0);
  7824. if(tsc && tsc->count){
  7825. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7826. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  7827. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7828. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7829. }
  7830. if (dstmd)
  7831. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7832. }
  7833. break;
  7834. case PF_SOULCHANGE:
  7835. {
  7836. unsigned int sp1 = 0, sp2 = 0;
  7837. if (dstmd) {
  7838. if (dstmd->state.soul_change_flag) {
  7839. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7840. break;
  7841. }
  7842. dstmd->state.soul_change_flag = 1;
  7843. sp2 = sstatus->max_sp * 3 /100;
  7844. status_heal(src, 0, sp2, 2);
  7845. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7846. break;
  7847. }
  7848. sp1 = sstatus->sp;
  7849. sp2 = tstatus->sp;
  7850. #ifdef RENEWAL
  7851. sp1 = sp1 / 2;
  7852. sp2 = sp2 / 2;
  7853. if (tsc && tsc->data[SC_EXTREMITYFIST2])
  7854. sp1 = tstatus->sp;
  7855. #endif
  7856. if (tsc && tsc->data[SC_NORECOVER_STATE])
  7857. sp1 = tstatus->sp;
  7858. status_set_sp(src, sp2, 3);
  7859. status_set_sp(bl, sp1, 3);
  7860. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7861. }
  7862. break;
  7863. // Slim Pitcher
  7864. case CR_SLIMPITCHER:
  7865. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  7866. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  7867. break;
  7868. if (potion_hp || potion_sp) {
  7869. int hp = potion_hp, sp = potion_sp;
  7870. hp = hp * (100 + (tstatus->vit<<1))/100;
  7871. sp = sp * (100 + (tstatus->int_<<1))/100;
  7872. if (dstsd) {
  7873. if (hp)
  7874. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7875. if (sp)
  7876. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7877. }
  7878. if (tsc && tsc->count) {
  7879. uint8 penalty = 0;
  7880. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7881. hp += hp / 10;
  7882. sp += sp / 10;
  7883. }
  7884. if (tsc->data[SC_CRITICALWOUND])
  7885. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7886. if (tsc->data[SC_DEATHHURT])
  7887. penalty += 20;
  7888. if (tsc->data[SC_NORECOVER_STATE])
  7889. penalty = 100;
  7890. if (penalty > 0) {
  7891. hp -= hp * penalty / 100;
  7892. sp -= sp * penalty / 100;
  7893. }
  7894. }
  7895. if(hp > 0)
  7896. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7897. if(sp > 0)
  7898. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7899. status_heal(bl,hp,sp,0);
  7900. }
  7901. break;
  7902. // Full Chemical Protection
  7903. case CR_FULLPROTECTION:
  7904. {
  7905. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7906. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  7907. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  7908. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  7909. continue;
  7910. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  7911. s++;
  7912. }
  7913. if( sd && !s ){
  7914. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7915. map_freeblock_unlock(); // Don't consume item requirements
  7916. return 0;
  7917. }
  7918. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7919. }
  7920. break;
  7921. case RG_CLEANER: //AppleGirl
  7922. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7923. break;
  7924. case CG_LONGINGFREEDOM:
  7925. {
  7926. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  7927. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  7928. {
  7929. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7930. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7931. }
  7932. }
  7933. break;
  7934. case CG_TAROTCARD:
  7935. {
  7936. int card = -1;
  7937. if (tsc && tsc->data[SC_TAROTCARD]) {
  7938. //Target currently has the SUN tarot card effect and is immune to any other effect
  7939. map_freeblock_unlock();
  7940. return 0;
  7941. }
  7942. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  7943. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  7944. if( sd )
  7945. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7946. map_freeblock_unlock();
  7947. return 0;
  7948. }
  7949. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  7950. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  7951. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  7952. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7953. }
  7954. break;
  7955. case SL_ALCHEMIST:
  7956. case SL_ASSASIN:
  7957. case SL_BARDDANCER:
  7958. case SL_BLACKSMITH:
  7959. case SL_CRUSADER:
  7960. case SL_HUNTER:
  7961. case SL_KNIGHT:
  7962. case SL_MONK:
  7963. case SL_PRIEST:
  7964. case SL_ROGUE:
  7965. case SL_SAGE:
  7966. case SL_SOULLINKER:
  7967. case SL_STAR:
  7968. case SL_SUPERNOVICE:
  7969. case SL_WIZARD:
  7970. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7971. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
  7972. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7973. break;
  7974. }
  7975. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7976. { //Erase death count 1% of the casts
  7977. dstsd->die_counter = 0;
  7978. pc_setglobalreg(dstsd, add_str("PC_DIE_COUNTER"), 0);
  7979. clif_specialeffect(bl, EF_ANGEL2, AREA);
  7980. //SC_SPIRIT invokes status_calc_pc for us.
  7981. }
  7982. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7983. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7984. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7985. break;
  7986. case SL_HIGH:
  7987. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  7988. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7989. break;
  7990. }
  7991. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7992. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7993. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7994. break;
  7995. case SL_SWOO:
  7996. if (tsce) {
  7997. if(sd)
  7998. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7999. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  8000. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  8001. break;
  8002. }
  8003. case SL_SKA: // [marquis007]
  8004. case SL_SKE:
  8005. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  8006. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8007. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  8008. break;
  8009. }
  8010. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8011. if (skill_id == SL_SKE)
  8012. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8013. break;
  8014. // New guild skills [Celest]
  8015. case GD_BATTLEORDER:
  8016. if(flag&1) {
  8017. if (status_get_guild_id(src) == status_get_guild_id(bl))
  8018. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  8019. } else if (status_get_guild_id(src)) {
  8020. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8021. map_foreachinallrange(skill_area_sub, src,
  8022. skill_get_splash(skill_id, skill_lv), BL_PC,
  8023. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  8024. skill_castend_nodamage_id);
  8025. if (sd)
  8026. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8027. }
  8028. break;
  8029. case GD_REGENERATION:
  8030. if(flag&1) {
  8031. if (status_get_guild_id(src) == status_get_guild_id(bl))
  8032. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  8033. } else if (status_get_guild_id(src)) {
  8034. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8035. map_foreachinallrange(skill_area_sub, src,
  8036. skill_get_splash(skill_id, skill_lv), BL_PC,
  8037. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  8038. skill_castend_nodamage_id);
  8039. if (sd)
  8040. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8041. }
  8042. break;
  8043. case GD_RESTORE:
  8044. if(flag&1) {
  8045. if (status_get_guild_id(src) == status_get_guild_id(bl))
  8046. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  8047. } else if (status_get_guild_id(src)) {
  8048. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8049. map_foreachinallrange(skill_area_sub, src,
  8050. skill_get_splash(skill_id, skill_lv), BL_PC,
  8051. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  8052. skill_castend_nodamage_id);
  8053. if (sd)
  8054. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8055. }
  8056. break;
  8057. case GD_EMERGENCYCALL:
  8058. case GD_ITEMEMERGENCYCALL:
  8059. {
  8060. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  8061. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  8062. uint8 j = 0, calls = 0, called = 0;
  8063. struct guild *g;
  8064. // i don't know if it actually summons in a circle, but oh well. ;P
  8065. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  8066. if (!g)
  8067. break;
  8068. if (skill_id == GD_ITEMEMERGENCYCALL)
  8069. switch (skill_lv) {
  8070. case 1: calls = 7; break;
  8071. case 2: calls = 12; break;
  8072. case 3: calls = 20; break;
  8073. default: calls = 0; break;
  8074. }
  8075. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8076. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  8077. if (j > 8)
  8078. j = 0;
  8079. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  8080. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  8081. continue;
  8082. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, dstsd->group_level))
  8083. continue;
  8084. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  8085. dx[j] = dy[j] = 0;
  8086. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  8087. called++;
  8088. }
  8089. }
  8090. if (sd)
  8091. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8092. }
  8093. break;
  8094. case SG_FEEL:
  8095. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  8096. if (sd) {
  8097. if(!sd->feel_map[skill_lv-1].index)
  8098. clif_feel_req(sd->fd,sd, skill_lv);
  8099. else
  8100. clif_feel_info(sd, skill_lv-1, 1);
  8101. }
  8102. break;
  8103. case SG_HATE:
  8104. if (sd) {
  8105. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8106. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  8107. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8108. }
  8109. break;
  8110. case GS_GLITTERING:
  8111. if(sd) {
  8112. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8113. if(rnd()%100 < (20+10*skill_lv))
  8114. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  8115. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  8116. pc_delspiritball(sd,1,0);
  8117. }
  8118. break;
  8119. case GS_CRACKER:
  8120. /* per official standards, this skill works on players and mobs. */
  8121. if (sd && (dstsd || dstmd))
  8122. {
  8123. i =65 -5*distance_bl(src,bl); //Base rate
  8124. if (i < 30) i = 30;
  8125. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8126. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  8127. }
  8128. break;
  8129. case AM_CALLHOMUN: //[orn]
  8130. if (sd && !hom_call(sd))
  8131. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8132. break;
  8133. case AM_REST:
  8134. if (sd) {
  8135. if (hom_vaporize(sd,HOM_ST_REST))
  8136. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8137. else
  8138. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8139. }
  8140. break;
  8141. case HAMI_CASTLE: //[orn]
  8142. if (src != bl && rnd()%100 < 20 * skill_lv) {
  8143. int x = src->x, y = src->y;
  8144. if (hd)
  8145. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  8146. // Move source
  8147. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8148. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  8149. clif_blown(src);
  8150. // Move target
  8151. if (unit_movepos(bl,x,y,0,0)) {
  8152. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  8153. clif_blown(bl);
  8154. }
  8155. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  8156. }
  8157. }
  8158. else if (hd && hd->master) // Failed
  8159. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  8160. else if (sd)
  8161. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8162. break;
  8163. case HVAN_CHAOTIC: //[orn]
  8164. {
  8165. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  8166. int r = rnd()%100;
  8167. i = (skill_lv-1)%5;
  8168. if(r<per[i][0]) //Self
  8169. bl = src;
  8170. else if(r<per[i][1]) //Master
  8171. bl = battle_get_master(src);
  8172. else //Enemy
  8173. bl = map_id2bl(battle_gettarget(src));
  8174. if (!bl) bl = src;
  8175. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  8176. //Eh? why double skill packet?
  8177. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  8178. clif_skill_nodamage(src,bl,skill_id,i,1);
  8179. status_heal(bl, i, 0, 0);
  8180. }
  8181. break;
  8182. //Homun single-target support skills [orn]
  8183. case HAMI_BLOODLUST:
  8184. case HFLI_FLEET:
  8185. case HFLI_SPEED:
  8186. case HLIF_CHANGE:
  8187. case MH_ANGRIFFS_MODUS:
  8188. case MH_GOLDENE_FERSE:
  8189. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8190. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8191. if (hd)
  8192. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  8193. break;
  8194. case NPC_DRAGONFEAR:
  8195. if (flag&1) {
  8196. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  8197. int j;
  8198. j = i = rnd()%ARRAYLENGTH(sc);
  8199. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  8200. i++;
  8201. if ( i == ARRAYLENGTH(sc) )
  8202. i = 0;
  8203. if (i == j)
  8204. break;
  8205. }
  8206. break;
  8207. }
  8208. case NPC_WIDEBLEEDING:
  8209. case NPC_WIDECONFUSE:
  8210. case NPC_WIDECURSE:
  8211. case NPC_WIDEFREEZE:
  8212. case NPC_WIDESLEEP:
  8213. case NPC_WIDESILENCE:
  8214. case NPC_WIDESTONE:
  8215. case NPC_WIDESTUN:
  8216. case NPC_SLOWCAST:
  8217. case NPC_WIDEHELLDIGNITY:
  8218. case NPC_WIDEHEALTHFEAR:
  8219. case NPC_WIDEBODYBURNNING:
  8220. case NPC_WIDEFROSTMISTY:
  8221. case NPC_WIDECOLD:
  8222. case NPC_WIDE_DEEP_SLEEP:
  8223. case NPC_WIDESIREN:
  8224. if (flag&1){
  8225. switch ( type ) {
  8226. case SC_BURNING:
  8227. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  8228. break;
  8229. case SC_VOICEOFSIREN:
  8230. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8231. break;
  8232. default:
  8233. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8234. }
  8235. }
  8236. else {
  8237. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8238. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8239. map_foreachinallrange(skill_area_sub, bl,
  8240. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8241. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8242. skill_castend_nodamage_id);
  8243. }
  8244. break;
  8245. case NPC_WIDESOULDRAIN:
  8246. if (flag&1)
  8247. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  8248. else {
  8249. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8250. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8251. map_foreachinallrange(skill_area_sub, bl,
  8252. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8253. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8254. skill_castend_nodamage_id);
  8255. }
  8256. break;
  8257. case ALL_PARTYFLEE:
  8258. if( sd && !(flag&1) ) {
  8259. if( !sd->status.party_id ) {
  8260. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8261. break;
  8262. }
  8263. 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);
  8264. } else
  8265. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8266. break;
  8267. case NPC_TALK:
  8268. case ALL_WEWISH:
  8269. case ALL_CATCRY:
  8270. case ALL_DREAM_SUMMERNIGHT:
  8271. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8272. break;
  8273. case ALL_BUYING_STORE:
  8274. if( sd )
  8275. {// players only, skill allows 5 buying slots
  8276. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  8277. }
  8278. break;
  8279. case RK_ENCHANTBLADE:
  8280. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8281. 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)));
  8282. break;
  8283. case RK_DRAGONHOWLING:
  8284. if( flag&1)
  8285. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8286. else
  8287. {
  8288. skill_area_temp[2] = 0;
  8289. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8290. map_foreachinallrange(skill_area_sub, src,
  8291. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8292. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  8293. skill_castend_nodamage_id);
  8294. }
  8295. break;
  8296. case RK_IGNITIONBREAK:
  8297. case LG_EARTHDRIVE:
  8298. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8299. i = skill_get_splash(skill_id,skill_lv);
  8300. if( skill_id == LG_EARTHDRIVE ) {
  8301. int dummy = 1;
  8302. map_foreachinallarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  8303. }
  8304. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  8305. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8306. break;
  8307. case RK_GIANTGROWTH:
  8308. case RK_STONEHARDSKIN:
  8309. case RK_VITALITYACTIVATION:
  8310. case RK_ABUNDANCE:
  8311. case RK_CRUSHSTRIKE:
  8312. case RK_REFRESH:
  8313. case RK_MILLENNIUMSHIELD:
  8314. if (sd) {
  8315. uint8 rune_level = 1; // RK_GIANTGROWTH
  8316. if (skill_id == RK_VITALITYACTIVATION)
  8317. rune_level = 2;
  8318. else if (skill_id == RK_STONEHARDSKIN)
  8319. rune_level = 4;
  8320. else if (skill_id == RK_ABUNDANCE)
  8321. rune_level = 6;
  8322. else if (skill_id == RK_CRUSHSTRIKE)
  8323. rune_level = 7;
  8324. else if (skill_id == RK_REFRESH)
  8325. rune_level = 8;
  8326. else if (skill_id == RK_MILLENNIUMSHIELD)
  8327. rune_level = 9;
  8328. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  8329. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  8330. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8331. else if (skill_id == RK_STONEHARDSKIN)
  8332. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  8333. } else
  8334. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8335. }
  8336. break;
  8337. case RK_FIGHTINGSPIRIT: {
  8338. // val1: ATKBonus: Caster: 70 + 7 * PartyMember. Member: (70 + 7 * PartyMember) / 2
  8339. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  8340. if( flag&1 ) {
  8341. if( skill_area_temp[1] == bl->id )
  8342. sc_start2(src,bl,type,100,70 + 7 * skill_area_temp[0],4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_area_temp[4]);
  8343. else
  8344. sc_start(src,bl,type,100,skill_area_temp[3],skill_area_temp[4]);
  8345. } else {
  8346. if( sd && sd->status.party_id ) {
  8347. skill_area_temp[0] = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
  8348. skill_area_temp[1] = src->id;
  8349. skill_area_temp[3] = (70 + 7 * skill_area_temp[0]) / 2;
  8350. skill_area_temp[4] = skill_get_time(skill_id,skill_lv);
  8351. 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);
  8352. }
  8353. else
  8354. sc_start2(src,bl,type,100,77,4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  8355. clif_skill_nodamage(src,bl,skill_id,1,1);
  8356. }
  8357. }
  8358. break;
  8359. case RK_LUXANIMA:
  8360. {
  8361. sc_type runes[] = { SC_MILLENNIUMSHIELD, SC_REFRESH, SC_GIANTGROWTH, SC_STONEHARDSKIN, SC_VITALITYACTIVATION, SC_ABUNDANCE };
  8362. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  8363. if (src->id == bl->id) // Don't give it back to the RK
  8364. break;
  8365. sc_start(src, bl, runes[skill_area_temp[5]], 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8366. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  8367. } else if (sd) { // Find which SC is going to be given
  8368. int recent = 0, result = -1;
  8369. for (i = 0; i < ARRAYLENGTH(runes); i++) {
  8370. if (sd->sc.data[runes[i]] && ((sd->sc.data[runes[i]]->timer * (runes[i] == SC_REFRESH? 3 : 1)) > recent || recent == 0)) {
  8371. recent = sd->sc.data[runes[i]]->timer;
  8372. result = i;
  8373. }
  8374. }
  8375. if (result != -1) {
  8376. skill_area_temp[5] = result;
  8377. status_change_end(src, runes[result], INVALID_TIMER);
  8378. 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);
  8379. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  8380. }
  8381. }
  8382. }
  8383. break;
  8384. case GC_ROLLINGCUTTER:
  8385. {
  8386. short count = 1;
  8387. skill_area_temp[2] = 0;
  8388. 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);
  8389. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  8390. { // Every time the skill is casted the status change is reseted adding a counter.
  8391. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  8392. if( count > 10 )
  8393. count = 10; // Max coounter
  8394. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  8395. }
  8396. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  8397. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8398. }
  8399. break;
  8400. case GC_WEAPONBLOCKING:
  8401. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  8402. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  8403. else
  8404. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8405. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8406. break;
  8407. case GC_CREATENEWPOISON:
  8408. if( sd )
  8409. {
  8410. clif_skill_produce_mix_list(sd,skill_id,25);
  8411. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8412. }
  8413. break;
  8414. case GC_POISONINGWEAPON:
  8415. if( sd ) {
  8416. clif_poison_list(sd,skill_lv);
  8417. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8418. }
  8419. break;
  8420. case GC_ANTIDOTE:
  8421. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8422. if( tsc )
  8423. {
  8424. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8425. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8426. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8427. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8428. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8429. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8430. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8431. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  8432. }
  8433. break;
  8434. case GC_PHANTOMMENACE:
  8435. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8436. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8437. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8438. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8439. break;
  8440. case GC_HALLUCINATIONWALK:
  8441. {
  8442. int heal = status_get_max_hp(bl) / 10;
  8443. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  8444. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8445. break;
  8446. }
  8447. if( !status_charge(bl,heal,0) )
  8448. {
  8449. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8450. break;
  8451. }
  8452. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8453. }
  8454. break;
  8455. case AB_ANCILLA:
  8456. if( sd ) {
  8457. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8458. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  8459. }
  8460. break;
  8461. case AB_CLEMENTIA:
  8462. case AB_CANTO:
  8463. {
  8464. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  8465. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  8466. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8467. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  8468. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  8469. else if( sd )
  8470. 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);
  8471. }
  8472. break;
  8473. case AB_PRAEFATIO:
  8474. if( !sd || sd->status.party_id == 0 || flag&1 )
  8475. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  8476. else if( sd )
  8477. 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);
  8478. break;
  8479. case AB_CHEAL:
  8480. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8481. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  8482. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  8483. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  8484. if( partycount > 1 )
  8485. i += (i / 100) * (partycount * 10) / 4;
  8486. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  8487. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  8488. clif_skill_nodamage(src, bl, skill_id, i, 1);
  8489. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  8490. i = ~i + 1;
  8491. status_heal(bl, i, 0, 0);
  8492. }
  8493. } else if( sd )
  8494. 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);
  8495. break;
  8496. case AB_ORATIO:
  8497. if( flag&1 )
  8498. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8499. else {
  8500. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8501. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8502. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8503. }
  8504. break;
  8505. case AB_LAUDAAGNUS:
  8506. if( flag&1 || !sd || !sd->status.party_id ) {
  8507. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  8508. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  8509. // Success Chance: (40 + 10 * Skill Level) %
  8510. if( rnd()%100 > 40+10*skill_lv ) break;
  8511. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8512. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8513. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8514. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8515. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8516. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8517. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8518. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8519. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8520. } else if( sd )
  8521. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8522. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8523. break;
  8524. case AB_LAUDARAMUS:
  8525. if( flag&1 || !sd || !sd->status.party_id ) {
  8526. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  8527. // Success Chance: (40 + 10 * Skill Level) %
  8528. if( rnd()%100 > 40+10*skill_lv ) break;
  8529. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8530. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8531. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8532. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8533. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8534. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8535. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8536. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8537. } else if( sd )
  8538. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8539. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8540. break;
  8541. case AB_CLEARANCE:
  8542. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  8543. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  8544. break;
  8545. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8546. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  8547. if (sd)
  8548. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8549. break;
  8550. }
  8551. if(status_isimmune(bl))
  8552. break;
  8553. //Remove bonus_script by Clearance
  8554. if (dstsd)
  8555. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  8556. if(!tsc || !tsc->count)
  8557. break;
  8558. for( i = 0; i < SC_MAX; i++ ) {
  8559. if (!tsc->data[i])
  8560. continue;
  8561. switch (i) {
  8562. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  8563. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  8564. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  8565. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  8566. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  8567. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  8568. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  8569. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  8570. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  8571. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  8572. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  8573. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  8574. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  8575. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  8576. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  8577. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  8578. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  8579. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  8580. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  8581. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  8582. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  8583. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  8584. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  8585. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  8586. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  8587. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  8588. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  8589. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  8590. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  8591. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  8592. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  8593. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  8594. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  8595. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  8596. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  8597. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  8598. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  8599. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  8600. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  8601. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  8602. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  8603. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  8604. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  8605. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  8606. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  8607. case SC_P_ALTER: case SC_E_CHAIN:
  8608. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  8609. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  8610. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_ACTIVE_MONSTER_TRANSFORM:
  8611. #ifdef RENEWAL
  8612. case SC_EXTREMITYFIST2:
  8613. #endif
  8614. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  8615. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  8616. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  8617. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  8618. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  8619. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  8620. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  8621. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  8622. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  8623. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  8624. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  8625. case SC_SPRITEMABLE: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  8626. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  8627. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  8628. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  8629. case SC_DAILYSENDMAILCNT:
  8630. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  8631. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  8632. continue;
  8633. case SC_ASSUMPTIO:
  8634. if( bl->type == BL_MOB )
  8635. continue;
  8636. break;
  8637. }
  8638. 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.
  8639. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  8640. }
  8641. break;
  8642. }
  8643. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  8644. break;
  8645. case AB_SILENTIUM:
  8646. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  8647. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8648. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8649. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8650. break;
  8651. case WL_STASIS:
  8652. if (flag&1)
  8653. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8654. else {
  8655. map_foreachinallrange(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);
  8656. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8657. }
  8658. break;
  8659. case WL_CHAINLIGHTNING:
  8660. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  8661. break;
  8662. case WL_WHITEIMPRISON:
  8663. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
  8664. {
  8665. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  8666. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  8667. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  8668. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  8669. if( sd )
  8670. skill_blockpc_start(sd,skill_id,4000);
  8671. if( !(tsc && tsc->data[type]) ){
  8672. 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));
  8673. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8674. if( !i )
  8675. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8676. }
  8677. }else
  8678. if( sd )
  8679. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  8680. break;
  8681. case WL_FROSTMISTY:
  8682. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8683. map_foreachinallrange(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);
  8684. break;
  8685. case WL_JACKFROST:
  8686. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8687. 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);
  8688. break;
  8689. case WL_SIENNAEXECRATE:
  8690. if( status_isimmune(bl) || !tsc )
  8691. break;
  8692. if( flag&1 ) {
  8693. if( bl->id == skill_area_temp[1] )
  8694. break; // Already work on this target
  8695. if( tsc && tsc->data[type] )
  8696. status_change_end(bl,type,INVALID_TIMER);
  8697. else
  8698. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8699. } else {
  8700. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  8701. // IroWiki says Rate should be reduced by target stats, but currently unknown
  8702. if( rnd()%100 < rate ) { // Success on First Target
  8703. if( !tsc->data[type] )
  8704. rate = status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8705. else {
  8706. rate = 1;
  8707. status_change_end(bl,type,INVALID_TIMER);
  8708. }
  8709. if( rate ) {
  8710. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8711. skill_area_temp[1] = bl->id;
  8712. map_foreachinallrange(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);
  8713. }
  8714. // Doesn't send failure packet if it fails on defense.
  8715. }
  8716. else if( sd ) // Failure on Rate
  8717. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8718. }
  8719. break;
  8720. case WL_SUMMONFB:
  8721. case WL_SUMMONBL:
  8722. case WL_SUMMONWB:
  8723. case WL_SUMMONSTONE:
  8724. {
  8725. short element = 0, sctype = 0, pos = -1;
  8726. struct status_change *sc = status_get_sc(src);
  8727. if( !sc )
  8728. break;
  8729. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) {
  8730. if( !sctype && !sc->data[i] )
  8731. sctype = i; // Take the free SC
  8732. if( sc->data[i] )
  8733. pos = max(sc->data[i]->val2,pos);
  8734. }
  8735. if( !sctype ) {
  8736. if( sd ) // No free slots to put SC
  8737. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  8738. break;
  8739. }
  8740. pos++; // Used in val2 for SC. Indicates the order of this ball
  8741. switch( skill_id ) { // Set val1. The SC element for this ball
  8742. case WL_SUMMONFB: element = WLS_FIRE; break;
  8743. case WL_SUMMONBL: element = WLS_WIND; break;
  8744. case WL_SUMMONWB: element = WLS_WATER; break;
  8745. case WL_SUMMONSTONE: element = WLS_STONE; break;
  8746. }
  8747. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  8748. clif_skill_nodamage(src,bl,skill_id,0,0);
  8749. }
  8750. break;
  8751. case WL_READING_SB:
  8752. if( sd ) {
  8753. struct status_change *sc = status_get_sc(bl);
  8754. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  8755. if( sc && !sc->data[i] )
  8756. break;
  8757. if( i == SC_MAXSPELLBOOK ) {
  8758. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  8759. break;
  8760. }
  8761. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  8762. clif_spellbook_list(sd);
  8763. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8764. }
  8765. break;
  8766. case RA_FEARBREEZE:
  8767. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8768. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8769. break;
  8770. case RA_WUGMASTERY:
  8771. if( sd ) {
  8772. if( !pc_iswug(sd) )
  8773. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8774. else
  8775. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8776. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8777. }
  8778. break;
  8779. case RA_WUGRIDER:
  8780. if( sd ) {
  8781. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  8782. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8783. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  8784. } else if( pc_isridingwug(sd) ) {
  8785. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  8786. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8787. }
  8788. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8789. }
  8790. break;
  8791. case RA_WUGDASH:
  8792. if( tsce ) {
  8793. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  8794. map_freeblock_unlock();
  8795. return 0;
  8796. }
  8797. if( sd && pc_isridingwug(sd) ) {
  8798. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8799. clif_walkok(sd);
  8800. }
  8801. break;
  8802. case RA_SENSITIVEKEEN:
  8803. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8804. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8805. 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);
  8806. break;
  8807. case NC_F_SIDESLIDE:
  8808. case NC_B_SIDESLIDE:
  8809. {
  8810. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  8811. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  8812. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8813. }
  8814. break;
  8815. case NC_SELFDESTRUCTION:
  8816. if( sd ) {
  8817. if( pc_ismadogear(sd) )
  8818. pc_setmadogear(sd, 0);
  8819. skill_area_temp[1] = 0;
  8820. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8821. 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|SD_SPLASH|1, skill_castend_damage_id);
  8822. status_set_sp(src, 0, 0);
  8823. skill_clear_unitgroup(src);
  8824. }
  8825. break;
  8826. case NC_ANALYZE:
  8827. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8828. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8829. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  8830. if( sd ) pc_overheat(sd,1);
  8831. break;
  8832. case NC_MAGNETICFIELD:
  8833. clif_skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  8834. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  8835. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  8836. map_foreachinallrange(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);
  8837. if (sd)
  8838. pc_overheat(sd,1);
  8839. break;
  8840. case NC_REPAIR:
  8841. if( sd ) {
  8842. int heal, hp = 0;
  8843. if( !dstsd || !pc_ismadogear(dstsd) ) {
  8844. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  8845. break;
  8846. }
  8847. switch(skill_lv) {
  8848. case 1: hp = 4; break;
  8849. case 2: hp = 7; break;
  8850. case 3: hp = 13; break;
  8851. case 4: hp = 17; break;
  8852. case 5: default: hp = 23; break;
  8853. }
  8854. heal = dstsd->status.max_hp * hp / 100;
  8855. status_heal(bl,heal,0,2);
  8856. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  8857. }
  8858. break;
  8859. case NC_DISJOINT:
  8860. {
  8861. if( bl->type != BL_MOB ) break;
  8862. md = map_id2md(bl->id);
  8863. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8864. status_kill(bl);
  8865. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8866. }
  8867. break;
  8868. case SC_AUTOSHADOWSPELL:
  8869. if( sd ) {
  8870. if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  8871. (sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) )
  8872. {
  8873. 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]
  8874. clif_autoshadowspell_list(sd);
  8875. clif_skill_nodamage(src,bl,skill_id,1,1);
  8876. }
  8877. else
  8878. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8879. }
  8880. break;
  8881. case SC_SHADOWFORM:
  8882. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8883. 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))) )
  8884. dstsd->shadowform_id = src->id;
  8885. }
  8886. else if( sd )
  8887. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8888. break;
  8889. case SC_BODYPAINT:
  8890. if( flag&1 ) {
  8891. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  8892. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  8893. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  8894. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  8895. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  8896. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  8897. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  8898. }
  8899. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  8900. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8901. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  8902. } else {
  8903. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8904. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8905. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8906. }
  8907. break;
  8908. case SC_ENERVATION:
  8909. case SC_GROOMY:
  8910. case SC_LAZINESS:
  8911. case SC_UNLUCKY:
  8912. case SC_WEAKNESS:
  8913. if( !(tsc && tsc->data[type]) ) {
  8914. int rate;
  8915. if (status_get_class_(bl) == CLASS_BOSS)
  8916. break;
  8917. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8918. - (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));
  8919. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8920. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8921. } else if( sd )
  8922. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8923. break;
  8924. case SC_IGNORANCE:
  8925. if( !(tsc && tsc->data[type]) ) {
  8926. int rate;
  8927. if (status_get_class_(bl) == CLASS_BOSS)
  8928. break;
  8929. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8930. - (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));
  8931. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8932. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8933. int sp = 100 * skill_lv;
  8934. if( dstmd )
  8935. sp = dstmd->level;
  8936. if( !dstmd )
  8937. status_zap(bl, 0, sp);
  8938. status_heal(src, 0, sp / 2, 3);
  8939. } else if( sd )
  8940. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8941. } else if( sd )
  8942. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8943. break;
  8944. case LG_TRAMPLE:
  8945. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8946. if (rnd()%100 < (25 + 25 * skill_lv))
  8947. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8948. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  8949. break;
  8950. case LG_REFLECTDAMAGE:
  8951. if( tsc && tsc->data[type] )
  8952. status_change_end(bl,type,INVALID_TIMER);
  8953. else
  8954. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8955. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8956. break;
  8957. case LG_SHIELDSPELL:
  8958. if (sd) {
  8959. int opt = 0;
  8960. short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
  8961. struct item_data *shield_data = NULL;
  8962. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  8963. shield_data = sd->inventory_data[index];
  8964. if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
  8965. shield_def = shield_mdef = shield_refine = 10;
  8966. else {
  8967. shield_def = shield_data->def;
  8968. shield_mdef = sd->bonus.shieldmdef;
  8969. shield_refine = sd->inventory.u.items_inventory[sd->equip_index[EQI_HAND_L]].refine;
  8970. }
  8971. if (flag&1) {
  8972. sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
  8973. break;
  8974. }
  8975. opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
  8976. switch(skill_lv) {
  8977. case 1: { // DEF Based
  8978. int splashrange = 0;
  8979. #ifdef RENEWAL
  8980. if (shield_def >= 0 && shield_def <= 40)
  8981. #else
  8982. if (shield_def >= 0 && shield_def <= 4)
  8983. #endif
  8984. splashrange = 1;
  8985. #ifdef RENEWAL
  8986. else if (shield_def >= 41 && shield_def <= 80)
  8987. #else
  8988. else if (shield_def >= 5 && shield_def <= 9)
  8989. #endif
  8990. splashrange = 2;
  8991. else
  8992. splashrange = 3;
  8993. switch(opt) {
  8994. case 1: // Splash AoE ATK
  8995. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER);
  8996. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  8997. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8998. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  8999. break;
  9000. case 2: // % Damage Reflecting Increase
  9001. #ifdef RENEWAL
  9002. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
  9003. #else
  9004. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
  9005. #endif
  9006. break;
  9007. case 3: // Equipment Attack Increase
  9008. #ifdef RENEWAL
  9009. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
  9010. #else
  9011. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
  9012. #endif
  9013. break;
  9014. }
  9015. }
  9016. break;
  9017. case 2: { // MDEF Based
  9018. int splashrange = 0;
  9019. if (shield_mdef >= 1 && shield_mdef <= 3)
  9020. splashrange = 1;
  9021. else if (shield_mdef >= 4 && shield_mdef <= 5)
  9022. splashrange = 2;
  9023. else
  9024. splashrange = 3;
  9025. switch(opt) {
  9026. case 1: // Splash AoE MATK
  9027. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER);
  9028. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  9029. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9030. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  9031. break;
  9032. case 2: // Splash AoE Lex Divina
  9033. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
  9034. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  9035. map_foreachinallrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  9036. break;
  9037. case 3: // Casts Magnificat.
  9038. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
  9039. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  9040. sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
  9041. break;
  9042. }
  9043. }
  9044. break;
  9045. case 3: // Refine Based
  9046. switch(opt) {
  9047. case 1: // Allows you to break armor at a 100% rate when you do damage.
  9048. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
  9049. break;
  9050. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  9051. #ifdef RENEWAL
  9052. 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);
  9053. #else
  9054. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  9055. #endif
  9056. break;
  9057. case 3: // Recovers HP depending on Shield refine rate.
  9058. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery.
  9059. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
  9060. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  9061. break;
  9062. }
  9063. break;
  9064. }
  9065. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9066. }
  9067. break;
  9068. case LG_PIETY:
  9069. if( flag&1 )
  9070. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9071. else {
  9072. skill_area_temp[2] = 0;
  9073. map_foreachinallrange(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);
  9074. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9075. }
  9076. break;
  9077. case LG_INSPIRATION:
  9078. if( sd && !map[sd->bl.m].flag.noexppenalty && battle_config.exp_cost_inspiration )
  9079. pc_lostexp(sd, u32min(sd->status.base_exp, pc_nextbaseexp(sd) * battle_config.exp_cost_inspiration / 100), 0); // 1% penalty.
  9080. clif_skill_nodamage(bl,src,skill_id,skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9081. break;
  9082. case SR_CURSEDCIRCLE:
  9083. if( flag&1 ) {
  9084. if( status_get_class_(bl) == CLASS_BOSS )
  9085. break;
  9086. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  9087. if( bl->type == BL_MOB )
  9088. mob_unlocktarget((TBL_MOB*)bl,gettick());
  9089. clif_bladestop(src, bl->id, 1);
  9090. map_freeblock_unlock();
  9091. return 1;
  9092. }
  9093. } else {
  9094. int count = 0;
  9095. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9096. 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
  9097. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9098. if( sd ) pc_delspiritball(sd, count, 0);
  9099. clif_skill_nodamage(src, src, skill_id, skill_lv,
  9100. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  9101. }
  9102. break;
  9103. case SR_RAISINGDRAGON:
  9104. if( sd ) {
  9105. short max = 5 + skill_lv;
  9106. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9107. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  9108. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  9109. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  9110. }
  9111. break;
  9112. case SR_ASSIMILATEPOWER:
  9113. if (flag&1) {
  9114. i = 0;
  9115. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  9116. if (dstsd->spiritball > 0) {
  9117. i = dstsd->spiritball;
  9118. pc_delspiritball(dstsd,dstsd->spiritball,0);
  9119. }
  9120. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  9121. i += dstsd->spiritcharm;
  9122. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  9123. }
  9124. }
  9125. if (i)
  9126. status_percent_heal(src, 0, i);
  9127. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  9128. } else {
  9129. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9130. map_foreachinallrange(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);
  9131. }
  9132. break;
  9133. case SR_POWERVELOCITY:
  9134. if( !dstsd )
  9135. break;
  9136. if( sd && dstsd->spiritball <= 5 ) {
  9137. for(i = 0; i <= 5; i++) {
  9138. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  9139. pc_delspiritball(sd, sd->spiritball, 0);
  9140. }
  9141. }
  9142. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9143. break;
  9144. case SR_GENTLETOUCH_CURE:
  9145. {
  9146. unsigned int heal;
  9147. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9148. heal = 0;
  9149. else {
  9150. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  9151. status_heal(bl, heal, 0, 0);
  9152. }
  9153. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  9154. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9155. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9156. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9157. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9158. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9159. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9160. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9161. }
  9162. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9163. }
  9164. break;
  9165. case SR_GENTLETOUCH_ENERGYGAIN:
  9166. case SR_GENTLETOUCH_CHANGE:
  9167. case SR_GENTLETOUCH_REVITALIZE:
  9168. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9169. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9170. break;
  9171. case SR_FLASHCOMBO: {
  9172. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW };
  9173. const int delay[] = { 0, 250, 500, 2000 };
  9174. if (sd) // Disable attacking/acting/moving for skill's duration.
  9175. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[3];
  9176. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9177. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9178. for (i = 0; i < ARRAYLENGTH(combo); i++)
  9179. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  9180. }
  9181. break;
  9182. case WA_SWING_DANCE:
  9183. case WA_MOONLIT_SERENADE:
  9184. case WA_SYMPHONY_OF_LOVER:
  9185. case MI_RUSH_WINDMILL:
  9186. case MI_ECHOSONG:
  9187. if( !sd || !sd->status.party_id || (flag & 1) ) {
  9188. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9189. 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));
  9190. } else if( sd ) {
  9191. 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);
  9192. 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));
  9193. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9194. }
  9195. break;
  9196. case MI_HARMONIZE:
  9197. if( src != bl )
  9198. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9199. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9200. break;
  9201. case WM_DEADHILLHERE:
  9202. if( bl->type == BL_PC ) {
  9203. if( !status_isdead(bl) )
  9204. break;
  9205. if( rnd()%100 < 88 + 2 * skill_lv ) {
  9206. int heal = tstatus->sp;
  9207. if( heal <= 0 )
  9208. heal = 1;
  9209. tstatus->hp = heal;
  9210. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  9211. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9212. pc_revive((TBL_PC*)bl,heal,0);
  9213. clif_resurrection(bl,1);
  9214. }
  9215. }
  9216. break;
  9217. case WM_SIRCLEOFNATURE:
  9218. if( flag&1 )
  9219. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9220. else {
  9221. map_foreachinallrange(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);
  9222. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9223. }
  9224. break;
  9225. case WM_VOICEOFSIREN:
  9226. if (flag&1)
  9227. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  9228. else {
  9229. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  9230. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  9231. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  9232. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9233. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9234. }
  9235. break;
  9236. case WM_GLOOMYDAY:
  9237. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9238. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  9239. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  9240. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  9241. {
  9242. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9243. break;
  9244. }
  9245. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9246. break;
  9247. case WM_SATURDAY_NIGHT_FEVER:
  9248. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  9249. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM]))
  9250. break;
  9251. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  9252. } else if( flag&2 ) {
  9253. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  9254. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0,false));
  9255. } else if( sd ) {
  9256. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  9257. if( !sd->status.party_id || (rnd()%100 > chance)) {
  9258. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  9259. break;
  9260. }
  9261. if( map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  9262. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  9263. flag |= 2;
  9264. else
  9265. flag |= 1;
  9266. map_foreachinallrange(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);
  9267. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  9268. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  9269. if( flag&2 ) // Dealed here to prevent conflicts
  9270. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0,false));
  9271. }
  9272. break;
  9273. case WM_SONG_OF_MANA:
  9274. case WM_DANCE_WITH_WUG:
  9275. case WM_LERADS_DEW:
  9276. case WM_UNLIMITED_HUMMING_VOICE:
  9277. if( flag&1 ) { // These affect to to all party members near the caster.
  9278. struct status_change *sc = status_get_sc(src);
  9279. if( sc && sc->data[type] ) {
  9280. sc_start2(src,bl,type,100,skill_lv,battle_calc_chorusbonus(sd),skill_get_time(skill_id,skill_lv));
  9281. }
  9282. } else if( sd ) {
  9283. if( sc_start2(src,bl,type,100,skill_lv,battle_calc_chorusbonus(sd),skill_get_time(skill_id,skill_lv)) )
  9284. 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);
  9285. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9286. }
  9287. break;
  9288. case WM_MELODYOFSINK:
  9289. case WM_BEYOND_OF_WARCRY:
  9290. if( flag&1 ) {
  9291. sc_start2(src,bl,type,100,skill_lv,battle_calc_chorusbonus(sd),skill_get_time(skill_id,skill_lv));
  9292. } else { // These affect to all targets arround the caster.
  9293. if( rnd()%100 < 15 + 5 * skill_lv * 5 * battle_calc_chorusbonus(sd) ) {
  9294. map_foreachinallrange(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);
  9295. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9296. }
  9297. }
  9298. break;
  9299. case WM_RANDOMIZESPELL:
  9300. if (!skill_improvise_count) {
  9301. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9302. break;
  9303. }
  9304. else {
  9305. int improv_skill_id = 0, improv_skill_lv, checked = 0, checked_max = MAX_SKILL_IMPROVISE_DB*3;
  9306. do {
  9307. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  9308. improv_skill_id = skill_improvise_db[i].skill_id;
  9309. } while( checked++ < checked_max && (improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per) );
  9310. if (!skill_get_index(improv_skill_id)) {
  9311. if (sd)
  9312. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9313. break;
  9314. }
  9315. improv_skill_lv = 4 + skill_lv;
  9316. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9317. if( sd ) {
  9318. sd->state.abra_flag = 2;
  9319. sd->skillitem = improv_skill_id;
  9320. sd->skillitemlv = improv_skill_lv;
  9321. sd->skillitem_keep_requirement = false;
  9322. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  9323. } else {
  9324. struct unit_data *ud = unit_bl2ud(src);
  9325. int inf = skill_get_inf(improv_skill_id);
  9326. if (!ud) break;
  9327. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  9328. if (src->type == BL_PET)
  9329. bl = (struct block_list*)((TBL_PET*)src)->master;
  9330. if (!bl) bl = src;
  9331. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  9332. } else {
  9333. int target_id = 0;
  9334. if (ud->target)
  9335. target_id = ud->target;
  9336. else switch (src->type) {
  9337. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  9338. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  9339. }
  9340. if (!target_id)
  9341. break;
  9342. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  9343. bl = map_id2bl(target_id);
  9344. if (!bl) bl = src;
  9345. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  9346. } else
  9347. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  9348. }
  9349. }
  9350. }
  9351. break;
  9352. case RETURN_TO_ELDICASTES:
  9353. case ALL_GUARDIAN_RECALL:
  9354. case ECLAGE_RECALL:
  9355. if( sd )
  9356. {
  9357. short x=0, y=0; // Destiny position.
  9358. unsigned short mapindex=0;
  9359. switch(skill_id){
  9360. default:
  9361. case RETURN_TO_ELDICASTES:
  9362. x = 198;
  9363. y = 187;
  9364. mapindex = mapindex_name2id(MAP_DICASTES);
  9365. break;
  9366. case ALL_GUARDIAN_RECALL:
  9367. x = 44;
  9368. y = 151;
  9369. mapindex = mapindex_name2id(MAP_MORA);
  9370. break;
  9371. case ECLAGE_RECALL:
  9372. x = 47;
  9373. y = 31;
  9374. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  9375. break;
  9376. }
  9377. if(!mapindex)
  9378. { //Given map not found?
  9379. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9380. map_freeblock_unlock();
  9381. return 0;
  9382. }
  9383. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  9384. }
  9385. break;
  9386. case ECL_SNOWFLIP:
  9387. case ECL_PEONYMAMY:
  9388. case ECL_SADAGUI:
  9389. case ECL_SEQUOIADUST:
  9390. switch(skill_id){
  9391. case ECL_SNOWFLIP:
  9392. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9393. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9394. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9395. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9396. break;
  9397. case ECL_PEONYMAMY:
  9398. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9399. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9400. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9401. break;
  9402. case ECL_SADAGUI:
  9403. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9404. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9405. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9406. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  9407. break;
  9408. case ECL_SEQUOIADUST:
  9409. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9410. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9411. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9412. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9413. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9414. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  9415. break;
  9416. }
  9417. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SKILL);
  9418. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9419. break;
  9420. case GM_SANDMAN:
  9421. if( tsc ) {
  9422. if( tsc->opt1 == OPT1_SLEEP )
  9423. tsc->opt1 = 0;
  9424. else
  9425. tsc->opt1 = OPT1_SLEEP;
  9426. clif_changeoption(bl);
  9427. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9428. }
  9429. break;
  9430. case SO_ARRULLO:
  9431. {
  9432. int rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
  9433. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9434. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  9435. }
  9436. break;
  9437. case WM_LULLABY_DEEPSLEEP:
  9438. if (flag&1) {
  9439. int rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
  9440. int duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
  9441. sc_start(src, bl, type, rate, skill_lv, duration);
  9442. } else {
  9443. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9444. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9445. }
  9446. break;
  9447. case SO_SUMMON_AGNI:
  9448. case SO_SUMMON_AQUA:
  9449. case SO_SUMMON_VENTUS:
  9450. case SO_SUMMON_TERA:
  9451. if( sd ) {
  9452. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9453. // Remove previous elemental first.
  9454. if( sd->ed )
  9455. elemental_delete(sd->ed);
  9456. // Summoning the new one.
  9457. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9458. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9459. break;
  9460. }
  9461. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9462. }
  9463. break;
  9464. case SO_EL_CONTROL:
  9465. if( sd ) {
  9466. enum e_mode mode = EL_MODE_PASSIVE; // Standard mode.
  9467. if( !sd->ed ) break;
  9468. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9469. elemental_delete(sd->ed);
  9470. break;
  9471. }
  9472. switch( skill_lv ) {// Select mode bassed on skill level used.
  9473. case 2: mode = static_cast<e_mode>(EL_MODE_ASSIST); break;
  9474. case 3: mode = static_cast<e_mode>(EL_MODE_AGGRESSIVE); break;
  9475. }
  9476. if( !elemental_change_mode(sd->ed,mode) ) {
  9477. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9478. break;
  9479. }
  9480. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9481. }
  9482. break;
  9483. case SO_EL_ACTION:
  9484. if( sd ) {
  9485. int duration = 3000;
  9486. if( !sd->ed )
  9487. break;
  9488. switch(sd->ed->db->class_) {
  9489. case 2115:case 2124:
  9490. case 2118:case 2121:
  9491. duration = 6000;
  9492. break;
  9493. case 2116:case 2119:
  9494. case 2122:case 2125:
  9495. duration = 9000;
  9496. break;
  9497. }
  9498. sd->skill_id_old = skill_id;
  9499. elemental_action(sd->ed, bl, tick);
  9500. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9501. skill_blockpc_start(sd, skill_id, duration);
  9502. }
  9503. break;
  9504. case SO_EL_CURE:
  9505. if( sd ) {
  9506. struct elemental_data *ed = sd->ed;
  9507. int s_hp, s_sp;
  9508. if( !ed )
  9509. break;
  9510. s_hp = sd->battle_status.hp * 10 / 100;
  9511. s_sp = sd->battle_status.sp * 10 / 100;
  9512. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9513. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9514. break;
  9515. }
  9516. status_heal(&ed->bl,s_hp,s_sp,3);
  9517. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9518. }
  9519. break;
  9520. case GN_CHANGEMATERIAL:
  9521. case SO_EL_ANALYSIS:
  9522. if( sd ) {
  9523. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9524. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9525. }
  9526. break;
  9527. case GN_BLOOD_SUCKER:
  9528. {
  9529. struct status_change *sc = status_get_sc(src);
  9530. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  9531. if( tsc && tsc->data[type] ){
  9532. (sc->bs_counter)--;
  9533. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  9534. }
  9535. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9536. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  9537. (sc->bs_counter)++;
  9538. } else if( sd ) {
  9539. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9540. break;
  9541. }
  9542. }
  9543. break;
  9544. case GN_MANDRAGORA:
  9545. if( flag&1 ) {
  9546. int rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  9547. if (rate < 10)
  9548. rate = 10;
  9549. if (bl->type == BL_MOB || (tsc && tsc->data[type]))
  9550. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  9551. if (rnd()%100 < rate) {
  9552. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9553. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9554. }
  9555. } else {
  9556. map_foreachinallrange(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);
  9557. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9558. }
  9559. break;
  9560. case GN_SLINGITEM:
  9561. if( sd ) {
  9562. short ammo_id;
  9563. i = sd->equip_index[EQI_AMMO];
  9564. if( i < 0 )
  9565. break; // No ammo.
  9566. ammo_id = sd->inventory_data[i]->nameid;
  9567. if( ammo_id <= 0 )
  9568. break;
  9569. sd->itemid = ammo_id;
  9570. if( itemdb_group_item_exists(IG_BOMB, ammo_id) ) {
  9571. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  9572. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  9573. 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);
  9574. else
  9575. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  9576. } else //Otherwise, it fails, shows animation and removes items.
  9577. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  9578. } else if (itemdb_group_item_exists(IG_THROWABLE, ammo_id))
  9579. if (dstsd)
  9580. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  9581. }
  9582. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9583. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  9584. break;
  9585. case GN_MIX_COOKING:
  9586. case GN_MAKEBOMB:
  9587. case GN_S_PHARMACY:
  9588. if( sd ) {
  9589. int qty = 1;
  9590. sd->skill_id_old = skill_id;
  9591. sd->skill_lv_old = skill_lv;
  9592. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  9593. qty = 10;
  9594. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  9595. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9596. }
  9597. break;
  9598. case EL_CIRCLE_OF_FIRE:
  9599. case EL_PYROTECHNIC:
  9600. case EL_HEATER:
  9601. case EL_TROPIC:
  9602. case EL_AQUAPLAY:
  9603. case EL_COOLER:
  9604. case EL_CHILLY_AIR:
  9605. case EL_GUST:
  9606. case EL_BLAST:
  9607. case EL_WILD_STORM:
  9608. case EL_PETROLOGY:
  9609. case EL_CURSED_SOIL:
  9610. case EL_UPHEAVAL:
  9611. case EL_FIRE_CLOAK:
  9612. case EL_WATER_DROP:
  9613. case EL_WIND_CURTAIN:
  9614. case EL_SOLID_SKIN:
  9615. case EL_STONE_SHIELD:
  9616. case EL_WIND_STEP: {
  9617. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9618. if( ele ) {
  9619. sc_type type2 = (sc_type)(type-1);
  9620. struct status_change *sc = status_get_sc(&ele->bl);
  9621. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9622. elemental_clean_single_effect(ele, skill_id);
  9623. } else {
  9624. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9625. 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, DMG_SKILL);
  9626. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  9627. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  9628. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9629. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9630. }
  9631. }
  9632. }
  9633. break;
  9634. case EL_FIRE_MANTLE:
  9635. case EL_WATER_BARRIER:
  9636. case EL_ZEPHYR:
  9637. case EL_POWER_OF_GAIA:
  9638. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9639. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  9640. break;
  9641. case EL_WATER_SCREEN: {
  9642. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9643. if( ele ) {
  9644. struct status_change *sc = status_get_sc(&ele->bl);
  9645. sc_type type2 = (sc_type)(type-1);
  9646. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9647. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9648. elemental_clean_single_effect(ele, skill_id);
  9649. } else {
  9650. // This not heals at the end.
  9651. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9652. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9653. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  9654. }
  9655. }
  9656. }
  9657. break;
  9658. case KO_KAHU_ENTEN:
  9659. case KO_HYOUHU_HUBUKI:
  9660. case KO_KAZEHU_SEIRAN:
  9661. case KO_DOHU_KOUKAI:
  9662. if (sd) {
  9663. int ele_type = skill_get_ele(skill_id,skill_lv);
  9664. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9665. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  9666. }
  9667. break;
  9668. case KO_ZANZOU:
  9669. if(sd){
  9670. struct mob_data *md2;
  9671. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  9672. if( md2 )
  9673. {
  9674. md2->master_id = src->id;
  9675. md2->special_state.ai = AI_ZANZOU;
  9676. if( md2->deletetimer != INVALID_TIMER )
  9677. delete_timer(md2->deletetimer, mob_timer_delete);
  9678. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  9679. mob_spawn( md2 );
  9680. pc_setinvincibletimer(sd,500);// unlock target lock
  9681. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9682. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  9683. }
  9684. }
  9685. break;
  9686. case KO_KYOUGAKU:
  9687. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  9688. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9689. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9690. }else if( sd )
  9691. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9692. break;
  9693. case KO_JYUSATSU:
  9694. if( dstsd && tsc && !tsc->data[type] &&
  9695. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  9696. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9697. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  9698. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  9699. if( status_get_lv(bl) <= status_get_lv(src) )
  9700. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  9701. }else if( sd )
  9702. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9703. break;
  9704. case KO_GENWAKU:
  9705. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  9706. int x = src->x, y = src->y;
  9707. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  9708. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9709. break;
  9710. }
  9711. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  9712. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  9713. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  9714. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  9715. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9716. clif_blown(src);
  9717. if (!unit_blown_immune(bl, 0x1)) {
  9718. unit_movepos(bl,x,y,0,0);
  9719. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  9720. clif_sitting(bl); //Avoid sitting sync problem
  9721. clif_blown(bl);
  9722. }
  9723. }
  9724. }
  9725. break;
  9726. case OB_AKAITSUKI:
  9727. case OB_OBOROGENSOU:
  9728. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  9729. || status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ){ // Does not work on status immune monsters.
  9730. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9731. break;
  9732. }
  9733. case KO_IZAYOI:
  9734. case OB_ZANGETSU:
  9735. case KG_KYOMU:
  9736. case KG_KAGEMUSYA:
  9737. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9738. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9739. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9740. break;
  9741. case KG_KAGEHUMI:
  9742. if( flag&1 ){
  9743. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  9744. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  9745. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  9746. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9747. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9748. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9749. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9750. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9751. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9752. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  9753. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9754. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  9755. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9756. }
  9757. if( skill_area_temp[2] == 1 ){
  9758. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9759. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9760. }
  9761. }else{
  9762. skill_area_temp[2] = 0;
  9763. 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|SD_SPLASH|1, skill_castend_nodamage_id);
  9764. }
  9765. break;
  9766. case MH_SILENT_BREEZE:
  9767. {
  9768. int heal = 5 * status_get_lv(&hd->bl) +
  9769. #ifdef RENEWAL
  9770. status_base_matk(bl, &hd->battle_status, status_get_lv(&hd->bl));
  9771. #else
  9772. status_base_matk_min(&hd->battle_status);
  9773. #endif
  9774. //Silences the homunculus and target
  9775. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9776. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9777. //Recover the target's HP
  9778. status_heal(bl,heal,0,3);
  9779. //Removes these SC from target
  9780. if (tsc) {
  9781. const enum sc_type scs[] = {
  9782. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  9783. };
  9784. for (i = 0; i < ARRAYLENGTH(scs); i++)
  9785. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  9786. }
  9787. if (hd)
  9788. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9789. }
  9790. break;
  9791. case MH_OVERED_BOOST:
  9792. if (hd && battle_get_master(src)) {
  9793. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9794. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9795. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9796. }
  9797. break;
  9798. case MH_GRANITIC_ARMOR:
  9799. case MH_PYROCLASTIC:
  9800. if(hd) {
  9801. struct block_list *s_bl = battle_get_master(src);
  9802. 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
  9803. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9804. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9805. }
  9806. break;
  9807. case MH_LIGHT_OF_REGENE: //self
  9808. if(hd) {
  9809. struct block_list *s_bl = battle_get_master(src);
  9810. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9811. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9812. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_NEUTRAL); //change to neutral
  9813. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy/100); //refresh intimacy info
  9814. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9815. }
  9816. break;
  9817. case MH_STYLE_CHANGE:
  9818. if(hd){
  9819. struct status_change_entry *sce;
  9820. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  9821. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  9822. else sce->val1 = MH_MD_FIGHTING;
  9823. //if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) { // Aegis does not show any message when switching fighting style
  9824. // char output[128];
  9825. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  9826. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  9827. //}
  9828. }
  9829. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  9830. }
  9831. break;
  9832. case MH_MAGMA_FLOW:
  9833. case MH_PAIN_KILLER:
  9834. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9835. if (hd)
  9836. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9837. break;
  9838. case MH_SUMMON_LEGION: {
  9839. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  9840. int qty[5] = {3 , 3 , 4 , 4 , 5};
  9841. struct mob_data *sum_md;
  9842. int i_slave,c=0;
  9843. int maxcount = qty[skill_lv-1];
  9844. 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);
  9845. if(c >= maxcount) {
  9846. map_freeblock_unlock();
  9847. return 0; //max qty already spawned
  9848. }
  9849. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  9850. 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);
  9851. if (sum_md) {
  9852. sum_md->master_id = src->id;
  9853. sum_md->special_state.ai = AI_LEGION;
  9854. if (sum_md->deletetimer != INVALID_TIMER)
  9855. delete_timer(sum_md->deletetimer, mob_timer_delete);
  9856. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  9857. mob_spawn(sum_md); //Now it is ready for spawning.
  9858. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  9859. }
  9860. }
  9861. if (hd)
  9862. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9863. }
  9864. break;
  9865. case RL_RICHS_COIN:
  9866. if (sd) {
  9867. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9868. for (i = 0; i < 10; i++)
  9869. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9870. }
  9871. break;
  9872. case RL_C_MARKER:
  9873. if (sd) {
  9874. // If marked by someone else remove it
  9875. if (tsce && tsce->val2 != src->id)
  9876. status_change_end(bl, type, INVALID_TIMER);
  9877. // Check if marked before
  9878. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  9879. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9880. // Find empty slot
  9881. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  9882. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9883. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9884. break;
  9885. }
  9886. }
  9887. sd->c_marker[i] = bl->id;
  9888. 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);
  9889. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9890. }
  9891. // If mob casts this, at least SC_C_MARKER as debuff
  9892. else {
  9893. 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);
  9894. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9895. }
  9896. break;
  9897. case RL_D_TAIL:
  9898. 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);
  9899. break;
  9900. case RL_QD_SHOT:
  9901. if (sd) {
  9902. skill_area_temp[1] = bl->id;
  9903. // Check surrounding
  9904. 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);
  9905. if (skill_area_temp[0])
  9906. map_foreachinallrange(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);
  9907. // Main target always receives damage
  9908. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9909. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  9910. if (tsc && tsc->data[SC_C_MARKER])
  9911. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  9912. }
  9913. else {
  9914. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9915. 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);
  9916. }
  9917. skill_area_temp[0] = 0;
  9918. skill_area_temp[1] = 0;
  9919. break;
  9920. case RL_FLICKER:
  9921. if (sd) {
  9922. sd->flicker = true;
  9923. skill_area_temp[1] = 0;
  9924. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9925. // Detonate RL_B_TRAP
  9926. if (pc_checkskill(sd, RL_B_TRAP))
  9927. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  9928. // Detonate RL_H_MINE
  9929. if ((i = pc_checkskill(sd, RL_H_MINE)))
  9930. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  9931. sd->flicker = false;
  9932. }
  9933. break;
  9934. case SO_ELEMENTAL_SHIELD:
  9935. if (!sd || sd->status.party_id == 0 || flag&1) {
  9936. if (sd && sd->status.party_id == 0) {
  9937. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9938. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9939. elemental_delete(sd->ed);
  9940. }
  9941. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  9942. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  9943. }
  9944. else {
  9945. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9946. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9947. elemental_delete(sd->ed);
  9948. 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);
  9949. }
  9950. break;
  9951. case SU_HIDE:
  9952. if (tsce) {
  9953. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9954. status_change_end(bl, type, INVALID_TIMER);
  9955. map_freeblock_unlock();
  9956. return 0;
  9957. }
  9958. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9959. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9960. break;
  9961. case SU_STOOP:
  9962. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9963. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9964. break;
  9965. case SU_SV_ROOTTWIST:
  9966. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9967. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  9968. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  9969. break;
  9970. }
  9971. if (tsc && tsc->count && tsc->data[type]) // Refresh the status only if it's already active.
  9972. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9973. else {
  9974. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9975. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  9976. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  9977. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  9978. }
  9979. break;
  9980. case SU_TUNABELLY:
  9981. {
  9982. unsigned int heal = 0;
  9983. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9984. heal = 0;
  9985. else if (status_get_hp(bl) != status_get_max_hp(bl))
  9986. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  9987. status_heal(bl, heal, 0, 1|2|4);
  9988. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9989. }
  9990. break;
  9991. case SU_BUNCHOFSHRIMP:
  9992. case SU_HISS:
  9993. case SU_PURRING:
  9994. case SU_SHRIMPARTY:
  9995. case SU_MEOWMEOW:
  9996. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  9997. int duration = skill_get_time(skill_id, skill_lv);
  9998. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  9999. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  10000. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  10001. } else if (sd) {
  10002. if (skill_id == SU_SHRIMPARTY)
  10003. sc_start(src, bl, SC_SHRIMPBLESSING, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  10004. 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);
  10005. }
  10006. break;
  10007. case SU_POWEROFFLOCK:
  10008. if (flag&1) {
  10009. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10010. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  10011. } else {
  10012. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10013. if (battle_config.skill_wall_check)
  10014. map_foreachinshootrange(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);
  10015. else
  10016. 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);
  10017. }
  10018. break;
  10019. default:
  10020. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  10021. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10022. map_freeblock_unlock();
  10023. return 1;
  10024. }
  10025. if (skill_id != SR_CURSEDCIRCLE) {
  10026. struct status_change *sc = status_get_sc(src);
  10027. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  10028. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10029. }
  10030. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  10031. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  10032. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  10033. }
  10034. if( sd && !(flag&1) )
  10035. {// ensure that the skill last-cast tick is recorded
  10036. sd->canskill_tick = gettick();
  10037. if( sd->state.arrow_atk )
  10038. {// consume arrow on last invocation to this skill.
  10039. battle_consume_ammo(sd, skill_id, skill_lv);
  10040. }
  10041. skill_onskillusage(sd, bl, skill_id, tick);
  10042. // perform skill requirement consumption
  10043. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10044. }
  10045. map_freeblock_unlock();
  10046. return 0;
  10047. }
  10048. /**
  10049. * Checking that causing skill failed
  10050. * @param src Caster
  10051. * @param target Target
  10052. * @param skill_id
  10053. * @param skill_lv
  10054. * @return -1 success, others are failed @see enum useskill_fail_cause.
  10055. **/
  10056. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  10057. int inf = skill_get_inf(skill_id);
  10058. int inf2 = skill_get_inf2(skill_id);
  10059. struct status_change *tsc = status_get_sc(target);
  10060. if (src != target && (status_bl_has_mode(target,MD_SKILL_IMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !(skill_get_inf3(skill_id)&INF3_HIT_EMP))) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  10061. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  10062. switch (skill_id) {
  10063. case AL_HEAL:
  10064. case AL_INCAGI:
  10065. case AL_DECAGI:
  10066. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  10067. case AB_RENOVATIO:
  10068. case AB_HIGHNESSHEAL:
  10069. if (tsc && tsc->option&OPTION_MADOGEAR)
  10070. return USESKILL_FAIL_TOTARGET;
  10071. break;
  10072. case RG_BACKSTAP:
  10073. {
  10074. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  10075. if (check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir))
  10076. return USESKILL_FAIL_MAX;
  10077. }
  10078. break;
  10079. case PR_TURNUNDEAD:
  10080. {
  10081. struct status_data *tstatus = status_get_status_data(target);
  10082. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  10083. return USESKILL_FAIL_MAX;
  10084. }
  10085. break;
  10086. case PR_LEXDIVINA:
  10087. case MER_LEXDIVINA:
  10088. {
  10089. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  10090. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE]))
  10091. return USESKILL_FAIL_LEVEL;
  10092. else
  10093. return -1; //Works on silenced allies
  10094. }
  10095. break;
  10096. case RA_WUGSTRIKE:
  10097. // Check if path can be reached
  10098. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  10099. return USESKILL_FAIL_MAX;
  10100. break;
  10101. case MG_NAPALMBEAT:
  10102. case MG_FIREBALL:
  10103. case HT_BLITZBEAT:
  10104. case AS_GRIMTOOTH:
  10105. case MO_COMBOFINISH:
  10106. case NC_VULCANARM:
  10107. case SR_TIGERCANNON:
  10108. // These can damage traps, but can't target traps directly
  10109. if (target->type == BL_SKILL) {
  10110. TBL_SKILL *su = (TBL_SKILL*)target;
  10111. if (!su || !su->group)
  10112. return USESKILL_FAIL_MAX;
  10113. if (skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  10114. return USESKILL_FAIL_MAX;
  10115. }
  10116. break;
  10117. case RL_D_TAIL:
  10118. if (src) {
  10119. int count = 0;
  10120. if (battle_config.skill_wall_check)
  10121. count = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, 0, BCT_ENEMY, skill_area_sub_count);
  10122. else
  10123. count = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, 0, BCT_ENEMY, skill_area_sub_count);
  10124. if (!count) {
  10125. return USESKILL_FAIL_LEVEL;
  10126. }
  10127. }
  10128. break;
  10129. }
  10130. if (inf&INF_ATTACK_SKILL ||
  10131. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  10132. ) // Casted through combo.
  10133. inf = BCT_ENEMY; //Offensive skill.
  10134. else if (inf2&INF2_NO_ENEMY)
  10135. inf = BCT_NOENEMY;
  10136. else
  10137. inf = 0;
  10138. if (inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
  10139. inf |=
  10140. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  10141. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  10142. //Remove neutral targets (but allow enemy if skill is designed to be so)
  10143. inf &= ~BCT_NEUTRAL;
  10144. }
  10145. switch (skill_id) {
  10146. // Cannot be casted to Emperium
  10147. case WZ_ESTIMATION:
  10148. case SL_SKE:
  10149. case SL_SKA:
  10150. case RK_PHANTOMTHRUST:
  10151. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  10152. return USESKILL_FAIL_MAX;
  10153. break;
  10154. }
  10155. if (inf && battle_check_target(src, target, inf) <= 0) {
  10156. switch(skill_id) {
  10157. case RK_PHANTOMTHRUST:
  10158. case AB_CLEARANCE:
  10159. return USESKILL_FAIL_TOTARGET;
  10160. default:
  10161. return USESKILL_FAIL_LEVEL;
  10162. }
  10163. }
  10164. // Fogwall makes all offensive-type targetted skills fail at 75%
  10165. // Jump Kick can still fail even though you can jump to friendly targets.
  10166. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  10167. return USESKILL_FAIL_LEVEL;
  10168. return -1;
  10169. }
  10170. /**
  10171. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  10172. * @param tid
  10173. * @param tick
  10174. * @param data
  10175. **/
  10176. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  10177. {
  10178. struct block_list *target, *src;
  10179. struct map_session_data *sd;
  10180. struct mob_data *md;
  10181. struct unit_data *ud;
  10182. struct status_change *sc = NULL;
  10183. int flag = 0;
  10184. src = map_id2bl(id);
  10185. if( src == NULL )
  10186. {
  10187. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  10188. return 0;// not found
  10189. }
  10190. ud = unit_bl2ud(src);
  10191. if( ud == NULL )
  10192. {
  10193. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  10194. return 0;// ???
  10195. }
  10196. sd = BL_CAST(BL_PC, src);
  10197. md = BL_CAST(BL_MOB, src);
  10198. if( src->prev == NULL ) {
  10199. ud->skilltimer = INVALID_TIMER;
  10200. return 0;
  10201. }
  10202. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  10203. if( ud->skilltimer != tid ) {
  10204. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  10205. ud->skilltimer = INVALID_TIMER;
  10206. return 0;
  10207. }
  10208. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  10209. {// restore original walk speed
  10210. ud->skilltimer = INVALID_TIMER;
  10211. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  10212. } else
  10213. ud->skilltimer = INVALID_TIMER;
  10214. }
  10215. if (ud->skilltarget == id)
  10216. target = src;
  10217. else
  10218. target = map_id2bl(ud->skilltarget);
  10219. // Use a do so that you can break out of it when the skill fails.
  10220. do {
  10221. bool fail = false;
  10222. int8 res = USESKILL_FAIL_LEVEL;
  10223. if (!target || target->prev == NULL)
  10224. break;
  10225. if (src->m != target->m || status_isdead(src))
  10226. break;
  10227. //These should become skill_castend_pos
  10228. switch (ud->skill_id) {
  10229. case WE_CALLPARTNER:
  10230. if (sd)
  10231. clif_callpartner(sd);
  10232. case WE_CALLPARENT:
  10233. if (sd) {
  10234. struct map_session_data *f_sd = pc_get_father(sd);
  10235. struct map_session_data *m_sd = pc_get_mother(sd);
  10236. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  10237. fail = true;
  10238. break;
  10239. }
  10240. }
  10241. case WE_CALLBABY:
  10242. if (sd) {
  10243. struct map_session_data *c_sd = pc_get_child(sd);
  10244. if (c_sd && c_sd->state.autotrade) {
  10245. fail = true;
  10246. break;
  10247. }
  10248. }
  10249. case AM_RESURRECTHOMUN:
  10250. case PF_SPIDERWEB:
  10251. {
  10252. //Find a random spot to place the skill. [Skotlex]
  10253. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  10254. ud->skillx = target->x + splash;
  10255. ud->skilly = target->y + splash;
  10256. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  10257. ud->skillx = target->x;
  10258. ud->skilly = target->y;
  10259. }
  10260. ud->skilltimer = tid;
  10261. return skill_castend_pos(tid,tick,id,data);
  10262. }
  10263. case GN_WALLOFTHORN:
  10264. case SC_ESCAPE:
  10265. case SU_CN_POWDERING:
  10266. ud->skillx = target->x;
  10267. ud->skilly = target->y;
  10268. ud->skilltimer = tid;
  10269. return skill_castend_pos(tid,tick,id,data);
  10270. }
  10271. // Failing
  10272. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  10273. if (sd && res != USESKILL_FAIL_MAX)
  10274. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  10275. break;
  10276. }
  10277. //Avoid doing double checks for instant-cast skills.
  10278. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  10279. break;
  10280. if(md) {
  10281. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10282. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10283. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10284. }
  10285. if (src != target && battle_config.skill_add_range &&
  10286. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  10287. {
  10288. if (sd) {
  10289. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10290. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  10291. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10292. }
  10293. break;
  10294. }
  10295. #ifdef OFFICIAL_WALKPATH
  10296. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  10297. {
  10298. if (sd) {
  10299. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10300. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  10301. }
  10302. break;
  10303. }
  10304. #endif
  10305. if( sd )
  10306. {
  10307. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10308. break;
  10309. else {
  10310. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10311. if (src != target && (status_bl_has_mode(target,MD_SKILL_IMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !(skill_get_inf3(ud->skill_id)&INF3_HIT_EMP))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  10312. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10313. break; // Show a skill fail message (Damage type consumes requirements)
  10314. }
  10315. }
  10316. }
  10317. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10318. break;
  10319. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  10320. ud->state.running = 0;
  10321. status_change_end(src, SC_RUN, INVALID_TIMER);
  10322. flag = 1;
  10323. }
  10324. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  10325. unit_stop_walking(src,1);
  10326. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10327. ud->canact_tick = max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10328. if (sd) { //Cooldown application
  10329. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  10330. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10331. }
  10332. if( battle_config.display_status_timers && sd )
  10333. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10334. if( sd )
  10335. {
  10336. switch( ud->skill_id )
  10337. {
  10338. case GS_DESPERADO:
  10339. case RL_FIREDANCE:
  10340. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  10341. break;
  10342. case CR_GRANDCROSS:
  10343. case NPC_GRANDDARKNESS:
  10344. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  10345. {
  10346. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  10347. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  10348. break;
  10349. }
  10350. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  10351. break;
  10352. }
  10353. }
  10354. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  10355. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10356. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10357. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  10358. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  10359. map_freeblock_lock();
  10360. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  10361. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10362. else
  10363. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10364. sc = status_get_sc(src);
  10365. if(sc && sc->count) {
  10366. if (ud->skill_id != RA_CAMOUFLAGE)
  10367. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10368. if(sc->data[SC_SPIRIT] &&
  10369. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  10370. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  10371. ud->skill_id != WZ_WATERBALL)
  10372. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  10373. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  10374. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  10375. }
  10376. if (sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL) // they just set the data so leave it as it is.[Inkfish]
  10377. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10378. if (ud->skilltimer == INVALID_TIMER) {
  10379. if(md) md->skill_idx = -1;
  10380. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  10381. ud->skill_lv = ud->skilltarget = 0;
  10382. }
  10383. map_freeblock_unlock();
  10384. return 1;
  10385. } while(0);
  10386. //Skill failed.
  10387. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  10388. { //When Asura fails... (except when it fails from Wall of Fog)
  10389. //Consume SP/spheres
  10390. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  10391. status_set_sp(src, 0, 0);
  10392. sc = &sd->sc;
  10393. if (sc->count)
  10394. { //End states
  10395. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  10396. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  10397. #ifdef RENEWAL
  10398. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  10399. #endif
  10400. }
  10401. if( target && target->m == src->m ) { //Move character to target anyway.
  10402. short x, y;
  10403. short dir = map_calc_dir(src,target->x,target->y);
  10404. //Move 3 cells (From Caster)
  10405. if( dir > 0 && dir < 4 )
  10406. x = -3;
  10407. else if( dir > 4 )
  10408. x = 3;
  10409. else
  10410. x = 0;
  10411. if( dir > 2 && dir < 6 )
  10412. y = -3;
  10413. else if( dir == 7 || dir < 2 )
  10414. y = 3;
  10415. else
  10416. y = 0;
  10417. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  10418. clif_blown(src);
  10419. clif_spiritball(src);
  10420. }
  10421. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  10422. }
  10423. }
  10424. ud->skill_id = ud->skilltarget = 0;
  10425. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10426. ud->canact_tick = tick;
  10427. //You can't place a skill failed packet here because it would be
  10428. //sent in ALL cases, even cases where skill_check_condition fails
  10429. //which would lead to double 'skill failed' messages u.u [Skotlex]
  10430. if(sd)
  10431. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10432. else if(md)
  10433. md->skill_idx = -1;
  10434. return 0;
  10435. }
  10436. /*==========================================
  10437. *
  10438. *------------------------------------------*/
  10439. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  10440. {
  10441. struct block_list* src = map_id2bl(id);
  10442. struct map_session_data *sd;
  10443. struct unit_data *ud = unit_bl2ud(src);
  10444. struct mob_data *md;
  10445. nullpo_ret(ud);
  10446. sd = BL_CAST(BL_PC , src);
  10447. md = BL_CAST(BL_MOB, src);
  10448. if( src->prev == NULL ) {
  10449. ud->skilltimer = INVALID_TIMER;
  10450. return 0;
  10451. }
  10452. if( ud->skilltimer != tid )
  10453. {
  10454. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  10455. ud->skilltimer = INVALID_TIMER;
  10456. return 0;
  10457. }
  10458. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  10459. {// restore original walk speed
  10460. ud->skilltimer = INVALID_TIMER;
  10461. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  10462. } else
  10463. ud->skilltimer = INVALID_TIMER;
  10464. do {
  10465. int maxcount=0;
  10466. if( status_isdead(src) )
  10467. break;
  10468. if( !(src->type&battle_config.skill_reiteration) &&
  10469. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  10470. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  10471. )
  10472. {
  10473. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10474. break;
  10475. }
  10476. if( skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  10477. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  10478. )
  10479. {
  10480. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10481. break;
  10482. }
  10483. if( src->type&battle_config.land_skill_limit &&
  10484. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  10485. ) {
  10486. int i;
  10487. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  10488. if(ud->skillunit[i]->skill_id == ud->skill_id)
  10489. maxcount--;
  10490. }
  10491. if( maxcount == 0 )
  10492. {
  10493. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10494. break;
  10495. }
  10496. }
  10497. if(tid != INVALID_TIMER)
  10498. { //Avoid double checks on instant cast skills. [Skotlex]
  10499. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  10500. break;
  10501. if (battle_config.skill_add_range &&
  10502. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  10503. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  10504. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10505. break;
  10506. }
  10507. }
  10508. if( sd )
  10509. {
  10510. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10511. break;
  10512. else
  10513. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10514. }
  10515. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10516. break;
  10517. if(md) {
  10518. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10519. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10520. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10521. }
  10522. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10523. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  10524. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  10525. if (ud->walktimer != INVALID_TIMER)
  10526. unit_stop_walking(src,1);
  10527. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10528. ud->canact_tick = max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10529. if (sd) { //Cooldown application
  10530. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  10531. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10532. }
  10533. if( battle_config.display_status_timers && sd )
  10534. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10535. // if( sd )
  10536. // {
  10537. // switch( ud->skill_id )
  10538. // {
  10539. // case ????:
  10540. // sd->canequip_tick = tick + ????;
  10541. // break;
  10542. // }
  10543. // }
  10544. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10545. map_freeblock_lock();
  10546. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  10547. if (ud->skill_id != RA_CAMOUFLAGE)
  10548. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10549. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  10550. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10551. if (ud->skilltimer == INVALID_TIMER) {
  10552. if (md) md->skill_idx = -1;
  10553. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  10554. ud->skill_lv = ud->skillx = ud->skilly = 0;
  10555. }
  10556. map_freeblock_unlock();
  10557. return 1;
  10558. } while(0);
  10559. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10560. ud->canact_tick = tick;
  10561. ud->skill_id = ud->skill_lv = 0;
  10562. if(sd)
  10563. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10564. else if(md)
  10565. md->skill_idx = -1;
  10566. return 0;
  10567. }
  10568. /* skill count without self */
  10569. static int skill_count_wos(struct block_list *bl,va_list ap) {
  10570. struct block_list* src = va_arg(ap, struct block_list*);
  10571. if( src->id != bl->id ) {
  10572. return 1;
  10573. }
  10574. return 0;
  10575. }
  10576. /*==========================================
  10577. *
  10578. *------------------------------------------*/
  10579. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  10580. {
  10581. struct map_session_data* sd;
  10582. struct status_change* sc;
  10583. struct status_change_entry *sce;
  10584. struct skill_unit_group* sg;
  10585. enum sc_type type;
  10586. int i;
  10587. //if(skill_lv <= 0) return 0;
  10588. if(skill_id > 0 && !skill_lv) return 0; // celest
  10589. nullpo_ret(src);
  10590. if(status_isdead(src))
  10591. return 0;
  10592. sd = BL_CAST(BL_PC, src);
  10593. sc = status_get_sc(src);
  10594. type = status_skill2sc(skill_id);
  10595. sce = (sc && type != -1)?sc->data[type]:NULL;
  10596. switch (skill_id) { //Skill effect.
  10597. case WZ_METEOR:
  10598. case WZ_ICEWALL:
  10599. case MO_BODYRELOCATION:
  10600. case CR_CULTIVATION:
  10601. case HW_GANBANTEIN:
  10602. case LG_EARTHDRIVE:
  10603. case SC_ESCAPE:
  10604. case SU_CN_METEOR:
  10605. break; //Effect is displayed on respective switch case.
  10606. default:
  10607. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  10608. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10609. else
  10610. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10611. }
  10612. switch(skill_id)
  10613. {
  10614. case PR_BENEDICTIO:
  10615. skill_area_temp[1] = src->id;
  10616. i = skill_get_splash(skill_id, skill_lv);
  10617. map_foreachinallarea(skill_area_sub,
  10618. src->m, x-i, y-i, x+i, y+i, BL_PC,
  10619. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  10620. skill_castend_nodamage_id);
  10621. map_foreachinallarea(skill_area_sub,
  10622. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10623. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  10624. skill_castend_damage_id);
  10625. break;
  10626. case BS_HAMMERFALL:
  10627. i = skill_get_splash(skill_id, skill_lv);
  10628. map_foreachinallarea(skill_area_sub,
  10629. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10630. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  10631. skill_castend_nodamage_id);
  10632. break;
  10633. case HT_DETECTING:
  10634. i = skill_get_splash(skill_id, skill_lv);
  10635. map_foreachinallarea( status_change_timer_sub,
  10636. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  10637. src,NULL,SC_SIGHT,tick);
  10638. skill_reveal_trap_inarea(src, i, x, y);
  10639. break;
  10640. case SR_RIDEINLIGHTNING:
  10641. i = skill_get_splash(skill_id, skill_lv);
  10642. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10643. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  10644. break;
  10645. case SA_VOLCANO:
  10646. case SA_DELUGE:
  10647. case SA_VIOLENTGALE:
  10648. { //Does not consumes if the skill is already active. [Skotlex]
  10649. struct skill_unit_group *sg2;
  10650. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  10651. {
  10652. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  10653. {
  10654. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10655. return 0; // not to consume items
  10656. }
  10657. else
  10658. sg2->limit = 0; //Disable it.
  10659. }
  10660. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10661. break;
  10662. }
  10663. // Skill Unit Setting
  10664. case MG_SAFETYWALL:
  10665. case MG_FIREWALL:
  10666. case MG_THUNDERSTORM:
  10667. case AL_PNEUMA:
  10668. case WZ_FIREPILLAR:
  10669. case WZ_QUAGMIRE:
  10670. case WZ_VERMILION:
  10671. case WZ_STORMGUST:
  10672. case WZ_HEAVENDRIVE:
  10673. case PR_SANCTUARY:
  10674. case PR_MAGNUS:
  10675. case CR_GRANDCROSS:
  10676. case NPC_GRANDDARKNESS:
  10677. case HT_SKIDTRAP:
  10678. case MA_SKIDTRAP:
  10679. case HT_LANDMINE:
  10680. case MA_LANDMINE:
  10681. case HT_ANKLESNARE:
  10682. case HT_SHOCKWAVE:
  10683. case HT_SANDMAN:
  10684. case MA_SANDMAN:
  10685. case HT_FLASHER:
  10686. case HT_FREEZINGTRAP:
  10687. case MA_FREEZINGTRAP:
  10688. case HT_BLASTMINE:
  10689. case HT_CLAYMORETRAP:
  10690. case AS_VENOMDUST:
  10691. case AM_DEMONSTRATION:
  10692. case PF_FOGWALL:
  10693. case PF_SPIDERWEB:
  10694. case HT_TALKIEBOX:
  10695. case WE_CALLPARTNER:
  10696. case WE_CALLPARENT:
  10697. case WE_CALLBABY:
  10698. case SA_LANDPROTECTOR:
  10699. case BD_LULLABY:
  10700. case BD_RICHMANKIM:
  10701. case BD_ETERNALCHAOS:
  10702. case BD_DRUMBATTLEFIELD:
  10703. case BD_RINGNIBELUNGEN:
  10704. case BD_ROKISWEIL:
  10705. case BD_INTOABYSS:
  10706. case BD_SIEGFRIED:
  10707. case BA_DISSONANCE:
  10708. case BA_POEMBRAGI:
  10709. case BA_WHISTLE:
  10710. case BA_ASSASSINCROSS:
  10711. case BA_APPLEIDUN:
  10712. case DC_UGLYDANCE:
  10713. case DC_HUMMING:
  10714. case DC_DONTFORGETME:
  10715. case DC_FORTUNEKISS:
  10716. case DC_SERVICEFORYOU:
  10717. case CG_MOONLIT:
  10718. case GS_DESPERADO:
  10719. case NJ_KAENSIN:
  10720. case NJ_BAKUENRYU:
  10721. case NJ_SUITON:
  10722. case NJ_HYOUSYOURAKU:
  10723. case NJ_RAIGEKISAI:
  10724. case NJ_KAMAITACHI:
  10725. #ifdef RENEWAL
  10726. case NJ_HUUMA:
  10727. #endif
  10728. case NPC_EVILLAND:
  10729. case NPC_VENOMFOG:
  10730. case RA_ELECTRICSHOCKER:
  10731. case RA_CLUSTERBOMB:
  10732. case RA_MAGENTATRAP:
  10733. case RA_COBALTTRAP:
  10734. case RA_MAIZETRAP:
  10735. case RA_VERDURETRAP:
  10736. case RA_FIRINGTRAP:
  10737. case RA_ICEBOUNDTRAP:
  10738. case SC_MANHOLE:
  10739. case SC_DIMENSIONDOOR:
  10740. case SC_CHAOSPANIC:
  10741. case SC_MAELSTROM:
  10742. case SC_BLOODYLUST:
  10743. case WM_REVERBERATION:
  10744. case WM_POEMOFNETHERWORLD:
  10745. case SO_PSYCHIC_WAVE:
  10746. case SO_VACUUM_EXTREME:
  10747. case GN_THORNS_TRAP:
  10748. case GN_HELLS_PLANT:
  10749. case SO_EARTHGRAVE:
  10750. case SO_DIAMONDDUST:
  10751. case SO_FIRE_INSIGNIA:
  10752. case SO_WATER_INSIGNIA:
  10753. case SO_WIND_INSIGNIA:
  10754. case SO_EARTH_INSIGNIA:
  10755. case KO_HUUMARANKA:
  10756. case KO_BAKURETSU:
  10757. case KO_ZENKAI:
  10758. case MH_LAVA_SLIDE:
  10759. case MH_VOLCANIC_ASH:
  10760. case MH_POISON_MIST:
  10761. case MH_STEINWAND:
  10762. case MH_XENO_SLASHER:
  10763. case LG_KINGS_GRACE:
  10764. case RL_B_TRAP:
  10765. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  10766. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  10767. case GN_WALLOFTHORN:
  10768. case GN_DEMONIC_FIRE:
  10769. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10770. break;
  10771. case WZ_ICEWALL:
  10772. flag|=1;
  10773. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  10774. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10775. break;
  10776. case RG_GRAFFITI: /* Graffiti [Valaris] */
  10777. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10778. flag|=1;
  10779. break;
  10780. case HP_BASILICA:
  10781. if( sc->data[SC_BASILICA] ) {
  10782. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  10783. return 0;
  10784. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  10785. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  10786. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10787. return 0;
  10788. }
  10789. skill_clear_unitgroup(src);
  10790. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10791. flag|=1;
  10792. }
  10793. break;
  10794. case CG_HERMODE:
  10795. skill_clear_unitgroup(src);
  10796. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10797. sc_start4(src,src,SC_DANCING,100,
  10798. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10799. flag|=1;
  10800. break;
  10801. case RG_CLEANER: // [Valaris]
  10802. i = skill_get_splash(skill_id, skill_lv);
  10803. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  10804. break;
  10805. case SO_WARMER:
  10806. case SO_CLOUD_KILL:
  10807. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  10808. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10809. break;
  10810. case SU_CN_POWDERING:
  10811. case SU_NYANGGRASS:
  10812. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  10813. if (skill_id == SU_CN_POWDERING)
  10814. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  10815. else
  10816. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  10817. }
  10818. flag |= 1;
  10819. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  10820. break;
  10821. case WZ_METEOR:
  10822. case SU_CN_METEOR: {
  10823. int area = skill_get_splash(skill_id, skill_lv);
  10824. short tmpx = 0, tmpy = 0;
  10825. if (sd && skill_id == SU_CN_METEOR) {
  10826. short item_idx = pc_search_inventory(sd, ITEMID_CATNIP_FRUIT);
  10827. if (item_idx >= 0) {
  10828. pc_delitem(sd, item_idx, 1, 0, 1, LOG_TYPE_CONSUME);
  10829. flag |= 1;
  10830. }
  10831. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  10832. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  10833. }
  10834. for (i = 1; i <= skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id); i++) {
  10835. // Creates a random Cell in the Splash Area
  10836. tmpx = x - area + rnd()%(area * 2 + 1);
  10837. tmpy = y - area + rnd()%(area * 2 + 1);
  10838. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  10839. }
  10840. }
  10841. break;
  10842. case AL_WARP:
  10843. if(sd)
  10844. {
  10845. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  10846. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  10847. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  10848. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  10849. );
  10850. }
  10851. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10852. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10853. return 0; // not to consume item.
  10854. case MO_BODYRELOCATION:
  10855. if (unit_movepos(src, x, y, 2, 1)) {
  10856. #if PACKETVER >= 20111005
  10857. clif_snap(src, src->x, src->y);
  10858. #else
  10859. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  10860. #endif
  10861. if (sd)
  10862. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  10863. }
  10864. break;
  10865. case NJ_SHADOWJUMP:
  10866. if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(5, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  10867. clif_blown(src);
  10868. status_change_end(src, SC_HIDING, INVALID_TIMER);
  10869. break;
  10870. case AM_SPHEREMINE:
  10871. case AM_CANNIBALIZE:
  10872. {
  10873. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  10874. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  10875. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  10876. struct mob_data *md;
  10877. // Correct info, don't change any of this! [celest]
  10878. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  10879. if (md) {
  10880. md->master_id = src->id;
  10881. md->special_state.ai = ai;
  10882. if( md->deletetimer != INVALID_TIMER )
  10883. delete_timer(md->deletetimer, mob_timer_delete);
  10884. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  10885. mob_spawn (md); //Now it is ready for spawning.
  10886. }
  10887. }
  10888. break;
  10889. // Slim Pitcher [Celest]
  10890. case CR_SLIMPITCHER:
  10891. if (sd) {
  10892. int i_lv = 0, j = 0;
  10893. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  10894. i_lv = skill_lv%11 - 1;
  10895. j = pc_search_inventory(sd, require.itemid[i_lv]);
  10896. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  10897. {
  10898. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10899. return 1;
  10900. }
  10901. potion_flag = 1;
  10902. potion_hp = 0;
  10903. potion_sp = 0;
  10904. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  10905. potion_flag = 0;
  10906. //Apply skill bonuses
  10907. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  10908. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  10909. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  10910. + pc_skillheal_bonus(sd, skill_id);
  10911. potion_hp = potion_hp * (100+i_lv)/100;
  10912. potion_sp = potion_sp * (100+i_lv)/100;
  10913. if(potion_hp > 0 || potion_sp > 0) {
  10914. i_lv = skill_get_splash(skill_id, skill_lv);
  10915. map_foreachinallarea(skill_area_sub,
  10916. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  10917. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10918. skill_castend_nodamage_id);
  10919. }
  10920. } else {
  10921. int id = skill_get_itemid(skill_id, skill_lv);
  10922. struct item_data *item;
  10923. item = itemdb_search(id);
  10924. potion_flag = 1;
  10925. potion_hp = 0;
  10926. potion_sp = 0;
  10927. run_script(item->script,0,src->id,0);
  10928. potion_flag = 0;
  10929. id = skill_get_max(CR_SLIMPITCHER)*10;
  10930. potion_hp = potion_hp * (100+id)/100;
  10931. potion_sp = potion_sp * (100+id)/100;
  10932. if(potion_hp > 0 || potion_sp > 0) {
  10933. id = skill_get_splash(skill_id, skill_lv);
  10934. map_foreachinallarea(skill_area_sub,
  10935. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  10936. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10937. skill_castend_nodamage_id);
  10938. }
  10939. }
  10940. break;
  10941. case HW_GANBANTEIN:
  10942. if (rnd()%100 < 80) {
  10943. int dummy = 1;
  10944. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10945. i = skill_get_splash(skill_id, skill_lv);
  10946. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  10947. } else {
  10948. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10949. return 1;
  10950. }
  10951. break;
  10952. case HW_GRAVITATION:
  10953. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10954. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  10955. flag|=1;
  10956. break;
  10957. // Plant Cultivation [Celest]
  10958. case CR_CULTIVATION:
  10959. if (sd) {
  10960. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  10961. {
  10962. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10963. return 1;
  10964. }
  10965. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10966. if (rnd()%100 < 50) {
  10967. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10968. } else {
  10969. TBL_MOB* md = NULL;
  10970. int t, mob_id;
  10971. if (skill_lv == 1)
  10972. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  10973. else {
  10974. int rand_val = rnd() % 100;
  10975. if (rand_val < 30)
  10976. mob_id = MOBID_GREEN_PLANT;
  10977. else if (rand_val < 55)
  10978. mob_id = MOBID_RED_PLANT;
  10979. else if (rand_val < 80)
  10980. mob_id = MOBID_YELLOW_PLANT;
  10981. else if (rand_val < 90)
  10982. mob_id = MOBID_WHITE_PLANT;
  10983. else if (rand_val < 98)
  10984. mob_id = MOBID_BLUE_PLANT;
  10985. else
  10986. mob_id = MOBID_SHINING_PLANT;
  10987. }
  10988. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  10989. if (!md)
  10990. break;
  10991. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  10992. {
  10993. if( md->deletetimer != INVALID_TIMER )
  10994. delete_timer(md->deletetimer, mob_timer_delete);
  10995. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  10996. }
  10997. mob_spawn(md);
  10998. }
  10999. }
  11000. break;
  11001. case SG_SUN_WARM:
  11002. case SG_MOON_WARM:
  11003. case SG_STAR_WARM:
  11004. skill_clear_unitgroup(src);
  11005. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  11006. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11007. flag|=1;
  11008. break;
  11009. case PA_GOSPEL:
  11010. if (sce && sce->val4 == BCT_SELF)
  11011. {
  11012. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  11013. return 0;
  11014. }
  11015. else
  11016. {
  11017. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  11018. if (!sg) break;
  11019. if (sce)
  11020. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  11021. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  11022. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  11023. }
  11024. break;
  11025. case NJ_TATAMIGAESHI:
  11026. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  11027. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  11028. break;
  11029. case AM_RESURRECTHOMUN: //[orn]
  11030. if (sd)
  11031. {
  11032. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  11033. {
  11034. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11035. break;
  11036. }
  11037. }
  11038. break;
  11039. case RK_WINDCUTTER:
  11040. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  11041. case AC_SHOWER:
  11042. if (skill_id == AC_SHOWER)
  11043. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  11044. case MA_SHOWER:
  11045. case NC_COLDSLOWER:
  11046. case RK_DRAGONBREATH:
  11047. case RK_DRAGONBREATH_WATER:
  11048. // Cast center might be relevant later (e.g. for knockback direction)
  11049. skill_area_temp[4] = x;
  11050. skill_area_temp[5] = y;
  11051. i = skill_get_splash(skill_id,skill_lv);
  11052. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11053. break;
  11054. case SO_ARRULLO:
  11055. i = skill_get_splash(skill_id,skill_lv);
  11056. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  11057. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11058. break;
  11059. case GC_POISONSMOKE:
  11060. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  11061. if( sd )
  11062. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  11063. return 0;
  11064. }
  11065. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  11066. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  11067. break;
  11068. case AB_EPICLESIS:
  11069. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  11070. i = skill_get_splash(skill_id, skill_lv);
  11071. map_foreachinallarea(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);
  11072. }
  11073. break;
  11074. case WL_COMET:
  11075. case NPC_COMET:
  11076. if( sc ) {
  11077. sc->comet_x = x;
  11078. sc->comet_y = y;
  11079. }
  11080. i = skill_get_splash(skill_id,skill_lv);
  11081. 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);
  11082. break;
  11083. case WL_EARTHSTRAIN:
  11084. {
  11085. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  11086. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  11087. for( w = 1; w <= wave; w++ )
  11088. {
  11089. switch( dir ){
  11090. case 0: case 1: case 7: sy = y + w; break;
  11091. case 3: case 4: case 5: sy = y - w; break;
  11092. case 2: sx = x - w; break;
  11093. case 6: sx = x + w; break;
  11094. }
  11095. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  11096. }
  11097. }
  11098. break;
  11099. case RA_DETONATOR:
  11100. i = skill_get_splash(skill_id, skill_lv);
  11101. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  11102. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  11103. break;
  11104. case NC_NEUTRALBARRIER:
  11105. case NC_STEALTHFIELD:
  11106. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  11107. skill_clear_unitgroup(src);
  11108. return 0;
  11109. }
  11110. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  11111. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  11112. 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));
  11113. if( sd ) pc_overheat(sd,1);
  11114. }
  11115. break;
  11116. case NC_SILVERSNIPER:
  11117. {
  11118. struct mob_data *md;
  11119. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  11120. if( md ) {
  11121. md->master_id = src->id;
  11122. md->special_state.ai = AI_FAW;
  11123. if( md->deletetimer != INVALID_TIMER )
  11124. delete_timer(md->deletetimer, mob_timer_delete);
  11125. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11126. mob_spawn(md);
  11127. }
  11128. }
  11129. break;
  11130. case NC_MAGICDECOY:
  11131. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  11132. break;
  11133. case SC_FEINTBOMB: {
  11134. struct skill_unit_group *group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  11135. if( group == NULL || group->unit == NULL ) {
  11136. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11137. return 1;
  11138. }
  11139. // Release all targets against the caster.
  11140. map_foreachinallrange(skill_mob_releasetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl);
  11141. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  11142. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  11143. }
  11144. break;
  11145. case SC_ESCAPE:
  11146. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11147. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_NONE);
  11148. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11149. flag |= 1;
  11150. break;
  11151. case LG_OVERBRAND: {
  11152. int dir = map_calc_dir(src,x,y);
  11153. int sx = src->x, sy = src->y;
  11154. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
  11155. for( i = 0; i < layout->count; i++ )
  11156. 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);
  11157. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  11158. }
  11159. break;
  11160. case LG_BANDING:
  11161. if( sc && sc->data[SC_BANDING] )
  11162. status_change_end(src,SC_BANDING,INVALID_TIMER);
  11163. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  11164. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11165. if( sd ) pc_banding(sd,skill_lv);
  11166. }
  11167. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11168. break;
  11169. case LG_RAYOFGENESIS:
  11170. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  11171. i = skill_get_splash(skill_id,skill_lv);
  11172. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,
  11173. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11174. } else if( sd )
  11175. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  11176. break;
  11177. case WM_DOMINION_IMPULSE:
  11178. i = skill_get_splash(skill_id, skill_lv);
  11179. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  11180. break;
  11181. case WM_GREAT_ECHO:
  11182. case WM_SOUND_OF_DESTRUCTION:
  11183. i = skill_get_splash(skill_id,skill_lv);
  11184. 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);
  11185. break;
  11186. case WM_SEVERE_RAINSTORM:
  11187. flag |= 1;
  11188. if (sd)
  11189. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  11190. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11191. break;
  11192. case GN_CRAZYWEED: {
  11193. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  11194. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  11195. int x1 = x - area + rnd()%(area * 2 + 1);
  11196. int y1 = y - area + rnd()%(area * 2 + 1);
  11197. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  11198. }
  11199. }
  11200. break;
  11201. case GN_FIRE_EXPANSION: {
  11202. int i_su;
  11203. struct unit_data *ud = unit_bl2ud(src);
  11204. if( !ud ) break;
  11205. for(i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su++) {
  11206. struct skill_unit *su = ud->skillunit[i_su]->unit;
  11207. struct skill_unit_group *sg = ud->skillunit[i_su]->unit->group;
  11208. if (ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4) {
  11209. switch (skill_lv) {
  11210. case 1: {
  11211. int duration = sg->limit - DIFF_TICK(tick, sg->tick);
  11212. skill_delunit(su);
  11213. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  11214. flag |= 1;
  11215. }
  11216. break;
  11217. case 2:
  11218. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11219. if (su != NULL)
  11220. skill_delunit(su);
  11221. break;
  11222. case 3:
  11223. skill_delunit(su);
  11224. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  11225. flag |= 1;
  11226. break;
  11227. case 4:
  11228. skill_delunit(su);
  11229. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  11230. flag |= 1;
  11231. break;
  11232. case 5: {
  11233. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  11234. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  11235. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  11236. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11237. if (su != NULL)
  11238. skill_delunit(su);
  11239. }
  11240. break;
  11241. }
  11242. }
  11243. }
  11244. }
  11245. break;
  11246. case SO_FIREWALK:
  11247. case SO_ELECTRICWALK:
  11248. if( sc && sc->data[type] )
  11249. status_change_end(src,type,INVALID_TIMER);
  11250. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  11251. break;
  11252. case KO_MAKIBISHI:
  11253. for( i = 0; i < (skill_lv+2); i++ ) {
  11254. x = src->x - 1 + rnd()%3;
  11255. y = src->y - 1 + rnd()%3;
  11256. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11257. }
  11258. break;
  11259. case KO_MUCHANAGE: {
  11260. struct status_data *sstatus;
  11261. int rate = 0;
  11262. sstatus = status_get_status_data(src);
  11263. i = skill_get_splash(skill_id,skill_lv);
  11264. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  11265. if( rate < 0 )
  11266. rate = 0;
  11267. 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);
  11268. if( rnd()%100 < rate )
  11269. 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);
  11270. }
  11271. break;
  11272. case RL_FALLEN_ANGEL:
  11273. if (unit_movepos(src,x,y,1,1)) {
  11274. clif_snap(src, src->x, src->y);
  11275. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  11276. } else {
  11277. if (sd)
  11278. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11279. }
  11280. break;
  11281. case RL_FIRE_RAIN: {
  11282. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  11283. int sx = x = src->x, sy = y = src->y;
  11284. for (w = 0; w <= wave; w++) {
  11285. switch (dir) {
  11286. case DIR_NORTH:
  11287. case DIR_NORTHWEST:
  11288. case DIR_NORTHEAST:
  11289. sy = y + w;
  11290. break;
  11291. case DIR_WEST:
  11292. sx = x - w;
  11293. break;
  11294. case DIR_SOUTHWEST:
  11295. case DIR_SOUTH:
  11296. case DIR_SOUTHEAST:
  11297. sy = y - w;
  11298. break;
  11299. case DIR_EAST:
  11300. sx = x + w;
  11301. break;
  11302. }
  11303. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  11304. }
  11305. }
  11306. break;
  11307. case NC_MAGMA_ERUPTION:
  11308. // 1st, AoE 'slam' damage
  11309. i = skill_get_splash(skill_id, skill_lv);
  11310. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11311. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  11312. if (skill_get_unit_id(NC_MAGMA_ERUPTION,0)) {
  11313. // 2nd, AoE 'eruption' unit
  11314. skill_addtimerskill(src,gettick()+500,0,x,y,skill_id,skill_lv,BF_MISC,flag);
  11315. }
  11316. break;
  11317. case SU_LOPE:
  11318. {
  11319. uint8 dir = map_calc_dir(src, x, y);
  11320. // Fails on noteleport maps, except for GvG and BG maps
  11321. if (map[src->m].flag.noteleport && !(map[src->m].flag.battleground || map_flag_gvg2(src->m))) {
  11322. x = src->x;
  11323. y = src->y;
  11324. } else if (dir%2) { // Diagonal
  11325. x += dirx[dir] * (skill_lv * 4) / 3;
  11326. y += diry[dir] * (skill_lv * 4) / 3;
  11327. } else {
  11328. x += dirx[dir] * skill_lv * 2;
  11329. y += diry[dir] * skill_lv * 2;
  11330. }
  11331. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11332. 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))
  11333. clif_blown(src);
  11334. }
  11335. break;
  11336. default:
  11337. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  11338. return 1;
  11339. }
  11340. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11341. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11342. if( sd )
  11343. {// ensure that the skill last-cast tick is recorded
  11344. sd->canskill_tick = gettick();
  11345. if( sd->state.arrow_atk && !(flag&1) )
  11346. {// consume arrow if this is a ground skill
  11347. battle_consume_ammo(sd, skill_id, skill_lv);
  11348. }
  11349. skill_onskillusage(sd, NULL, skill_id, tick);
  11350. // perform skill requirement consumption
  11351. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11352. }
  11353. return 0;
  11354. }
  11355. /*==========================================
  11356. *
  11357. *------------------------------------------*/
  11358. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  11359. {
  11360. nullpo_ret(sd);
  11361. //Simplify skill_failed code.
  11362. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  11363. if(skill_id != sd->menuskill_id)
  11364. return 0;
  11365. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  11366. skill_failed(sd);
  11367. return 0;
  11368. }
  11369. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  11370. skill_failed(sd);
  11371. return 0;
  11372. }
  11373. pc_stop_attack(sd);
  11374. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  11375. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  11376. if(strcmp(mapname,"cancel")==0) {
  11377. skill_failed(sd);
  11378. return 0;
  11379. }
  11380. switch(skill_id)
  11381. {
  11382. case AL_TELEPORT:
  11383. case ALL_ODINS_RECALL:
  11384. //The storage window is closed automatically by the client when there's
  11385. //any kind of map change, so we need to restore it automatically
  11386. //bugreport:8027
  11387. if(strcmp(mapname,"Random") == 0)
  11388. pc_randomwarp(sd,CLR_TELEPORT);
  11389. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  11390. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  11391. clif_refresh_storagewindow(sd);
  11392. break;
  11393. case AL_WARP:
  11394. {
  11395. const struct point *p[4];
  11396. struct skill_unit_group *group;
  11397. int i, lv, wx, wy;
  11398. int maxcount=0;
  11399. int x,y;
  11400. unsigned short mapindex;
  11401. mapindex = mapindex_name2id((char*)mapname);
  11402. if(!mapindex) { //Given map not found?
  11403. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11404. skill_failed(sd);
  11405. return 0;
  11406. }
  11407. p[0] = &sd->status.save_point;
  11408. p[1] = &sd->status.memo_point[0];
  11409. p[2] = &sd->status.memo_point[1];
  11410. p[3] = &sd->status.memo_point[2];
  11411. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  11412. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  11413. if(sd->ud.skillunit[i]->skill_id == skill_id)
  11414. maxcount--;
  11415. }
  11416. if(!maxcount) {
  11417. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11418. skill_failed(sd);
  11419. return 0;
  11420. }
  11421. }
  11422. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  11423. wx = sd->menuskill_val>>16;
  11424. wy = sd->menuskill_val&0xffff;
  11425. if( lv <= 0 ) return 0;
  11426. if( lv > 4 ) lv = 4; // crash prevention
  11427. // check if the chosen map exists in the memo list
  11428. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  11429. if( i < lv ) {
  11430. x=p[i]->x;
  11431. y=p[i]->y;
  11432. } else {
  11433. skill_failed(sd);
  11434. return 0;
  11435. }
  11436. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  11437. { // This checks versus skill_id/skill_lv...
  11438. skill_failed(sd);
  11439. return 0;
  11440. }
  11441. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  11442. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  11443. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  11444. skill_failed(sd);
  11445. return 0;
  11446. }
  11447. group->val1 = (group->val1<<16)|(short)0;
  11448. // record the destination coordinates
  11449. group->val2 = (x<<16)|y;
  11450. group->val3 = mapindex;
  11451. }
  11452. break;
  11453. }
  11454. sd->menuskill_id = sd->menuskill_val = 0;
  11455. return 0;
  11456. #undef skill_failed
  11457. }
  11458. /// transforms 'target' skill unit into dissonance (if conditions are met)
  11459. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  11460. {
  11461. struct skill_unit* target = (struct skill_unit*)bl;
  11462. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  11463. int flag = va_arg(ap, int);
  11464. if (src == target)
  11465. return 0;
  11466. if (!target->group || !(target->group->state.song_dance&0x1))
  11467. return 0;
  11468. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  11469. return 0;
  11470. if (flag) //Set dissonance
  11471. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  11472. else //Remove dissonance
  11473. target->val2 &= ~UF_ENSEMBLE;
  11474. skill_getareachar_skillunit_visibilty(target, AREA);
  11475. return 1;
  11476. }
  11477. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  11478. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  11479. //When 1, this unit has been positioned, so start the cancel effect.
  11480. int skill_dance_overlap(struct skill_unit* unit, int flag)
  11481. {
  11482. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  11483. return 0;
  11484. if (!flag && !(unit->val2&UF_ENSEMBLE))
  11485. return 0; //Nothing to remove, this unit is not overlapped.
  11486. if (unit->val1 != unit->group->skill_id)
  11487. { //Reset state
  11488. unit->val1 = unit->group->skill_id;
  11489. unit->val2 &= ~UF_ENSEMBLE;
  11490. }
  11491. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  11492. }
  11493. /**
  11494. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  11495. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  11496. * @param flag 0 Convert
  11497. * @param flag 1 Revert
  11498. * @return true success
  11499. * @TODO: This should be completely removed later and rewritten
  11500. * The entire execution of the overlapping songs instances is dirty and hacked together
  11501. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  11502. */
  11503. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  11504. {
  11505. static int prevflag = 1; // by default the backup is empty
  11506. static struct skill_unit_group backup;
  11507. struct skill_unit_group* group;
  11508. if( unit == NULL || (group = unit->group) == NULL )
  11509. return false;
  11510. //val2&UF_ENSEMBLE is a hack to indicate dissonance
  11511. if ( !((group->state.song_dance&0x1) && (unit->val2&UF_ENSEMBLE)) )
  11512. return false;
  11513. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  11514. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  11515. flag ? "read an empty backup" : "write to a full backup",
  11516. group->skill_id, group->skill_lv, group->src_id);
  11517. return false;
  11518. }
  11519. prevflag = flag;
  11520. if (!flag) { //Transform
  11521. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  11522. // backup
  11523. backup.skill_id = group->skill_id;
  11524. backup.skill_lv = group->skill_lv;
  11525. backup.unit_id = group->unit_id;
  11526. backup.target_flag = group->target_flag;
  11527. backup.bl_flag = group->bl_flag;
  11528. backup.interval = group->interval;
  11529. // replace
  11530. group->skill_id = skill_id;
  11531. group->skill_lv = 1;
  11532. group->unit_id = skill_get_unit_id(skill_id,0);
  11533. group->target_flag = skill_get_unit_target(skill_id);
  11534. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11535. group->interval = skill_get_unit_interval(skill_id);
  11536. } else { //Restore
  11537. group->skill_id = backup.skill_id;
  11538. group->skill_lv = backup.skill_lv;
  11539. group->unit_id = backup.unit_id;
  11540. group->target_flag = backup.target_flag;
  11541. group->bl_flag = backup.bl_flag;
  11542. group->interval = backup.interval;
  11543. }
  11544. return true;
  11545. }
  11546. /**
  11547. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  11548. * @param src Object that triggers the skill
  11549. * @param skill_id Skill ID
  11550. * @param skill_lv Skill level of used skill
  11551. * @param x Position x
  11552. * @param y Position y
  11553. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  11554. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  11555. * @return skill_unit_group
  11556. */
  11557. struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  11558. {
  11559. struct skill_unit_group *group;
  11560. int i, limit, val1 = 0, val2 = 0, val3 = 0;
  11561. int link_group_id = 0;
  11562. int target, interval, range, unit_flag, req_item = 0;
  11563. struct s_skill_unit_layout *layout;
  11564. struct map_session_data *sd;
  11565. struct status_data *status;
  11566. struct status_change *sc;
  11567. int active_flag = 1;
  11568. int subunt = 0;
  11569. bool hidden = false;
  11570. nullpo_retr(NULL, src);
  11571. limit = skill_get_time(skill_id,skill_lv);
  11572. range = skill_get_unit_range(skill_id,skill_lv);
  11573. interval = skill_get_unit_interval(skill_id);
  11574. target = skill_get_unit_target(skill_id);
  11575. unit_flag = skill_get_unit_flag(skill_id);
  11576. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  11577. sd = BL_CAST(BL_PC, src);
  11578. status = status_get_status_data(src);
  11579. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  11580. hidden = (unit_flag&UF_HIDDEN_TRAP && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  11581. switch( skill_id ) {
  11582. case MH_STEINWAND:
  11583. val2 = 4 + skill_lv;
  11584. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  11585. break;
  11586. case MG_SAFETYWALL:
  11587. #ifdef RENEWAL
  11588. val2 = status_get_max_hp(src) * 3;
  11589. #else
  11590. val2 = skill_lv+1;
  11591. #endif
  11592. break;
  11593. case MG_FIREWALL:
  11594. if(sc && sc->data[SC_VIOLENTGALE])
  11595. limit = limit*3/2;
  11596. val2 = 4+skill_lv;
  11597. break;
  11598. case AL_WARP:
  11599. val1=skill_lv+6;
  11600. if(!(flag&1))
  11601. limit=2000;
  11602. else // previous implementation (not used anymore)
  11603. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  11604. if( src->type != BL_SKILL ) return NULL;
  11605. group = ((TBL_SKILL*)src)->group;
  11606. src = map_id2bl(group->src_id);
  11607. if( !src ) return NULL;
  11608. val2 = group->val2; //Copy the (x,y) position you warp to
  11609. val3 = group->val3; //as well as the mapindex to warp to.
  11610. }
  11611. break;
  11612. case HP_BASILICA:
  11613. val1 = src->id; // Store caster id.
  11614. break;
  11615. case PR_SANCTUARY:
  11616. case NPC_EVILLAND:
  11617. val1=skill_lv+3;
  11618. break;
  11619. case WZ_METEOR:
  11620. case SU_CN_METEOR:
  11621. limit = flag - (flag&1);
  11622. val1 = (flag&1);
  11623. flag = 0; // Flag should not influence anything else for these skills
  11624. break;
  11625. case WZ_FIREPILLAR:
  11626. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11627. return NULL;
  11628. if((flag&1)!=0)
  11629. limit=1000;
  11630. val1=skill_lv+2;
  11631. break;
  11632. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  11633. case AM_DEMONSTRATION:
  11634. case GN_HELLS_PLANT:
  11635. if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11636. return NULL;
  11637. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  11638. && (src->type&battle_config.vs_traps_bctall))
  11639. target = BCT_ALL;
  11640. break;
  11641. case HT_SKIDTRAP:
  11642. case MA_SKIDTRAP:
  11643. //Save position of caster
  11644. val1 = ((src->x)<<16)|(src->y);
  11645. case HT_ANKLESNARE:
  11646. case HT_SHOCKWAVE:
  11647. case HT_SANDMAN:
  11648. case MA_SANDMAN:
  11649. case HT_CLAYMORETRAP:
  11650. case HT_LANDMINE:
  11651. case MA_LANDMINE:
  11652. case HT_FLASHER:
  11653. case HT_FREEZINGTRAP:
  11654. case MA_FREEZINGTRAP:
  11655. case HT_BLASTMINE:
  11656. case RA_ELECTRICSHOCKER:
  11657. case RA_CLUSTERBOMB:
  11658. case RA_MAGENTATRAP:
  11659. case RA_COBALTTRAP:
  11660. case RA_MAIZETRAP:
  11661. case RA_VERDURETRAP:
  11662. case RA_FIRINGTRAP:
  11663. case RA_ICEBOUNDTRAP:
  11664. case RL_B_TRAP:
  11665. case SC_ESCAPE:
  11666. {
  11667. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  11668. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  11669. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  11670. req_item = req.itemid[i];
  11671. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  11672. break;
  11673. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  11674. target = BCT_ALL;
  11675. }
  11676. break;
  11677. case SA_LANDPROTECTOR:
  11678. case SA_VOLCANO:
  11679. case SA_DELUGE:
  11680. case SA_VIOLENTGALE:
  11681. case SC_CHAOSPANIC:
  11682. {
  11683. struct skill_unit_group *old_sg;
  11684. if ((old_sg = skill_locate_element_field(src)) != NULL)
  11685. { //HelloKitty confirmed that these are interchangeable,
  11686. //so you can change element and not consume gemstones.
  11687. if ((
  11688. old_sg->skill_id == SA_VOLCANO ||
  11689. old_sg->skill_id == SA_DELUGE ||
  11690. old_sg->skill_id == SA_VIOLENTGALE
  11691. ) && old_sg->limit > 0)
  11692. { //Use the previous limit (minus the elapsed time) [Skotlex]
  11693. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  11694. if (limit < 0) //This can happen...
  11695. limit = skill_get_time(skill_id,skill_lv);
  11696. }
  11697. skill_clear_group(src,1);
  11698. }
  11699. break;
  11700. }
  11701. case BA_WHISTLE:
  11702. #ifdef RENEWAL
  11703. val1 = 3 * skill_lv + status->agi / 15; // Flee increase
  11704. #else
  11705. val1 = skill_lv + status->agi / 10; // Flee increase
  11706. #endif
  11707. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  11708. if (sd) {
  11709. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  11710. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  11711. }
  11712. break;
  11713. case DC_HUMMING:
  11714. #ifdef RENEWAL
  11715. val1 = 20 + 2 * skill_lv + status->dex / 15; // Hit increase
  11716. #else
  11717. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  11718. #endif
  11719. if (sd)
  11720. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  11721. break;
  11722. case BA_POEMBRAGI:
  11723. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  11724. //For some reason at level 10 the base delay reduction is 50%.
  11725. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  11726. if (sd) {
  11727. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  11728. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  11729. }
  11730. break;
  11731. case DC_DONTFORGETME:
  11732. #ifdef RENEWAL
  11733. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  11734. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  11735. #else
  11736. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  11737. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  11738. #endif
  11739. if (sd) {
  11740. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  11741. #ifdef RENEWAL
  11742. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  11743. #else
  11744. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  11745. #endif
  11746. }
  11747. val1 *= 10; //Because 10 is actually 1% aspd
  11748. break;
  11749. case DC_SERVICEFORYOU:
  11750. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  11751. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  11752. if (sd) {
  11753. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  11754. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  11755. }
  11756. break;
  11757. case BA_ASSASSINCROSS:
  11758. if (sd)
  11759. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  11760. #ifdef RENEWAL // ASPD increase
  11761. val1 += skill_lv + (status->agi / 20);
  11762. #else
  11763. val1 += 5 + skill_lv + (status->agi / 20);
  11764. val1 *= 10; // ASPD works with 1000 as 100%
  11765. #endif
  11766. break;
  11767. case DC_FORTUNEKISS:
  11768. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  11769. val1 *= 10; //Because every 10 crit is an actual cri point.
  11770. if (sd)
  11771. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  11772. break;
  11773. case BD_DRUMBATTLEFIELD:
  11774. #ifdef RENEWAL
  11775. val1 = (skill_lv+5)*25; //Atk increase
  11776. val2 = skill_lv*10; //Def increase
  11777. #else
  11778. val1 = (skill_lv+1)*25; //Atk increase
  11779. val2 = (skill_lv+1)*2; //Def increase
  11780. #endif
  11781. break;
  11782. case BD_RINGNIBELUNGEN:
  11783. val1 = (skill_lv+2)*25; //Atk increase
  11784. break;
  11785. case BD_RICHMANKIM:
  11786. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  11787. break;
  11788. case BD_SIEGFRIED:
  11789. val1 = 55 + skill_lv*5; //Elemental Resistance
  11790. val2 = skill_lv*10; //Status ailment resistance
  11791. break;
  11792. case WE_CALLPARTNER:
  11793. if (sd) val1 = sd->status.partner_id;
  11794. break;
  11795. case WE_CALLPARENT:
  11796. if (sd) {
  11797. val1 = sd->status.father;
  11798. val2 = sd->status.mother;
  11799. }
  11800. break;
  11801. case WE_CALLBABY:
  11802. if (sd) val1 = sd->status.child;
  11803. break;
  11804. case NJ_KAENSIN:
  11805. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  11806. val2 = (skill_lv+1)/2 + 4;
  11807. break;
  11808. case NJ_SUITON:
  11809. skill_clear_group(src, 1);
  11810. break;
  11811. case GS_GROUNDDRIFT:
  11812. {
  11813. // Ground Drift Element is decided when it's placed.
  11814. int ele = skill_get_ele(skill_id, skill_lv);
  11815. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  11816. if (ele == -3)
  11817. val1 = element[rnd()%5]; // Use random from available unit visual?
  11818. else if (ele == -2)
  11819. val1 = status_get_attack_sc_element(src,sc);
  11820. else if (ele == -1) {
  11821. val1 = status->rhw.ele;
  11822. if (sc && sc->data[SC_ENCHANTARMS])
  11823. val1 = sc->data[SC_ENCHANTARMS]->val2;
  11824. }
  11825. switch (val1) {
  11826. case ELE_FIRE:
  11827. subunt++;
  11828. case ELE_WATER:
  11829. subunt++;
  11830. case ELE_POISON:
  11831. subunt++;
  11832. case ELE_DARK:
  11833. subunt++;
  11834. case ELE_WIND:
  11835. break;
  11836. default:
  11837. subunt = rnd()%5;
  11838. break;
  11839. }
  11840. break;
  11841. }
  11842. case GC_POISONSMOKE:
  11843. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  11844. return NULL;
  11845. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  11846. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  11847. limit = skill_get_time(skill_id, skill_lv);
  11848. break;
  11849. case GD_LEADERSHIP:
  11850. case GD_GLORYWOUNDS:
  11851. case GD_SOULCOLD:
  11852. case GD_HAWKEYES:
  11853. limit = 1000000;//it doesn't matter
  11854. break;
  11855. case LG_BANDING:
  11856. limit = -1;
  11857. break;
  11858. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  11859. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  11860. target = BCT_ALL;
  11861. case WM_SEVERE_RAINSTORM:
  11862. case SO_WATER_INSIGNIA:
  11863. case SO_FIRE_INSIGNIA:
  11864. case SO_WIND_INSIGNIA:
  11865. case SO_EARTH_INSIGNIA:
  11866. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11867. return NULL;
  11868. break;
  11869. case SO_CLOUD_KILL:
  11870. skill_clear_group(src, 4);
  11871. break;
  11872. case SO_WARMER:
  11873. skill_clear_group(src, 8);
  11874. break;
  11875. case SO_FIREWALK:
  11876. case SO_ELECTRICWALK:
  11877. limit = skill_get_time2(skill_id, skill_lv);
  11878. break;
  11879. case GN_WALLOFTHORN:
  11880. // Turns to Firewall
  11881. if( flag&1 )
  11882. limit = 3000;
  11883. val3 = (x<<16)|y;
  11884. break;
  11885. case GN_DEMONIC_FIRE:
  11886. if (flag) { // Fire Expansion level 1
  11887. limit = flag + 10000;
  11888. flag = 0;
  11889. }
  11890. break;
  11891. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  11892. case GN_FIRE_EXPANSION_TEAR_GAS:
  11893. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  11894. break;
  11895. case KO_ZENKAI:
  11896. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  11897. val1 = sd->spiritcharm;
  11898. val2 = sd->spiritcharm_type;
  11899. limit = 6000 * val1;
  11900. subunt = sd->spiritcharm_type - 1;
  11901. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  11902. }
  11903. break;
  11904. case HW_GRAVITATION:
  11905. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  11906. link_group_id = sc->data[SC_GRAVITATION]->val4;
  11907. break;
  11908. case SO_VACUUM_EXTREME:
  11909. // Coordinates
  11910. val1 = x;
  11911. val2 = y;
  11912. val3 = 0; // Suck target at n seconds.
  11913. break;
  11914. case NC_MAGMA_ERUPTION:
  11915. // Since we have no 'place' anymore. time1 for Stun duration, time2 for burning duration
  11916. // Officially, duration (limit) is 5secs, interval 0.5secs damage interval.
  11917. limit = interval * 10;
  11918. break;
  11919. case MH_VOLCANIC_ASH:
  11920. if (!map_flag_vs(src->m))
  11921. target = BCT_ENEMY;
  11922. break;
  11923. }
  11924. // Init skill unit group
  11925. nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval)));
  11926. group->val1 = val1;
  11927. group->val2 = val2;
  11928. group->val3 = val3;
  11929. group->link_group_id = link_group_id;
  11930. group->target_flag = target;
  11931. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11932. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  11933. 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
  11934. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  11935. group->item_id = req_item;
  11936. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  11937. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  11938. active_flag = 0;
  11939. // Put message for Talkie Box & Graffiti
  11940. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  11941. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  11942. if (sd)
  11943. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  11944. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  11945. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  11946. }
  11947. // Dance skill
  11948. if (group->state.song_dance) {
  11949. if(sd) {
  11950. sd->skill_id_dance = skill_id;
  11951. sd->skill_lv_dance = skill_lv;
  11952. }
  11953. if (
  11954. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  11955. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  11956. )
  11957. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  11958. }
  11959. // Set skill unit
  11960. limit = group->limit;
  11961. for( i = 0; i < layout->count; i++ ) {
  11962. struct skill_unit *unit;
  11963. int ux = x + layout->dx[i];
  11964. int uy = y + layout->dy[i];
  11965. int unit_val1 = skill_lv;
  11966. int unit_val2 = 0;
  11967. int alive = 1;
  11968. // are the coordinates out of range?
  11969. if( ux <= 0 || uy <= 0 || ux >= map[src->m].xs || uy >= map[src->m].ys ){
  11970. continue;
  11971. }
  11972. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  11973. continue; // don't place skill units on walls (except for songs/dances/encores)
  11974. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  11975. continue; // no path between cell and caster
  11976. switch( skill_id ) {
  11977. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  11978. case HT_LANDMINE:
  11979. case MA_LANDMINE:
  11980. case HT_ANKLESNARE:
  11981. case HT_SHOCKWAVE:
  11982. case HT_SANDMAN:
  11983. case MA_SANDMAN:
  11984. case HT_FLASHER:
  11985. case HT_FREEZINGTRAP:
  11986. case MA_FREEZINGTRAP:
  11987. case HT_SKIDTRAP:
  11988. case MA_SKIDTRAP:
  11989. case HT_CLAYMORETRAP:
  11990. case HT_BLASTMINE:
  11991. case SC_ESCAPE:
  11992. unit_val1 = 3500;
  11993. break;
  11994. case MG_FIREWALL:
  11995. case NJ_KAENSIN:
  11996. unit_val2 = group->val2;
  11997. break;
  11998. case WZ_ICEWALL:
  11999. unit_val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  12000. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  12001. break;
  12002. case WZ_WATERBALL:
  12003. //Check if there are cells that can be turned into waterball units
  12004. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  12005. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, NULL, 1)) != NULL || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, NULL, 1)) != NULL)
  12006. break; //Turn water, deluge or suiton into waterball cell
  12007. continue;
  12008. case GS_DESPERADO:
  12009. unit_val1 = abs(layout->dx[i]);
  12010. unit_val2 = abs(layout->dy[i]);
  12011. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  12012. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  12013. if (unit_val1) unit_val1--;
  12014. unit_val1 = 36 -12*unit_val1;
  12015. } else //Diagonal edges
  12016. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  12017. if (unit_val1 < 1) unit_val1 = 1;
  12018. unit_val2 = 0;
  12019. break;
  12020. case WM_REVERBERATION:
  12021. unit_val1 = 1 + skill_lv;
  12022. break;
  12023. case WM_POEMOFNETHERWORLD:
  12024. unit_val1 = 1 + skill_lv;
  12025. break;
  12026. case GN_WALLOFTHORN:
  12027. if (flag&1) // Turned become Firewall
  12028. break;
  12029. unit_val1 = 2000 + 2000 * skill_lv; // HP
  12030. unit_val2 = 20; // Max hits
  12031. break;
  12032. case RL_B_TRAP:
  12033. unit_val1 = 3500;
  12034. unit_val2 = 0;
  12035. break;
  12036. default:
  12037. if (group->state.song_dance&0x1)
  12038. unit_val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  12039. break;
  12040. }
  12041. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  12042. unit_val2 |= UF_RANGEDSINGLEUNIT; // center.
  12043. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  12044. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  12045. // Check active cell to failing or remove current unit
  12046. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  12047. if( !alive )
  12048. continue;
  12049. nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  12050. unit->limit = limit;
  12051. unit->range = range;
  12052. if (skill_id == PF_FOGWALL && alive == 2)
  12053. { //Double duration of cells on top of Deluge/Suiton
  12054. unit->limit *= 2;
  12055. group->limit = unit->limit;
  12056. }
  12057. // Execute on all targets standing on this cell
  12058. if (range == 0 && active_flag)
  12059. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  12060. }
  12061. if (!group->alive_count)
  12062. { //No cells? Something that was blocked completely by Land Protector?
  12063. skill_delunitgroup(group);
  12064. return NULL;
  12065. }
  12066. //success, unit created.
  12067. switch( skill_id ) {
  12068. case NJ_TATAMIGAESHI: //Store number of tiles.
  12069. group->val1 = group->alive_count;
  12070. break;
  12071. }
  12072. return group;
  12073. }
  12074. /*==========================================
  12075. *
  12076. *------------------------------------------*/
  12077. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  12078. {
  12079. skill_unit_onplace(unit, bl, tick);
  12080. }
  12081. /**
  12082. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  12083. * while skill unit initialized or moved (such by knock back).
  12084. * As a follow of skill_unit_effect flag &1
  12085. * @param unit
  12086. * @param bl Target
  12087. * @param tick
  12088. */
  12089. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  12090. {
  12091. struct skill_unit_group *sg;
  12092. struct block_list *ss; // Actual source that cast the skill unit
  12093. struct status_change *sc;
  12094. struct status_change_entry *sce;
  12095. struct status_data *tstatus;
  12096. enum sc_type type;
  12097. uint16 skill_id;
  12098. nullpo_ret(unit);
  12099. nullpo_ret(bl);
  12100. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  12101. return 0;
  12102. nullpo_ret(sg = unit->group);
  12103. nullpo_ret(ss = map_id2bl(sg->src_id));
  12104. tstatus = status_get_status_data(bl);
  12105. 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) ||
  12106. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  12107. return 0; //AoE skills are ineffective. [Skotlex]
  12108. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  12109. return 0; //Songs don't work in Basilica
  12110. sc = status_get_sc(bl);
  12111. if (sc && sc->option&OPTION_HIDE && !(skill_get_inf3(sg->skill_id)&INF3_HIT_HIDING))
  12112. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  12113. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  12114. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  12115. if (sc && sc->data[SC_HOVERING] && skill_get_inf3(sg->skill_id)&INF3_NO_EFF_HOVERING)
  12116. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  12117. type = status_skill2sc(sg->skill_id);
  12118. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  12119. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  12120. switch (sg->unit_id) {
  12121. case UNT_SPIDERWEB:
  12122. if (sc) {
  12123. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  12124. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  12125. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12126. const struct TimerData* td;
  12127. if (map_flag_vs(bl->m))
  12128. sec /= 2;
  12129. if (sc->data[type]) {
  12130. if (sc->data[type]->val2 && sc->data[type]->val3 && sc->data[type]->val4) {
  12131. //Already triple affected, immune
  12132. sg->limit = DIFF_TICK(tick, sg->tick);
  12133. break;
  12134. }
  12135. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  12136. if (map_flag_vs(bl->m) && sc->data[type]->val1 < 3)
  12137. sec *= (sc->data[type]->val1 + 1);
  12138. else if(!map_flag_vs(bl->m) && sc->data[type]->val1 < 2)
  12139. sec *= (sc->data[type]->val1 + 1);
  12140. //Add group id to status change
  12141. if (sc->data[type]->val2 == 0)
  12142. sc->data[type]->val2 = sg->group_id;
  12143. else if (sc->data[type]->val3 == 0)
  12144. sc->data[type]->val3 = sg->group_id;
  12145. else if (sc->data[type]->val4 == 0)
  12146. sc->data[type]->val4 = sg->group_id;
  12147. //Overwrite status change with new duration
  12148. if ((td = get_timer(sc->data[type]->timer))!=NULL)
  12149. status_change_start(ss, bl, type, 10000, sc->data[type]->val1 + 1, sc->data[type]->val2, sc->data[type]->val3, sc->data[type]->val4,
  12150. max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  12151. }
  12152. else {
  12153. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  12154. td = sc->data[type] ? get_timer(sc->data[type]->timer) : NULL;
  12155. if (td)
  12156. sec = DIFF_TICK(td->tick, tick);
  12157. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12158. clif_fixpos(bl);
  12159. }
  12160. else
  12161. sec = 3000; //Couldn't trap it?
  12162. }
  12163. sg->val2 = bl->id;
  12164. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12165. }
  12166. break;
  12167. case UNT_SAFETYWALL:
  12168. if (!sce)
  12169. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  12170. break;
  12171. case UNT_BLOODYLUST:
  12172. if (sg->src_id == bl->id)
  12173. break; //Does not affect the caster.
  12174. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  12175. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  12176. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  12177. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  12178. break;
  12179. case UNT_PNEUMA:
  12180. if (!sce)
  12181. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12182. break;
  12183. case UNT_CHAOSPANIC:
  12184. 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);
  12185. break;
  12186. case UNT_WARP_WAITING: {
  12187. int working = sg->val1&0xffff;
  12188. if(bl->type==BL_PC && !working){
  12189. struct map_session_data *sd = (struct map_session_data *)bl;
  12190. if((!sd->chatID || battle_config.chat_warpportal)
  12191. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  12192. {
  12193. int x = sg->val2>>16;
  12194. int y = sg->val2&0xffff;
  12195. int count = sg->val1>>16;
  12196. unsigned short m = sg->val3;
  12197. if( --count <= 0 )
  12198. skill_delunitgroup(sg);
  12199. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  12200. working = 1;/* we break it because officials break it, lovely stuff. */
  12201. sg->val1 = (count<<16)|working;
  12202. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), sd->group_level))
  12203. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  12204. }
  12205. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  12206. int16 m = map_mapindex2mapid(sg->val3);
  12207. if (m < 0) break; //Map not available on this map-server.
  12208. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  12209. }
  12210. }
  12211. break;
  12212. case UNT_QUAGMIRE:
  12213. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  12214. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12215. break;
  12216. case UNT_VOLCANO:
  12217. case UNT_DELUGE:
  12218. case UNT_VIOLENTGALE:
  12219. case UNT_FIRE_INSIGNIA:
  12220. case UNT_WATER_INSIGNIA:
  12221. case UNT_WIND_INSIGNIA:
  12222. case UNT_EARTH_INSIGNIA:
  12223. if(!sce)
  12224. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12225. break;
  12226. case UNT_WATER_BARRIER:
  12227. case UNT_ZEPHYR:
  12228. case UNT_POWER_OF_GAIA:
  12229. if (bl->id == ss->id)
  12230. break; // Doesn't affect the Elemental
  12231. if (!sce)
  12232. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12233. break;
  12234. case UNT_SUITON:
  12235. if(!sce)
  12236. sc_start4(ss, bl,type,100,sg->skill_lv,
  12237. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  12238. 0,0,sg->limit);
  12239. break;
  12240. case UNT_HERMODE:
  12241. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  12242. status_change_clear_buffs(bl, SCCB_BUFFS); //Should dispell only allies.
  12243. case UNT_RICHMANKIM:
  12244. case UNT_ETERNALCHAOS:
  12245. case UNT_DRUMBATTLEFIELD:
  12246. case UNT_RINGNIBELUNGEN:
  12247. case UNT_ROKISWEIL:
  12248. case UNT_INTOABYSS:
  12249. case UNT_SIEGFRIED:
  12250. //Needed to check when a dancer/bard leaves their ensemble area.
  12251. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12252. return skill_id;
  12253. if (!sce)
  12254. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12255. break;
  12256. case UNT_WHISTLE:
  12257. case UNT_ASSASSINCROSS:
  12258. case UNT_POEMBRAGI:
  12259. case UNT_APPLEIDUN:
  12260. case UNT_HUMMING:
  12261. case UNT_DONTFORGETME:
  12262. case UNT_FORTUNEKISS:
  12263. case UNT_SERVICEFORYOU:
  12264. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12265. return 0;
  12266. if (!sc) return 0;
  12267. if (!sce)
  12268. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12269. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  12270. sce->val4 = 0; //remove the mark that we stepped out
  12271. delete_timer(sce->timer, status_change_timer);
  12272. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  12273. }
  12274. break;
  12275. case UNT_FOGWALL:
  12276. if (!sce)
  12277. {
  12278. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  12279. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12280. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  12281. }
  12282. break;
  12283. case UNT_GRAVITATION:
  12284. if (!sce)
  12285. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  12286. break;
  12287. case UNT_BASILICA:
  12288. {
  12289. int i = battle_check_target(bl, bl, BCT_ENEMY);
  12290. if (i > 0) {
  12291. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  12292. break;
  12293. }
  12294. if (!sce && i <= 0)
  12295. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12296. }
  12297. break;
  12298. // officially, icewall has no problems existing on occupied cells [ultramage]
  12299. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  12300. // unit->val1 = 0;
  12301. // if(unit->limit + sg->tick > tick + 700)
  12302. // unit->limit = DIFF_TICK(tick+700,sg->tick);
  12303. // break;
  12304. case UNT_MOONLIT:
  12305. //Knockback out of area if affected char isn't in Moonlit effect
  12306. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  12307. break;
  12308. if (ss == bl) //Also needed to prevent infinite loop crash.
  12309. break;
  12310. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  12311. break;
  12312. case UNT_REVERBERATION:
  12313. if (sg->src_id == bl->id)
  12314. break; //Does not affect the caster.
  12315. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12316. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  12317. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  12318. sg->unit_id = UNT_USED_TRAPS;
  12319. break;
  12320. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  12321. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  12322. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12323. break;
  12324. case UNT_FIRE_EXPANSION_TEAR_GAS:
  12325. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  12326. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  12327. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  12328. break;
  12329. case UNT_VOLCANIC_ASH:
  12330. if (!sce)
  12331. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  12332. break;
  12333. case UNT_KINGS_GRACE:
  12334. if (!sce) {
  12335. int state = 0;
  12336. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  12337. state |= BCT_GUILD;
  12338. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  12339. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  12340. }
  12341. break;
  12342. case UNT_STEALTHFIELD:
  12343. if( bl->id == sg->src_id )
  12344. break; // Doesn't work on self (video shows that)
  12345. if (!sce)
  12346. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12347. break;
  12348. case UNT_NEUTRALBARRIER:
  12349. if (!sce)
  12350. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  12351. break;
  12352. case UNT_CLOUD_KILL:
  12353. if(!sce) {
  12354. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, skill_get_time(sg->skill_id, sg->skill_lv));
  12355. status_change_start(ss, bl, SC_POISON, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF);
  12356. }
  12357. break;
  12358. case UNT_WARMER:
  12359. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  12360. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12361. break;
  12362. case UNT_CATNIPPOWDER:
  12363. if (sg->src_id == bl->id)
  12364. break; // Does not affect the caster or Boss.
  12365. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  12366. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12367. break;
  12368. case UNT_NYANGGRASS:
  12369. if (!sce)
  12370. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12371. break;
  12372. case UNT_GD_LEADERSHIP:
  12373. case UNT_GD_GLORYWOUNDS:
  12374. case UNT_GD_SOULCOLD:
  12375. case UNT_GD_HAWKEYES:
  12376. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  12377. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  12378. break;
  12379. }
  12380. return skill_id;
  12381. }
  12382. /**
  12383. * Process skill unit each interval (sg->interval, see interval field of skill_unit_db.txt)
  12384. * @param unit Skill unit
  12385. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  12386. * @param tick
  12387. */
  12388. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  12389. {
  12390. struct skill_unit_group *sg;
  12391. struct block_list *ss;
  12392. TBL_PC* tsd;
  12393. struct status_data *tstatus;
  12394. struct status_change *sc, *tsc;
  12395. struct skill_unit_group_tickset *ts;
  12396. enum sc_type type;
  12397. uint16 skill_id;
  12398. int diff = 0;
  12399. nullpo_ret(unit);
  12400. nullpo_ret(bl);
  12401. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  12402. return 0;
  12403. nullpo_ret(sg = unit->group);
  12404. nullpo_ret(ss = map_id2bl(sg->src_id));
  12405. tsd = BL_CAST(BL_PC, bl);
  12406. tsc = status_get_sc(bl);
  12407. sc = status_get_sc(ss);
  12408. tstatus = status_get_status_data(bl);
  12409. type = status_skill2sc(sg->skill_id);
  12410. skill_id = sg->skill_id;
  12411. if (sc && sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == bl->id && (skill_get_inf2(skill_id)&INF2_TRAP))
  12412. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  12413. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  12414. return 0; // Under Hovering characters are immune to trap and ground target skills.
  12415. if (sg->interval == -1) {
  12416. switch (sg->unit_id) {
  12417. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  12418. case UNT_FIREPILLAR_ACTIVE:
  12419. case UNT_ELECTRICSHOCKER:
  12420. case UNT_MANHOLE:
  12421. return 0;
  12422. default:
  12423. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  12424. return 0;
  12425. }
  12426. }
  12427. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  12428. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  12429. diff = DIFF_TICK(tick,ts->tick);
  12430. if (diff < 0)
  12431. return 0;
  12432. ts->tick = tick+sg->interval;
  12433. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  12434. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  12435. }
  12436. // Wall of Thorn damaged by Fire element unit [Cydh]
  12437. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  12438. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  12439. struct skill_unit *su = (struct skill_unit *)bl;
  12440. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  12441. 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);
  12442. su->group->limit = sg->limit = 0;
  12443. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  12444. return skill_id;
  12445. }
  12446. }
  12447. switch (sg->unit_id) {
  12448. // Units that deals simple attack
  12449. case UNT_GRAVITATION:
  12450. case UNT_EARTHSTRAIN:
  12451. case UNT_FIREWALK:
  12452. case UNT_ELECTRICWALK:
  12453. case UNT_PSYCHIC_WAVE:
  12454. case UNT_MAGMA_ERUPTION:
  12455. case UNT_MAKIBISHI:
  12456. case UNT_VENOMFOG:
  12457. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12458. break;
  12459. case UNT_DUMMYSKILL:
  12460. switch (sg->skill_id) {
  12461. case SG_SUN_WARM: //SG skills [Komurka]
  12462. case SG_MOON_WARM:
  12463. case SG_STAR_WARM: {
  12464. int count = 0;
  12465. const int x = bl->x, y = bl->y;
  12466. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  12467. do {
  12468. if( bl->type == BL_PC )
  12469. status_zap(bl, 0, 15); // sp damage to players
  12470. else // mobs
  12471. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  12472. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  12473. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  12474. } else { //should end when out of sp.
  12475. sg->limit = DIFF_TICK(tick,sg->tick);
  12476. break;
  12477. }
  12478. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  12479. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  12480. }
  12481. break;
  12482. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  12483. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  12484. if (tsc)
  12485. tsc->sg_counter++; //SG hit counter.
  12486. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  12487. tsc->sg_counter=0; //Attack absorbed.
  12488. break;
  12489. #endif
  12490. case GS_DESPERADO:
  12491. if (rnd()%100 < unit->val1)
  12492. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12493. break;
  12494. case SU_CN_METEOR:
  12495. if (sg->val1)
  12496. skill_area_temp[3] = 1;
  12497. else
  12498. skill_area_temp[3] = 0;
  12499. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12500. break;
  12501. default:
  12502. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12503. }
  12504. break;
  12505. case UNT_FIREWALL:
  12506. case UNT_KAEN: {
  12507. int count = 0;
  12508. const int x = bl->x, y = bl->y;
  12509. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  12510. break;
  12511. //Take into account these hit more times than the timer interval can handle.
  12512. do
  12513. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  12514. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  12515. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  12516. if (unit->val2 <= 0)
  12517. skill_delunit(unit);
  12518. }
  12519. break;
  12520. case UNT_SANCTUARY:
  12521. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  12522. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  12523. 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) )
  12524. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  12525. } else {
  12526. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12527. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12528. #ifdef RENEWAL
  12529. if (md && md->mob_id == MOBID_EMPERIUM)
  12530. break;
  12531. #endif
  12532. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  12533. break;
  12534. if( tstatus->hp >= tstatus->max_hp )
  12535. break;
  12536. if( status_isimmune(bl) )
  12537. heal = 0;
  12538. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12539. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  12540. heal = ~heal + 1;
  12541. status_heal(bl, heal, 0, 0);
  12542. }
  12543. break;
  12544. case UNT_EVILLAND:
  12545. //Will heal demon and undead element monsters, but not players.
  12546. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  12547. { //Damage enemies
  12548. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12549. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12550. } else {
  12551. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12552. if (tstatus->hp >= tstatus->max_hp)
  12553. break;
  12554. if (status_isimmune(bl))
  12555. heal = 0;
  12556. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12557. status_heal(bl, heal, 0, 0);
  12558. }
  12559. break;
  12560. case UNT_MAGNUS:
  12561. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  12562. break;
  12563. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12564. break;
  12565. case UNT_FIREPILLAR_WAITING:
  12566. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  12567. skill_delunit(unit);
  12568. break;
  12569. case UNT_SKIDTRAP: {
  12570. //Knockback away from position of user during placement [Playtester]
  12571. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  12572. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  12573. sg->unit_id = UNT_USED_TRAPS;
  12574. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12575. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12576. //Target will be stopped for 3 seconds
  12577. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  12578. }
  12579. break;
  12580. case UNT_ANKLESNARE:
  12581. case UNT_MANHOLE:
  12582. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  12583. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  12584. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  12585. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12586. if( td )
  12587. sec = DIFF_TICK(td->tick, tick);
  12588. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  12589. || !unit_blown_immune(bl,0x1) )
  12590. {
  12591. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  12592. clif_fixpos(bl);
  12593. }
  12594. sg->val2 = bl->id;
  12595. } else
  12596. sec = 3000; //Couldn't trap it?
  12597. if (sg->unit_id == UNT_ANKLESNARE) {
  12598. clif_skillunit_update(&unit->bl);
  12599. /**
  12600. * If you're snared from a trap that was invisible this makes the trap be
  12601. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  12602. * bugreport:3961
  12603. **/
  12604. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  12605. }
  12606. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  12607. sg->interval = -1;
  12608. unit->range = 0;
  12609. }
  12610. break;
  12611. case UNT_ELECTRICSHOCKER:
  12612. if( bl->id != ss->id ) {
  12613. if( status_bl_has_mode(bl,MD_STATUS_IMMUNE) )
  12614. break;
  12615. 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) ) {
  12616. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12617. clif_fixpos(bl);
  12618. }
  12619. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12620. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12621. }
  12622. break;
  12623. case UNT_VENOMDUST:
  12624. if(tsc && !tsc->data[type])
  12625. status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  12626. break;
  12627. case UNT_LANDMINE:
  12628. //Land Mine only hits single target
  12629. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12630. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12631. sg->limit = 1500;
  12632. break;
  12633. case UNT_MAGENTATRAP:
  12634. case UNT_COBALTTRAP:
  12635. case UNT_MAIZETRAP:
  12636. case UNT_VERDURETRAP:
  12637. if( bl->type == BL_PC )// it won't work on players
  12638. break;
  12639. case UNT_FIRINGTRAP:
  12640. case UNT_ICEBOUNDTRAP:
  12641. case UNT_CLUSTERBOMB:
  12642. if( bl->id == ss->id )// it won't trigger on caster
  12643. break;
  12644. case UNT_BLASTMINE:
  12645. case UNT_SHOCKWAVE:
  12646. case UNT_SANDMAN:
  12647. case UNT_FLASHER:
  12648. case UNT_FREEZINGTRAP:
  12649. case UNT_FIREPILLAR_ACTIVE:
  12650. case UNT_CLAYMORETRAP:
  12651. {
  12652. int bl_flag = sg->bl_flag;
  12653. if (tsc && tsc->data[SC__MANHOLE])
  12654. break;
  12655. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  12656. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  12657. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  12658. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  12659. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  12660. sg->limit = DIFF_TICK(tick, sg->tick) +
  12661. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  12662. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  12663. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  12664. }
  12665. break;
  12666. case UNT_TALKIEBOX:
  12667. if (sg->src_id == bl->id)
  12668. break;
  12669. if (sg->val2 == 0) {
  12670. clif_talkiebox(&unit->bl, sg->valstr);
  12671. sg->unit_id = UNT_USED_TRAPS;
  12672. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12673. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  12674. sg->val2 = -1;
  12675. }
  12676. break;
  12677. case UNT_LULLABY:
  12678. if (ss->id == bl->id)
  12679. break;
  12680. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12681. break;
  12682. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  12683. if (ss->id != bl->id)
  12684. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12685. break;
  12686. case UNT_DISSONANCE:
  12687. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12688. break;
  12689. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  12690. int heal;
  12691. #ifdef RENEWAL
  12692. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12693. if (md && md->mob_id == MOBID_EMPERIUM)
  12694. break;
  12695. #endif
  12696. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12697. break; // affects self only when soullinked
  12698. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  12699. if (tsc->data[SC_AKAITSUKI] && heal)
  12700. heal = ~heal + 1;
  12701. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12702. status_heal(bl, heal, 0, 0);
  12703. }
  12704. break;
  12705. case UNT_TATAMIGAESHI:
  12706. case UNT_DEMONSTRATION:
  12707. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12708. break;
  12709. case UNT_GOSPEL:
  12710. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  12711. break;
  12712. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  12713. { // Support Effect only on party, not guild
  12714. int heal;
  12715. int i = rnd() % 13; // Positive buff count
  12716. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  12717. switch (i)
  12718. {
  12719. case 0: // Heal 1000~9999 HP
  12720. heal = rnd() % 9000 + 1000;
  12721. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  12722. status_heal(bl, heal, 0, 0);
  12723. break;
  12724. case 1: // End all negative status
  12725. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  12726. if (tsd) clif_gospel_info(tsd, 0x15);
  12727. break;
  12728. case 2: // Immunity to all status
  12729. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  12730. if (tsd) clif_gospel_info(tsd, 0x16);
  12731. break;
  12732. case 3: // MaxHP +100%
  12733. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  12734. if (tsd) clif_gospel_info(tsd, 0x17);
  12735. break;
  12736. case 4: // MaxSP +100%
  12737. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  12738. if (tsd) clif_gospel_info(tsd, 0x18);
  12739. break;
  12740. case 5: // All stats +20
  12741. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  12742. if (tsd) clif_gospel_info(tsd, 0x19);
  12743. break;
  12744. case 6: // Level 10 Blessing
  12745. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  12746. break;
  12747. case 7: // Level 10 Increase AGI
  12748. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  12749. break;
  12750. case 8: // Enchant weapon with Holy element
  12751. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  12752. if (tsd) clif_gospel_info(tsd, 0x1c);
  12753. break;
  12754. case 9: // Enchant armor with Holy element
  12755. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  12756. if (tsd) clif_gospel_info(tsd, 0x1d);
  12757. break;
  12758. case 10: // DEF +25%
  12759. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  12760. if (tsd) clif_gospel_info(tsd, 0x1e);
  12761. break;
  12762. case 11: // ATK +100%
  12763. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  12764. if (tsd) clif_gospel_info(tsd, 0x1f);
  12765. break;
  12766. case 12: // HIT/Flee +50
  12767. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  12768. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  12769. if (tsd) clif_gospel_info(tsd, 0x20);
  12770. break;
  12771. }
  12772. }
  12773. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  12774. { // Offensive Effect
  12775. int i = rnd() % 10; // Negative buff count
  12776. switch (i)
  12777. {
  12778. case 0: // Deal 3000~7999 damage reduced by DEF
  12779. case 1: // Deal 1500~5499 damage unreducable
  12780. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  12781. break;
  12782. case 2: // Curse
  12783. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  12784. break;
  12785. case 3: // Blind
  12786. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  12787. break;
  12788. case 4: // Poison
  12789. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  12790. break;
  12791. case 5: // Level 10 Provoke
  12792. clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, -1)); //Infinite
  12793. break;
  12794. case 6: // DEF -100%
  12795. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  12796. break;
  12797. case 7: // ATK -100%
  12798. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  12799. break;
  12800. case 8: // Flee -100%
  12801. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  12802. break;
  12803. case 9: // Speed/ASPD -25%
  12804. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  12805. break;
  12806. }
  12807. }
  12808. break;
  12809. case UNT_BASILICA:
  12810. {
  12811. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  12812. if (i > 0) {
  12813. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  12814. break;
  12815. }
  12816. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  12817. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12818. }
  12819. break;
  12820. case UNT_GROUNDDRIFT_WIND:
  12821. case UNT_GROUNDDRIFT_DARK:
  12822. case UNT_GROUNDDRIFT_POISON:
  12823. case UNT_GROUNDDRIFT_WATER:
  12824. case UNT_GROUNDDRIFT_FIRE:
  12825. map_foreachinrange(skill_trap_splash,&unit->bl,
  12826. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  12827. &unit->bl,tick);
  12828. sg->unit_id = UNT_USED_TRAPS;
  12829. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  12830. sg->limit=DIFF_TICK(tick,sg->tick);
  12831. break;
  12832. case UNT_POISONSMOKE:
  12833. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  12834. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  12835. break;
  12836. case UNT_EPICLESIS:
  12837. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  12838. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12839. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  12840. int hp, sp;
  12841. switch( sg->skill_lv ) {
  12842. case 1: case 2: hp = 3; sp = 2; break;
  12843. case 3: case 4: hp = 4; sp = 3; break;
  12844. case 5: default: hp = 5; sp = 4; break;
  12845. }
  12846. hp = tstatus->max_hp * hp / 100;
  12847. sp = tstatus->max_sp * sp / 100;
  12848. if (tstatus->hp < tstatus->max_hp)
  12849. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  12850. if (tstatus->sp < tstatus->max_sp)
  12851. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  12852. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  12853. hp = ~hp + 1;
  12854. status_heal(bl, hp, sp, 3);
  12855. }
  12856. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  12857. // Doesn't remove Invisibility or Chase Walk.
  12858. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  12859. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  12860. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  12861. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  12862. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  12863. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12864. }
  12865. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  12866. }
  12867. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  12868. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  12869. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  12870. break;
  12871. case UNT_DIMENSIONDOOR:
  12872. if( tsd && !map[bl->m].flag.noteleport )
  12873. pc_randomwarp(tsd,CLR_TELEPORT);
  12874. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  12875. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  12876. break;
  12877. case UNT_REVERBERATION:
  12878. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12879. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12880. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  12881. sg->unit_id = UNT_USED_TRAPS;
  12882. break;
  12883. case UNT_SEVERE_RAINSTORM:
  12884. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12885. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  12886. break;
  12887. case UNT_NETHERWORLD:
  12888. if (!status_bl_has_mode(bl,MD_STATUS_IMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  12889. if (!(tsc && tsc->data[type])) {
  12890. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12891. sg->limit = DIFF_TICK(tick,sg->tick);
  12892. sg->unit_id = UNT_USED_TRAPS;
  12893. }
  12894. }
  12895. break;
  12896. case UNT_THORNS_TRAP:
  12897. if( tsc ) {
  12898. if( !sg->val2 ) {
  12899. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12900. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  12901. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12902. if( td )
  12903. sec = DIFF_TICK(td->tick, tick);
  12904. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  12905. clif_fixpos(bl);
  12906. sg->val2 = bl->id;
  12907. } else
  12908. sec = 3000; // Couldn't trap it?
  12909. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12910. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  12911. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  12912. }
  12913. break;
  12914. case UNT_WALLOFTHORN:
  12915. if (unit->val2-- <= 0) // Max hit reached
  12916. break;
  12917. if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  12918. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  12919. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), -1, BLOWN_NONE);
  12920. 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);
  12921. break;
  12922. case UNT_DEMONIC_FIRE:
  12923. switch( sg->val2 ) {
  12924. case 1:
  12925. default:
  12926. sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  12927. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  12928. break;
  12929. }
  12930. break;
  12931. case UNT_HELLS_PLANT:
  12932. if ((tsc && tsc->data[SC__MANHOLE]) || status_isimmune(bl))
  12933. break;
  12934. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 )
  12935. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &unit->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, SCSTART_NONE);
  12936. if( ss != bl) // The caster is the only one who can step on the Plants without destroying them
  12937. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  12938. break;
  12939. case UNT_ZEPHYR:
  12940. if (ss == bl)
  12941. break; // Doesn't affect the Elemental
  12942. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12943. break;
  12944. case UNT_VACUUM_EXTREME:
  12945. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  12946. (tsc->data[SC_VACUUM_EXTREME_POSTDELAY] && tsc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  12947. return 0;
  12948. else
  12949. // Apply effect and suck targets one-by-one each n seconds
  12950. sc_start4(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->group_id, (sg->val1<<16)|(sg->val2), ++sg->val3*500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  12951. break;
  12952. case UNT_BANDING:
  12953. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  12954. 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));
  12955. break;
  12956. case UNT_FIRE_MANTLE:
  12957. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12958. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12959. break;
  12960. case UNT_ZENKAI_WATER:
  12961. case UNT_ZENKAI_LAND:
  12962. case UNT_ZENKAI_FIRE:
  12963. case UNT_ZENKAI_WIND:
  12964. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  12965. switch( sg->unit_id ) {
  12966. case UNT_ZENKAI_WATER:
  12967. switch (rnd()%2 + 1) {
  12968. case 1:
  12969. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12970. break;
  12971. case 2:
  12972. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12973. break;
  12974. }
  12975. break;
  12976. case UNT_ZENKAI_LAND:
  12977. switch (rnd()%2 + 1) {
  12978. case 1:
  12979. sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12980. break;
  12981. case 2:
  12982. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12983. break;
  12984. }
  12985. break;
  12986. case UNT_ZENKAI_FIRE:
  12987. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time(sg->skill_id, sg->skill_lv));
  12988. break;
  12989. case UNT_ZENKAI_WIND:
  12990. switch (rnd()%3 + 1) {
  12991. case 1:
  12992. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12993. break;
  12994. case 2:
  12995. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12996. break;
  12997. case 3:
  12998. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12999. break;
  13000. }
  13001. break;
  13002. }
  13003. } else
  13004. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv));
  13005. break;
  13006. case UNT_LAVA_SLIDE:
  13007. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13008. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  13009. sg->limit = DIFF_TICK(tick, sg->tick);
  13010. break;
  13011. case UNT_POISON_MIST:
  13012. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13013. 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);
  13014. break;
  13015. case UNT_CHAOSPANIC:
  13016. if (tsc && tsc->data[type])
  13017. break;
  13018. 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);
  13019. break;
  13020. case UNT_B_TRAP:
  13021. if (tsc && tsc->data[type])
  13022. break;
  13023. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  13024. unit->val2++; // Mark as ever been used
  13025. break;
  13026. case UNT_FIRE_RAIN:
  13027. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  13028. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  13029. 1,sg->skill_id,sg->skill_lv,DMG_SKILL);
  13030. break;
  13031. }
  13032. if (bl->type == BL_MOB && ss != bl)
  13033. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  13034. return skill_id;
  13035. }
  13036. /**
  13037. * Triggered when a char steps out of a skill unit
  13038. * @param src Skill unit from char moved out
  13039. * @param bl Char
  13040. * @param tick
  13041. */
  13042. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, unsigned int tick)
  13043. {
  13044. struct skill_unit_group *sg;
  13045. struct status_change *sc;
  13046. struct status_change_entry *sce;
  13047. enum sc_type type;
  13048. nullpo_ret(src);
  13049. nullpo_ret(bl);
  13050. nullpo_ret(sg=src->group);
  13051. sc = status_get_sc(bl);
  13052. type = status_skill2sc(sg->skill_id);
  13053. sce = (sc && type != -1)?sc->data[type]:NULL;
  13054. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  13055. return 0;
  13056. switch(sg->unit_id){
  13057. case UNT_SAFETYWALL:
  13058. case UNT_PNEUMA:
  13059. case UNT_EPICLESIS://Arch Bishop
  13060. if (sce)
  13061. status_change_end(bl, type, INVALID_TIMER);
  13062. break;
  13063. case UNT_BASILICA:
  13064. if (sce && sce->val4 != bl->id)
  13065. status_change_end(bl, type, INVALID_TIMER);
  13066. break;
  13067. case UNT_HERMODE: //Clear Hermode if the owner moved.
  13068. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  13069. status_change_end(bl, type, INVALID_TIMER);
  13070. break;
  13071. case UNT_DISSONANCE:
  13072. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  13073. {
  13074. short i;
  13075. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  13076. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  13077. type = status_skill2sc(i);
  13078. sce = (sc && type != -1)?sc->data[type]:NULL;
  13079. if(sce)
  13080. return i;
  13081. }
  13082. }
  13083. }
  13084. case UNT_WHISTLE:
  13085. case UNT_ASSASSINCROSS:
  13086. case UNT_POEMBRAGI:
  13087. case UNT_APPLEIDUN:
  13088. case UNT_HUMMING:
  13089. case UNT_DONTFORGETME:
  13090. case UNT_FORTUNEKISS:
  13091. case UNT_SERVICEFORYOU:
  13092. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13093. return -1;
  13094. }
  13095. return sg->skill_id;
  13096. }
  13097. /**
  13098. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  13099. * @param skill_id Skill ID
  13100. * @param bl A char
  13101. * @param tick
  13102. */
  13103. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, unsigned int tick)
  13104. {
  13105. struct status_change *sc;
  13106. struct status_change_entry *sce;
  13107. enum sc_type type;
  13108. sc = status_get_sc(bl);
  13109. if (sc && !sc->count)
  13110. sc = NULL;
  13111. type = status_skill2sc(skill_id);
  13112. sce = (sc && type != -1)?sc->data[type]:NULL;
  13113. switch (skill_id)
  13114. {
  13115. case WZ_QUAGMIRE:
  13116. if (bl->type==BL_MOB)
  13117. break;
  13118. if (sce)
  13119. status_change_end(bl, type, INVALID_TIMER);
  13120. break;
  13121. case BD_LULLABY:
  13122. case BD_RICHMANKIM:
  13123. case BD_ETERNALCHAOS:
  13124. case BD_DRUMBATTLEFIELD:
  13125. case BD_RINGNIBELUNGEN:
  13126. case BD_ROKISWEIL:
  13127. case BD_INTOABYSS:
  13128. case BD_SIEGFRIED:
  13129. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  13130. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  13131. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  13132. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  13133. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  13134. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  13135. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  13136. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  13137. }
  13138. case MH_STEINWAND:
  13139. case MG_SAFETYWALL:
  13140. case AL_PNEUMA:
  13141. case SA_VOLCANO:
  13142. case SA_DELUGE:
  13143. case SA_VIOLENTGALE:
  13144. case CG_HERMODE:
  13145. case HW_GRAVITATION:
  13146. case HP_BASILICA:
  13147. case NJ_SUITON:
  13148. case SC_MAELSTROM:
  13149. case EL_WATER_BARRIER:
  13150. case EL_ZEPHYR:
  13151. case EL_POWER_OF_GAIA:
  13152. case SO_CLOUD_KILL:
  13153. case SO_WARMER:
  13154. case SO_FIRE_INSIGNIA:
  13155. case SO_WATER_INSIGNIA:
  13156. case SO_WIND_INSIGNIA:
  13157. case SO_EARTH_INSIGNIA:
  13158. case SC_BLOODYLUST:
  13159. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13160. case GN_FIRE_EXPANSION_TEAR_GAS:
  13161. case LG_KINGS_GRACE:
  13162. case NC_STEALTHFIELD:
  13163. case NC_NEUTRALBARRIER:
  13164. case SU_NYANGGRASS:
  13165. if (sce)
  13166. status_change_end(bl, type, INVALID_TIMER);
  13167. break;
  13168. case BA_DISSONANCE:
  13169. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  13170. {
  13171. short i;
  13172. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  13173. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  13174. type = status_skill2sc(i);
  13175. sce = (sc && type != -1)?sc->data[type]:NULL;
  13176. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  13177. delete_timer(sce->timer, status_change_timer);
  13178. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13179. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  13180. }
  13181. }
  13182. }
  13183. }
  13184. break;
  13185. case BA_POEMBRAGI:
  13186. case BA_WHISTLE:
  13187. case BA_ASSASSINCROSS:
  13188. case BA_APPLEIDUN:
  13189. case DC_HUMMING:
  13190. case DC_DONTFORGETME:
  13191. case DC_FORTUNEKISS:
  13192. case DC_SERVICEFORYOU:
  13193. if (sce)
  13194. {
  13195. delete_timer(sce->timer, status_change_timer);
  13196. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  13197. //not possible on our current implementation.
  13198. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13199. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  13200. }
  13201. break;
  13202. case PF_FOGWALL:
  13203. if (sce)
  13204. {
  13205. status_change_end(bl, type, INVALID_TIMER);
  13206. if ((sce=sc->data[SC_BLIND]))
  13207. {
  13208. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  13209. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  13210. else {
  13211. delete_timer(sce->timer, status_change_timer);
  13212. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  13213. }
  13214. }
  13215. }
  13216. break;
  13217. case GD_LEADERSHIP:
  13218. case GD_GLORYWOUNDS:
  13219. case GD_SOULCOLD:
  13220. case GD_HAWKEYES:
  13221. if( !(sce && sce->val4) )
  13222. status_change_end(bl, type, INVALID_TIMER);
  13223. break;
  13224. }
  13225. return skill_id;
  13226. }
  13227. /*==========================================
  13228. * Invoked when a unit cell has been placed/removed/deleted.
  13229. * flag values:
  13230. * flag&1: Invoke onplace function (otherwise invoke onout)
  13231. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  13232. * flag&8: Recursive
  13233. *------------------------------------------*/
  13234. static int skill_unit_effect(struct block_list* bl, va_list ap)
  13235. {
  13236. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  13237. struct skill_unit_group* group = unit->group;
  13238. unsigned int tick = va_arg(ap,unsigned int);
  13239. unsigned int flag = va_arg(ap,unsigned int);
  13240. uint16 skill_id;
  13241. bool dissonance = false;
  13242. bool isTarget = false;
  13243. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  13244. return 0;
  13245. nullpo_ret(group);
  13246. if( !(flag&8) ) {
  13247. dissonance = skill_dance_switch(unit, 0);
  13248. //Target-type check.
  13249. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  13250. }
  13251. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  13252. skill_id = group->skill_id;
  13253. if( isTarget ){
  13254. if( flag&1 )
  13255. skill_unit_onplace(unit,bl,tick);
  13256. else {
  13257. if( skill_unit_onout(unit,bl,tick) == -1 )
  13258. return 0; // Don't let a Bard/Dancer update their own song timer
  13259. }
  13260. if( flag&4 )
  13261. skill_unit_onleft(skill_id, bl, tick);
  13262. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  13263. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  13264. if( dissonance ) {
  13265. skill_dance_switch(unit, 1);
  13266. //we placed a dissonance, let's update
  13267. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  13268. }
  13269. return 0;
  13270. }
  13271. /**
  13272. * Check skill unit while receiving damage
  13273. * @param unit Skill unit
  13274. * @param damage Received damage
  13275. * @return Damage
  13276. */
  13277. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  13278. {
  13279. struct skill_unit_group *sg;
  13280. nullpo_ret(unit);
  13281. nullpo_ret(sg = unit->group);
  13282. switch( sg->unit_id ) {
  13283. case UNT_BLASTMINE:
  13284. case UNT_SKIDTRAP:
  13285. case UNT_LANDMINE:
  13286. case UNT_SHOCKWAVE:
  13287. case UNT_SANDMAN:
  13288. case UNT_FLASHER:
  13289. case UNT_CLAYMORETRAP:
  13290. case UNT_FREEZINGTRAP:
  13291. case UNT_ANKLESNARE:
  13292. case UNT_ICEWALL:
  13293. case UNT_WALLOFTHORN:
  13294. case UNT_REVERBERATION:
  13295. case UNT_NETHERWORLD:
  13296. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  13297. break;
  13298. default:
  13299. damage = 0;
  13300. break;
  13301. }
  13302. return damage;
  13303. }
  13304. /**
  13305. * Check char condition around the skill caster
  13306. * @param bl Char around area
  13307. * @param *c Counter for 'valid' condition found
  13308. * @param *p_sd Stores 'rid' of char found
  13309. * @param skill_id Skill ID
  13310. * @param skill_lv Level of used skill
  13311. */
  13312. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  13313. {
  13314. int *c, skill_id, inf2;
  13315. struct block_list *src;
  13316. struct map_session_data *sd;
  13317. struct map_session_data *tsd;
  13318. int *p_sd; //Contains the list of characters found.
  13319. nullpo_ret(bl);
  13320. nullpo_ret(tsd=(struct map_session_data*)bl);
  13321. nullpo_ret(src=va_arg(ap,struct block_list *));
  13322. nullpo_ret(sd=(struct map_session_data*)src);
  13323. c=va_arg(ap,int *);
  13324. p_sd = va_arg(ap, int *);
  13325. skill_id = va_arg(ap,int);
  13326. inf2 = skill_get_inf2(skill_id);
  13327. if (skill_id == PR_BENEDICTIO) {
  13328. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  13329. return 0;
  13330. }
  13331. else if ((inf2&INF2_CHORUS_SKILL || skill_id == WL_COMET)) {
  13332. if (*c == MAX_PARTY) // Check for partners for Chorus or Comet; Cap if the entire party is accounted for.
  13333. return 0;
  13334. }
  13335. else if (*c >= 1) // Check for one companion for all other cases.
  13336. return 0;
  13337. if (bl == src)
  13338. return 0;
  13339. if(pc_isdead(tsd))
  13340. return 0;
  13341. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  13342. return 0;
  13343. if( inf2&INF2_CHORUS_SKILL ) {
  13344. if( tsd->status.party_id && sd->status.party_id &&
  13345. tsd->status.party_id == sd->status.party_id &&
  13346. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  13347. p_sd[(*c)++] = tsd->bl.id;
  13348. return 1;
  13349. } else {
  13350. switch(skill_id) {
  13351. case PR_BENEDICTIO: {
  13352. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  13353. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  13354. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  13355. && sd->status.sp >= 10)
  13356. p_sd[(*c)++]=tsd->bl.id;
  13357. return 1;
  13358. }
  13359. case AB_ADORAMUS:
  13360. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  13361. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  13362. p_sd[(*c)++] = tsd->bl.id;
  13363. return 1;
  13364. case WL_COMET:
  13365. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  13366. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  13367. p_sd[(*c)++] = tsd->bl.id;
  13368. return 1;
  13369. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  13370. {
  13371. uint16 skill_lv;
  13372. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  13373. return 0;
  13374. if (sd->status.sex != tsd->status.sex &&
  13375. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  13376. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  13377. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  13378. sd->status.party_id && tsd->status.party_id &&
  13379. sd->status.party_id == tsd->status.party_id &&
  13380. !tsd->sc.data[SC_DANCING])
  13381. {
  13382. p_sd[(*c)++]=tsd->bl.id;
  13383. return skill_lv;
  13384. }
  13385. }
  13386. break;
  13387. }
  13388. }
  13389. return 0;
  13390. }
  13391. /**
  13392. * Checks and stores partners for ensemble skills [Skotlex]
  13393. * Max partners is 2.
  13394. * @param sd Caster
  13395. * @param skill_id
  13396. * @param skill_lv
  13397. * @param range Area range to check
  13398. * @param cast_flag Special handle
  13399. */
  13400. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  13401. {
  13402. static int c=0;
  13403. static int p_sd[MAX_PARTY];
  13404. int i;
  13405. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) != 0;
  13406. if (!sd)
  13407. return 0;
  13408. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  13409. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  13410. if (cast_flag) { //Execute the skill on the partners.
  13411. struct map_session_data* tsd;
  13412. switch (skill_id) {
  13413. case PR_BENEDICTIO:
  13414. for (i = 0; i < c; i++) {
  13415. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  13416. status_charge(&tsd->bl, 0, 10);
  13417. }
  13418. return c;
  13419. case AB_ADORAMUS:
  13420. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  13421. i = 2 * (*skill_lv);
  13422. status_charge(&tsd->bl, 0, i);
  13423. }
  13424. break;
  13425. default: //Warning: Assuming Ensemble skills here (for speed)
  13426. if( is_chorus )
  13427. break;//Chorus skills are not to be parsed as ensambles
  13428. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  13429. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  13430. 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);
  13431. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  13432. tsd->skill_id_dance = skill_id;
  13433. tsd->skill_lv_dance = *skill_lv;
  13434. }
  13435. return c;
  13436. }
  13437. }
  13438. //Else: new search for partners.
  13439. c = 0;
  13440. memset (p_sd, 0, sizeof(p_sd));
  13441. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  13442. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  13443. *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.
  13444. return c;
  13445. }
  13446. /**
  13447. * Sub function to count how many spawned mob is around.
  13448. * Some skills check with matched AI.
  13449. * @param rid Source ID
  13450. * @param mob_class Monster ID
  13451. * @param skill_id Used skill
  13452. * @param *c Counter for found monster
  13453. */
  13454. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  13455. {
  13456. int *c,src_id,mob_class,skill;
  13457. uint16 ai;
  13458. struct mob_data *md;
  13459. md=(struct mob_data*)bl;
  13460. src_id=va_arg(ap,int);
  13461. mob_class=va_arg(ap,int);
  13462. skill=va_arg(ap,int);
  13463. c=va_arg(ap,int *);
  13464. 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);
  13465. if( md->master_id != src_id || md->special_state.ai != ai)
  13466. return 0; //Non alchemist summoned mobs have nothing to do here.
  13467. if(md->mob_id==mob_class)
  13468. (*c)++;
  13469. return 1;
  13470. }
  13471. /**
  13472. * Determines if a given skill should be made to consume ammo
  13473. * when used by the player. [Skotlex]
  13474. * @param sd Player
  13475. * @param skill_id Skill ID
  13476. * @return True if skill is need ammo; False otherwise.
  13477. */
  13478. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  13479. {
  13480. return (
  13481. battle_config.arrow_decrement == 2 &&
  13482. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  13483. skill_id != HT_PHANTASMIC &&
  13484. skill_get_type(skill_id) == BF_WEAPON &&
  13485. !(skill_get_nk(skill_id)&NK_NO_DAMAGE) &&
  13486. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  13487. );
  13488. }
  13489. /**
  13490. * Check SC required to cast a skill
  13491. * @param sc
  13492. * @param skill_id
  13493. * @return True if condition is met, False otherwise
  13494. **/
  13495. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require) {
  13496. uint8 c = 0;
  13497. struct status_change *sc = NULL;
  13498. if (!require->status_count)
  13499. return true;
  13500. nullpo_ret(sd);
  13501. if (!require || !skill_get_index(skill_id))
  13502. return false;
  13503. if (!(sc = &sd->sc)) {
  13504. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13505. return false;
  13506. }
  13507. /* May has multiple requirements */
  13508. for (c = 0; c < require->status_count; c++) {
  13509. enum sc_type req_sc = require->status[c];
  13510. if (req_sc == SC_NONE)
  13511. continue;
  13512. switch (req_sc) {
  13513. /* Official fail msg */
  13514. case SC_PUSH_CART:
  13515. if (!sc->data[SC_PUSH_CART]) {
  13516. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CART, 0);
  13517. return false;
  13518. }
  13519. break;
  13520. case SC_POISONINGWEAPON:
  13521. if (!sc->data[SC_POISONINGWEAPON]) {
  13522. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  13523. return false;
  13524. }
  13525. break;
  13526. default:
  13527. if (!sc->data[req_sc]) {
  13528. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13529. return false;
  13530. }
  13531. break;
  13532. }
  13533. }
  13534. return true;
  13535. }
  13536. /**
  13537. * Check skill condition when cast begin
  13538. * For ammo, only check if the skill need ammo
  13539. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  13540. * @param sd Player who uses skill
  13541. * @param skill_id ID of used skill
  13542. * @param skill_lv Level of used skill
  13543. * @return true: All condition passed, false: Failed
  13544. */
  13545. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13546. {
  13547. struct status_data *status;
  13548. struct status_change *sc;
  13549. struct skill_condition require;
  13550. int i;
  13551. uint32 inf2, inf3;
  13552. nullpo_retr(false,sd);
  13553. if (sd->chatID)
  13554. return false;
  13555. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  13556. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13557. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13558. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13559. return true;
  13560. }
  13561. switch( sd->menuskill_id ) {
  13562. case AM_PHARMACY:
  13563. switch( skill_id ) {
  13564. case AM_PHARMACY:
  13565. case AC_MAKINGARROW:
  13566. case BS_REPAIRWEAPON:
  13567. case AM_TWILIGHT1:
  13568. case AM_TWILIGHT2:
  13569. case AM_TWILIGHT3:
  13570. return false;
  13571. }
  13572. break;
  13573. case GN_MIX_COOKING:
  13574. case GN_MAKEBOMB:
  13575. case GN_S_PHARMACY:
  13576. case GN_CHANGEMATERIAL:
  13577. if( sd->menuskill_id != skill_id )
  13578. return false;
  13579. break;
  13580. }
  13581. status = &sd->battle_status;
  13582. sc = &sd->sc;
  13583. if( !sc->count )
  13584. sc = NULL;
  13585. if( sd->skillitem == skill_id )
  13586. {
  13587. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  13588. sd->state.abra_flag = 0;
  13589. else
  13590. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  13591. if( (i = sd->itemindex) == -1 ||
  13592. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  13593. sd->inventory_data[i] == NULL ||
  13594. !sd->inventory_data[i]->flag.delay_consume ||
  13595. sd->inventory.u.items_inventory[i].amount < 1
  13596. )
  13597. { //Something went wrong, item exploit?
  13598. sd->itemid = sd->itemindex = -1;
  13599. return false;
  13600. }
  13601. //Consume
  13602. sd->itemid = sd->itemindex = -1;
  13603. if( (skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2) || sd->inventory_data[i]->flag.delay_consume == 2 ) // [marquis007]
  13604. ; //Do not consume item.
  13605. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  13606. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  13607. }
  13608. if(!sd->skillitem_keep_requirement)
  13609. return true;
  13610. }
  13611. if( pc_is90overweight(sd) ) {
  13612. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13613. return false;
  13614. }
  13615. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  13616. return false;
  13617. //Checks if disabling skill - in which case no SP requirements are necessary
  13618. if( sc && skill_disable_check(sc,skill_id))
  13619. return true;
  13620. inf3 = skill_get_inf3(skill_id);
  13621. // Check the skills that can be used while mounted on a warg
  13622. if( pc_isridingwug(sd) ) {
  13623. if(!(inf3&INF3_USABLE_WARG))
  13624. return false; // in official there is no message.
  13625. }
  13626. if( pc_ismadogear(sd) ) {
  13627. //None Mado skills are unusable when Mado is equipped. [Jobbie]
  13628. //Only Mechanic exlcusive skill can be used.
  13629. if(inf3&INF3_DIS_MADO){
  13630. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13631. return false;
  13632. }
  13633. }
  13634. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  13635. // return false;
  13636. require = skill_get_requirement(sd,skill_id,skill_lv);
  13637. //Can only update state when weapon/arrow info is checked.
  13638. sd->state.arrow_atk = require.ammo?1:0;
  13639. // perform skill-group checks
  13640. inf2 = skill_get_inf2(skill_id);
  13641. if(inf2&INF2_CHORUS_SKILL) {
  13642. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  13643. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13644. return false;
  13645. }
  13646. }
  13647. else if(inf2&INF2_ENSEMBLE_SKILL) {
  13648. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  13649. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13650. return false;
  13651. }
  13652. }
  13653. // perform skill-specific checks (and actions)
  13654. switch( skill_id ) {
  13655. case RG_GRAFFITI:
  13656. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  13657. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13658. return false;
  13659. }
  13660. break;
  13661. case SO_SPELLFIST:
  13662. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  13663. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13664. return false;
  13665. }
  13666. case SA_CASTCANCEL:
  13667. if(sd->ud.skilltimer == INVALID_TIMER) {
  13668. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13669. return false;
  13670. }
  13671. break;
  13672. case AS_CLOAKING:
  13673. {
  13674. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  13675. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  13676. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13677. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13678. int di;
  13679. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  13680. if( di == 8 ) {
  13681. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13682. return false;
  13683. }
  13684. }
  13685. break;
  13686. }
  13687. case AL_WARP:
  13688. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  13689. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  13690. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  13691. return false;
  13692. }
  13693. break;
  13694. case AL_HOLYWATER:
  13695. if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) {
  13696. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13697. return false;
  13698. }
  13699. break;
  13700. case MO_CALLSPIRITS:
  13701. if(sc && sc->data[SC_RAISINGDRAGON])
  13702. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  13703. if(sd->spiritball >= skill_lv) {
  13704. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13705. return false;
  13706. }
  13707. break;
  13708. case MO_FINGEROFFENSIVE:
  13709. case GS_FLING:
  13710. case SR_RAMPAGEBLASTER:
  13711. case SR_RIDEINLIGHTNING:
  13712. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  13713. sd->spiritball_old = require.spiritball = sd->spiritball;
  13714. else
  13715. sd->spiritball_old = require.spiritball;
  13716. break;
  13717. case MO_CHAINCOMBO:
  13718. if(!sc)
  13719. return false;
  13720. if(sc->data[SC_BLADESTOP])
  13721. break;
  13722. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  13723. break;
  13724. return false;
  13725. case MO_COMBOFINISH:
  13726. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  13727. return false;
  13728. break;
  13729. case CH_TIGERFIST:
  13730. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  13731. return false;
  13732. break;
  13733. case CH_CHAINCRUSH:
  13734. if(!(sc && sc->data[SC_COMBO]))
  13735. return false;
  13736. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  13737. return false;
  13738. break;
  13739. case MO_EXTREMITYFIST:
  13740. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  13741. // return false;
  13742. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  13743. break;
  13744. if( sc && sc->data[SC_COMBO] ) {
  13745. switch(sc->data[SC_COMBO]->val1) {
  13746. case MO_COMBOFINISH:
  13747. case CH_TIGERFIST:
  13748. case CH_CHAINCRUSH:
  13749. break;
  13750. default:
  13751. return false;
  13752. }
  13753. }
  13754. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  13755. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13756. return false;
  13757. }
  13758. break;
  13759. case TK_MISSION:
  13760. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  13761. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13762. return false;
  13763. }
  13764. break;
  13765. case TK_READYCOUNTER:
  13766. case TK_READYDOWN:
  13767. case TK_READYSTORM:
  13768. case TK_READYTURN:
  13769. case TK_JUMPKICK:
  13770. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  13771. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13772. return false;
  13773. }
  13774. break;
  13775. case TK_TURNKICK:
  13776. case TK_STORMKICK:
  13777. case TK_DOWNKICK:
  13778. case TK_COUNTER:
  13779. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  13780. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  13781. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  13782. return false; //Combo needs to be ready
  13783. if (sc->data[SC_COMBO]->val3) { //Kick chain
  13784. //Do not repeat a kick.
  13785. if (sc->data[SC_COMBO]->val3 != skill_id)
  13786. break;
  13787. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  13788. return false;
  13789. }
  13790. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  13791. unit_cancel_combo(&sd->bl);
  13792. return false;
  13793. }
  13794. break; //Combo ready.
  13795. case BD_ADAPTATION:
  13796. {
  13797. int time;
  13798. if(!(sc && sc->data[SC_DANCING])) {
  13799. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13800. return false;
  13801. }
  13802. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  13803. if (skill_get_time(
  13804. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  13805. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  13806. - time < skill_get_time2(skill_id,skill_lv))
  13807. {
  13808. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13809. return false;
  13810. }
  13811. }
  13812. break;
  13813. case PR_BENEDICTIO:
  13814. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  13815. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13816. return false;
  13817. }
  13818. break;
  13819. case SL_SMA:
  13820. if(!(sc && sc->data[SC_SMA]))
  13821. return false;
  13822. break;
  13823. case HT_POWER:
  13824. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  13825. return false;
  13826. break;
  13827. case CG_HERMODE:
  13828. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  13829. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13830. return false;
  13831. }
  13832. break;
  13833. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  13834. {
  13835. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  13836. int size = range*2+1;
  13837. for (s=0;s<size*size;s++) {
  13838. int x = sd->bl.x+(s%size-range);
  13839. int y = sd->bl.y+(s/size-range);
  13840. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  13841. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13842. return false;
  13843. }
  13844. }
  13845. }
  13846. break;
  13847. case PR_REDEMPTIO:
  13848. case LG_INSPIRATION:
  13849. {
  13850. unsigned int exp, exp_needp = 0;
  13851. switch (skill_id) {
  13852. case PR_REDEMPTIO:
  13853. exp_needp = battle_config.exp_cost_redemptio;
  13854. break;
  13855. case LG_INSPIRATION:
  13856. exp_needp = battle_config.exp_cost_inspiration;
  13857. break;
  13858. }
  13859. if (exp_needp && ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < exp_needp)) {
  13860. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  13861. return false;
  13862. }
  13863. break;
  13864. }
  13865. case HP_BASILICA:
  13866. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  13867. if( sd ) {
  13868. // When castbegin, needs 7x7 clear area
  13869. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  13870. int size = range*2+1;
  13871. for( s=0;s<size*size;s++ ) {
  13872. int x = sd->bl.x+(s%size-range);
  13873. int y = sd->bl.y+(s/size-range);
  13874. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  13875. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13876. return false;
  13877. }
  13878. }
  13879. if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  13880. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13881. return false;
  13882. }
  13883. }
  13884. }
  13885. break;
  13886. case AM_TWILIGHT2:
  13887. case AM_TWILIGHT3:
  13888. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  13889. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13890. return false;
  13891. }
  13892. break;
  13893. case SG_SUN_WARM:
  13894. case SG_MOON_WARM:
  13895. case SG_STAR_WARM:
  13896. if (sc && sc->data[SC_MIRACLE])
  13897. break;
  13898. i = skill_id-SG_SUN_WARM;
  13899. if (sd->bl.m == sd->feel_map[i].m)
  13900. break;
  13901. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13902. return false;
  13903. break;
  13904. case SG_SUN_COMFORT:
  13905. case SG_MOON_COMFORT:
  13906. case SG_STAR_COMFORT:
  13907. if (sc && sc->data[SC_MIRACLE])
  13908. break;
  13909. i = skill_id-SG_SUN_COMFORT;
  13910. if (sd->bl.m == sd->feel_map[i].m &&
  13911. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  13912. break;
  13913. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13914. return false;
  13915. case SG_FUSION:
  13916. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  13917. break;
  13918. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  13919. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  13920. if( require.sp > 0 ) {
  13921. if (status->sp < (unsigned int)require.sp)
  13922. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13923. else
  13924. status_zap(&sd->bl, 0, require.sp);
  13925. }
  13926. return false;
  13927. case GD_BATTLEORDER:
  13928. case GD_REGENERATION:
  13929. case GD_RESTORE:
  13930. if (!map_flag_gvg2(sd->bl.m)) {
  13931. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13932. return false;
  13933. }
  13934. case GD_EMERGENCYCALL:
  13935. case GD_ITEMEMERGENCYCALL:
  13936. // other checks were already done in skill_isNotOk()
  13937. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  13938. return false;
  13939. break;
  13940. case GS_GLITTERING:
  13941. case RL_RICHS_COIN:
  13942. if(sd->spiritball >= 10) {
  13943. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13944. return false;
  13945. }
  13946. break;
  13947. case NJ_ISSEN:
  13948. #ifdef RENEWAL
  13949. if (status->hp < (status->hp/100)) {
  13950. #else
  13951. if (status->hp < 2) {
  13952. #endif
  13953. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13954. return false;
  13955. }
  13956. case NJ_BUNSINJYUTSU:
  13957. if (!(sc && sc->data[SC_NEN])) {
  13958. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13959. return false;
  13960. }
  13961. break;
  13962. case NJ_ZENYNAGE:
  13963. case KO_MUCHANAGE:
  13964. if(sd->status.zeny < require.zeny) {
  13965. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13966. return false;
  13967. }
  13968. break;
  13969. case PF_HPCONVERSION:
  13970. if (status->sp == status->max_sp)
  13971. return false; //Unusable when at full SP.
  13972. break;
  13973. case AM_CALLHOMUN: //Can't summon if a hom is already out
  13974. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  13975. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13976. return false;
  13977. }
  13978. break;
  13979. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  13980. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  13981. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13982. return false;
  13983. }
  13984. break;
  13985. case AB_ANCILLA: {
  13986. int count = 0;
  13987. for( i = 0; i < MAX_INVENTORY; i++ )
  13988. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  13989. count += sd->inventory.u.items_inventory[i].amount;
  13990. if( count >= 3 ) {
  13991. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  13992. return false;
  13993. }
  13994. }
  13995. break;
  13996. /**
  13997. * Keeping as a note:
  13998. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  13999. */
  14000. //case AB_LAUDAAGNUS:
  14001. //case AB_LAUDARAMUS:
  14002. // if( !sd->status.party_id ) {
  14003. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14004. // return false;
  14005. // }
  14006. // break;
  14007. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  14008. case WL_COMET:
  14009. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  14010. && sd->special_state.no_gemstone == 0
  14011. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  14012. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14013. return false;
  14014. }
  14015. break;
  14016. case WL_SUMMONFB:
  14017. case WL_SUMMONBL:
  14018. case WL_SUMMONWB:
  14019. case WL_SUMMONSTONE:
  14020. if( sc ) {
  14021. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  14022. if( i == SC_SPHERE_5+1 ) { // No more free slots
  14023. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  14024. return false;
  14025. }
  14026. }
  14027. break;
  14028. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  14029. if( sc ) {
  14030. int j = 0;
  14031. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  14032. if( sc->data[i] ) {
  14033. j++;
  14034. }
  14035. if( j < 4 ) { // Need 4 spheres minimum
  14036. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14037. return false;
  14038. }
  14039. }
  14040. else { // no status at all? no spheres present
  14041. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14042. return false;
  14043. }
  14044. break;
  14045. case GC_HALLUCINATIONWALK:
  14046. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  14047. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14048. return false;
  14049. }
  14050. break;
  14051. case GC_COUNTERSLASH:
  14052. case GC_WEAPONCRUSH:
  14053. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  14054. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  14055. return false;
  14056. }
  14057. break;
  14058. case RA_WUGMASTERY:
  14059. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  14060. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14061. return false;
  14062. }
  14063. break;
  14064. case RA_WUGSTRIKE:
  14065. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  14066. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14067. return false;
  14068. }
  14069. break;
  14070. case RA_WUGRIDER:
  14071. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  14072. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14073. return false;
  14074. }
  14075. break;
  14076. case RA_WUGDASH:
  14077. if(!pc_isridingwug(sd)) {
  14078. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14079. return false;
  14080. }
  14081. else {
  14082. int16 sx = sd->bl.x;
  14083. int16 sy = sd->bl.y;
  14084. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  14085. switch (dir) {
  14086. case 0: case 8: sy++; break;
  14087. case 1: sx--; sy++; break;
  14088. case 2: sx--; break;
  14089. case 3: sx--; sy--; break;
  14090. case 4: sy--; break;
  14091. case 5: sx++; sy--; break;
  14092. case 6: sx++; break;
  14093. case 7: sx++; sy++; break;
  14094. }
  14095. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  14096. return false;
  14097. }
  14098. }
  14099. break;
  14100. case LG_BANDING:
  14101. if( sc && sc->data[SC_INSPIRATION] ) {
  14102. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14103. return false;
  14104. }
  14105. break;
  14106. case LG_PRESTIGE:
  14107. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  14108. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14109. return false;
  14110. }
  14111. break;
  14112. case LG_RAGEBURST:
  14113. if( sd->spiritball == 0 ) {
  14114. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  14115. return false;
  14116. }
  14117. sd->spiritball_old = require.spiritball = sd->spiritball;
  14118. break;
  14119. case LG_SHIELDSPELL: {
  14120. short index = sd->equip_index[EQI_HAND_L];
  14121. struct item_data *shield_data = NULL;
  14122. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  14123. shield_data = sd->inventory_data[index];
  14124. 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.
  14125. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14126. break;
  14127. }
  14128. }
  14129. break;
  14130. case LG_RAYOFGENESIS:
  14131. case LG_HESPERUSLIT:
  14132. if (sc && sc->data[SC_INSPIRATION])
  14133. return true; // Don't check for partner.
  14134. if (!(sc && sc->data[SC_BANDING])) {
  14135. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14136. return false;
  14137. }
  14138. if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < (skill_id == LG_RAYOFGENESIS ? 2 : 3))
  14139. return false; // Just fails, no msg here.
  14140. break;
  14141. case SR_FALLENEMPIRE:
  14142. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  14143. return false;
  14144. break;
  14145. case SR_CRESCENTELBOW:
  14146. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  14147. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  14148. return false;
  14149. }
  14150. break;
  14151. case SR_CURSEDCIRCLE:
  14152. if (map_flag_gvg2(sd->bl.m)) {
  14153. if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  14154. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  14155. char output[128];
  14156. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  14157. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  14158. return false;
  14159. }
  14160. }
  14161. if( sd->spiritball > 0 )
  14162. sd->spiritball_old = require.spiritball = sd->spiritball;
  14163. else {
  14164. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14165. return false;
  14166. }
  14167. break;
  14168. case SR_GATEOFHELL:
  14169. if( sd->spiritball > 0 )
  14170. sd->spiritball_old = require.spiritball;
  14171. break;
  14172. case SC_MANHOLE:
  14173. case SC_DIMENSIONDOOR:
  14174. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  14175. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14176. return false;
  14177. }
  14178. break;
  14179. case SC_FEINTBOMB:
  14180. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) || map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKMAELSTROM) ) {
  14181. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14182. return false;
  14183. }
  14184. break;
  14185. case WM_GREAT_ECHO: {
  14186. int count;
  14187. count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0);
  14188. if( count < 1 ) {
  14189. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  14190. return false;
  14191. } else
  14192. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  14193. }
  14194. break;
  14195. case SO_FIREWALK:
  14196. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  14197. if( sc && sc->data[SC_PROPERTYWALK] &&
  14198. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  14199. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14200. return false;
  14201. }
  14202. break;
  14203. case SO_EL_CONTROL:
  14204. if( !sd->status.ele_id || !sd->ed ) {
  14205. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14206. return false;
  14207. }
  14208. break;
  14209. case RETURN_TO_ELDICASTES:
  14210. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  14211. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14212. return false;
  14213. }
  14214. break;
  14215. case KO_JYUMONJIKIRI:
  14216. if (sd->weapontype1 && (sd->weapontype2 || sd->status.shield))
  14217. return true;
  14218. else {
  14219. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14220. return false;
  14221. }
  14222. break;
  14223. case KO_KAHU_ENTEN:
  14224. case KO_HYOUHU_HUBUKI:
  14225. case KO_KAZEHU_SEIRAN:
  14226. case KO_DOHU_KOUKAI:
  14227. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  14228. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  14229. return false;
  14230. }
  14231. break;
  14232. case KO_KAIHOU:
  14233. case KO_ZENKAI:
  14234. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  14235. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  14236. return false;
  14237. }
  14238. break;
  14239. }
  14240. /* check state required */
  14241. switch (require.state) {
  14242. case ST_HIDDEN:
  14243. if(!pc_ishiding(sd)) {
  14244. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14245. return false;
  14246. }
  14247. break;
  14248. case ST_RIDING:
  14249. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  14250. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14251. return false;
  14252. }
  14253. break;
  14254. case ST_FALCON:
  14255. if(!pc_isfalcon(sd)) {
  14256. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14257. return false;
  14258. }
  14259. break;
  14260. case ST_CART:
  14261. if(!pc_iscarton(sd)) {
  14262. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  14263. return false;
  14264. }
  14265. break;
  14266. case ST_SHIELD:
  14267. if(sd->status.shield <= 0) {
  14268. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14269. return false;
  14270. }
  14271. break;
  14272. case ST_RECOV_WEIGHT_RATE:
  14273. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  14274. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14275. return false;
  14276. }
  14277. break;
  14278. case ST_MOVE_ENABLE:
  14279. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  14280. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  14281. if (!unit_can_move(&sd->bl)) {
  14282. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14283. return false;
  14284. }
  14285. break;
  14286. case ST_WATER:
  14287. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  14288. break;
  14289. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER) && !map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR))
  14290. break;
  14291. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14292. return false;
  14293. case ST_RIDINGDRAGON:
  14294. if( !pc_isridingdragon(sd) ) {
  14295. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  14296. return false;
  14297. }
  14298. break;
  14299. case ST_WUG:
  14300. if( !pc_iswug(sd) ) {
  14301. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14302. return false;
  14303. }
  14304. break;
  14305. case ST_RIDINGWUG:
  14306. if( !pc_isridingwug(sd) ) {
  14307. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14308. return false;
  14309. }
  14310. break;
  14311. case ST_MADO:
  14312. if( !pc_ismadogear(sd) ) {
  14313. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  14314. return false;
  14315. }
  14316. break;
  14317. case ST_ELEMENTALSPIRIT:
  14318. case ST_ELEMENTALSPIRIT2:
  14319. if(!sd->ed) {
  14320. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  14321. return false;
  14322. }
  14323. break;
  14324. case ST_PECO:
  14325. if(!pc_isriding(sd)) {
  14326. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14327. return false;
  14328. }
  14329. break;
  14330. }
  14331. /* check the status required */
  14332. if (require.status_count) {
  14333. switch (skill_id) {
  14334. // Being checked later in skill_check_condition_castend()
  14335. case WZ_SIGHTRASHER:
  14336. break;
  14337. default:
  14338. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14339. return false;
  14340. break;
  14341. }
  14342. }
  14343. // Check for equipped item(s)
  14344. if (require.eqItem_count) {
  14345. uint8 count = require.eqItem_count;
  14346. for (i = 0; i < require.eqItem_count; i++) {
  14347. uint16 reqeqit = require.eqItem[i];
  14348. if (!reqeqit)
  14349. break; // Skill has no required item(s); get out of here
  14350. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  14351. case NC_PILEBUNKER:
  14352. case RL_P_ALTER:
  14353. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14354. count--;
  14355. if (!count) {
  14356. if( skill_id == RL_P_ALTER ){
  14357. clif_msg( sd, SKILL_NEED_HOLY_BULLET );
  14358. }else{
  14359. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14360. }
  14361. return false;
  14362. } else
  14363. continue;
  14364. }
  14365. break;
  14366. default:
  14367. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14368. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT,reqeqit<<16);
  14369. return false;
  14370. }
  14371. break;
  14372. }
  14373. }
  14374. }
  14375. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  14376. //mhp is the max-hp-requirement, that is,
  14377. //you must have this % or less of HP to cast it.
  14378. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14379. return false;
  14380. }
  14381. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14382. switch(skill_id) {
  14383. case RA_AIMEDBOLT:
  14384. break;
  14385. default:
  14386. switch((unsigned int)log2(require.weapon)) {
  14387. case W_REVOLVER:
  14388. clif_msg(sd, SKILL_NEED_REVOLVER);
  14389. break;
  14390. case W_RIFLE:
  14391. clif_msg(sd, SKILL_NEED_RIFLE);
  14392. break;
  14393. case W_GATLING:
  14394. clif_msg(sd, SKILL_NEED_GATLING);
  14395. break;
  14396. case W_SHOTGUN:
  14397. clif_msg(sd, SKILL_NEED_SHOTGUN);
  14398. break;
  14399. case W_GRENADE:
  14400. clif_msg(sd, SKILL_NEED_GRENADE);
  14401. break;
  14402. default:
  14403. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
  14404. break;
  14405. }
  14406. return false;
  14407. }
  14408. }
  14409. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  14410. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14411. return false;
  14412. }
  14413. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  14414. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14415. return false;
  14416. }
  14417. if ((require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  14418. (require.spiritball == -1 && sd->spiritball < 1)) {
  14419. if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  14420. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
  14421. else
  14422. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
  14423. return false;
  14424. }
  14425. return true;
  14426. }
  14427. /**
  14428. * Check skill condition when cast end.
  14429. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  14430. * @param sd Player who uses skill
  14431. * @param skill_id ID of used skill
  14432. * @param skill_lv Level of used skill
  14433. * @return true: All condition passed, false: Failed
  14434. */
  14435. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14436. {
  14437. struct skill_condition require;
  14438. struct status_data *status;
  14439. int i;
  14440. short index[MAX_SKILL_ITEM_REQUIRE];
  14441. nullpo_retr(false,sd);
  14442. if( sd->chatID )
  14443. return false;
  14444. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  14445. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  14446. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  14447. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  14448. return true;
  14449. }
  14450. switch( sd->menuskill_id ) { // Cast start or cast end??
  14451. case AM_PHARMACY:
  14452. switch( skill_id ) {
  14453. case AM_PHARMACY:
  14454. case AC_MAKINGARROW:
  14455. case BS_REPAIRWEAPON:
  14456. case AM_TWILIGHT1:
  14457. case AM_TWILIGHT2:
  14458. case AM_TWILIGHT3:
  14459. return false;
  14460. }
  14461. break;
  14462. case GN_MIX_COOKING:
  14463. case GN_MAKEBOMB:
  14464. case GN_S_PHARMACY:
  14465. case GN_CHANGEMATERIAL:
  14466. if( sd->menuskill_id != skill_id )
  14467. return false;
  14468. break;
  14469. }
  14470. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  14471. return true;
  14472. if( pc_is90overweight(sd) ) {
  14473. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  14474. return false;
  14475. }
  14476. // perform skill-specific checks (and actions)
  14477. switch( skill_id ) {
  14478. case PR_BENEDICTIO:
  14479. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  14480. break;
  14481. case AM_CANNIBALIZE:
  14482. case AM_SPHEREMINE: {
  14483. int c=0;
  14484. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  14485. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  14486. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  14487. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  14488. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14489. if(c >= maxcount ||
  14490. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  14491. { //Fails when: exceed max limit. There are other plant types already out.
  14492. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14493. return false;
  14494. }
  14495. }
  14496. break;
  14497. }
  14498. case NC_SILVERSNIPER:
  14499. case NC_MAGICDECOY: {
  14500. int c = 0;
  14501. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  14502. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  14503. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  14504. if( skill_id == NC_MAGICDECOY ) {
  14505. int j;
  14506. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  14507. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  14508. } else
  14509. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14510. if( c >= maxcount ) {
  14511. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14512. return false;
  14513. }
  14514. }
  14515. }
  14516. break;
  14517. case KO_ZANZOU: {
  14518. int c = 0;
  14519. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  14520. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  14521. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14522. return false;
  14523. }
  14524. }
  14525. break;
  14526. }
  14527. status = &sd->battle_status;
  14528. require = skill_get_requirement(sd,skill_id,skill_lv);
  14529. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  14530. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14531. return false;
  14532. }
  14533. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14534. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14535. return false;
  14536. }
  14537. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  14538. uint8 extra_ammo = 0;
  14539. #ifdef RENEWAL
  14540. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  14541. case WM_SEVERE_RAINSTORM:
  14542. case RL_R_TRIP:
  14543. case RL_FIRE_RAIN:
  14544. extra_ammo = 1;
  14545. break;
  14546. default:
  14547. break;
  14548. }
  14549. #endif
  14550. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  14551. clif_arrow_fail(sd,0);
  14552. return false;
  14553. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  14554. char e_msg[100];
  14555. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  14556. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  14557. return false;
  14558. }
  14559. else if (require.ammo&(1<<AMMO_KUNAI)) {
  14560. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  14561. return false;
  14562. }
  14563. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  14564. skill_get_desc(skill_id),
  14565. require.ammo_qty,
  14566. itemdb_jname(sd->inventory.u.items_inventory[i].nameid));
  14567. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  14568. return false;
  14569. }
  14570. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  14571. //which is the closest we have to wrong ammo type. [Skotlex]
  14572. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  14573. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14574. return false;
  14575. }
  14576. }
  14577. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  14578. if( !require.itemid[i] )
  14579. continue;
  14580. index[i] = pc_search_inventory(sd,require.itemid[i]);
  14581. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  14582. if( require.itemid[i] == ITEMID_HOLY_WATER )
  14583. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  14584. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  14585. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  14586. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  14587. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  14588. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  14589. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  14590. else if( require.itemid[i] == ITEMID_ANCILLA )
  14591. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  14592. else if(skill_id == RL_SLUGSHOT) {
  14593. if (i < MAX_SKILL_ITEM_REQUIRE - 1) // Check all Slug types
  14594. continue;
  14595. else
  14596. clif_skill_fail(sd, RL_SLUGSHOT, USESKILL_FAIL_NEED_MORE_BULLET, 0); // Bullet is required.
  14597. } else {
  14598. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, ( require.itemid[i] << 16 ) | require.amount[i] ); // [%s] required '%d' amount.
  14599. }
  14600. return false;
  14601. } else if (skill_id == RL_SLUGSHOT) // Slug found - simulate priority and cancel the loop
  14602. break;
  14603. }
  14604. /* check the status required */
  14605. if (require.status_count) {
  14606. switch (skill_id) {
  14607. case WZ_SIGHTRASHER:
  14608. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14609. return false;
  14610. break;
  14611. default:
  14612. break;
  14613. }
  14614. }
  14615. return true;
  14616. }
  14617. /** Consume skill requirement
  14618. * @param sd Player who uses the skill
  14619. * @param skill_id ID of used skill
  14620. * @param skill_lv Level of used skill
  14621. * @param type Consume type
  14622. * type&1: consume the others (before skill was used);
  14623. * type&2: consume items (after skill was used)
  14624. */
  14625. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  14626. {
  14627. struct skill_condition require;
  14628. nullpo_retv(sd);
  14629. require = skill_get_requirement(sd,skill_id,skill_lv);
  14630. if( type&1 ) {
  14631. switch( skill_id ) {
  14632. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  14633. case MC_IDENTIFY:
  14634. require.sp = 0;
  14635. break;
  14636. case MO_KITRANSLATION:
  14637. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  14638. require.spiritball = 0;
  14639. //Fall through
  14640. default:
  14641. if(sd->state.autocast)
  14642. require.sp = 0;
  14643. break;
  14644. }
  14645. if(require.hp || require.sp)
  14646. status_zap(&sd->bl, require.hp, require.sp);
  14647. if(require.spiritball > 0)
  14648. pc_delspiritball(sd,require.spiritball,0);
  14649. else if(require.spiritball == -1) {
  14650. sd->spiritball_old = sd->spiritball;
  14651. pc_delspiritball(sd,sd->spiritball,0);
  14652. }
  14653. if(require.zeny > 0)
  14654. {
  14655. if( skill_id == NJ_ZENYNAGE )
  14656. require.zeny = 0; //Zeny is reduced on skill_attack.
  14657. if( sd->status.zeny < require.zeny )
  14658. require.zeny = sd->status.zeny;
  14659. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  14660. }
  14661. }
  14662. if( type&2 ) {
  14663. struct status_change *sc = &sd->sc;
  14664. int n,i;
  14665. if( !sc->count )
  14666. sc = NULL;
  14667. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  14668. {
  14669. if( !require.itemid[i] )
  14670. continue;
  14671. if( itemdb_group_item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  14672. continue; //Gemstones are checked, but not substracted from inventory.
  14673. switch( skill_id ){
  14674. case SA_SEISMICWEAPON:
  14675. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  14676. continue;
  14677. break;
  14678. case SA_FLAMELAUNCHER:
  14679. case SA_VOLCANO:
  14680. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  14681. continue;
  14682. break;
  14683. case SA_FROSTWEAPON:
  14684. case SA_DELUGE:
  14685. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  14686. continue;
  14687. break;
  14688. case SA_LIGHTNINGLOADER:
  14689. case SA_VIOLENTGALE:
  14690. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  14691. continue;
  14692. break;
  14693. }
  14694. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  14695. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  14696. if (skill_id == RL_SLUGSHOT && n > -1) // Slug found - simulate priority and cancel the loop
  14697. break;
  14698. }
  14699. }
  14700. }
  14701. /**
  14702. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  14703. * @param sd Player's that will be checked
  14704. * @param skill_id Skill that's being used
  14705. * @param skill_lv Skill level of used skill
  14706. * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
  14707. */
  14708. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14709. {
  14710. struct skill_condition req;
  14711. struct status_data *status;
  14712. struct status_change *sc;
  14713. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  14714. uint16 idx;
  14715. bool level_dependent = false;
  14716. memset(&req,0,sizeof(req));
  14717. if( !sd )
  14718. return req;
  14719. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  14720. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  14721. sc = &sd->sc;
  14722. if( !sc->count )
  14723. sc = NULL;
  14724. //Checks if disabling skill - in which case no SP requirements are necessary
  14725. if( sc && skill_disable_check(sc,skill_id) )
  14726. return req;
  14727. idx = skill_get_index(skill_id);
  14728. if( idx == 0 ) // invalid skill id
  14729. return req;
  14730. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  14731. status = &sd->battle_status;
  14732. req.hp = skill_db[idx]->require.hp[skill_lv-1];
  14733. hp_rate = skill_db[idx]->require.hp_rate[skill_lv-1];
  14734. if(hp_rate > 0)
  14735. req.hp += (status->hp * hp_rate)/100;
  14736. else
  14737. req.hp += (status->max_hp * (-hp_rate))/100;
  14738. req.sp = skill_db[idx]->require.sp[skill_lv-1];
  14739. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  14740. req.sp /= 2;
  14741. sp_rate = skill_db[idx]->require.sp_rate[skill_lv-1];
  14742. if(sp_rate > 0)
  14743. req.sp += (status->sp * sp_rate)/100;
  14744. else
  14745. req.sp += (status->max_sp * (-sp_rate))/100;
  14746. if( sd->dsprate != 100 )
  14747. req.sp = req.sp * sd->dsprate / 100;
  14748. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  14749. if( i < ARRAYLENGTH(sd->skillusesprate) )
  14750. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  14751. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  14752. if( i < ARRAYLENGTH(sd->skillusesp) )
  14753. req.sp -= sd->skillusesp[i].val;
  14754. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  14755. req.sp += req.sp * 30 / 100;
  14756. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  14757. if( sc ) {
  14758. if( sc->data[SC__LAZINESS] )
  14759. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  14760. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  14761. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  14762. if( sc->data[SC_RECOGNIZEDSPELL] )
  14763. req.sp += req.sp / 4;
  14764. if( sc->data[SC_OFFERTORIUM])
  14765. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  14766. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  14767. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  14768. }
  14769. req.zeny = skill_db[idx]->require.zeny[skill_lv-1];
  14770. if( sc && sc->data[SC__UNLUCKY] ) {
  14771. if(sc->data[SC__UNLUCKY]->val1 < 3)
  14772. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  14773. else
  14774. req.zeny += 1000;
  14775. }
  14776. req.spiritball = skill_db[idx]->require.spiritball[skill_lv-1];
  14777. req.state = skill_db[idx]->require.state;
  14778. req.mhp = skill_db[idx]->require.mhp[skill_lv-1];
  14779. req.weapon = skill_db[idx]->require.weapon;
  14780. req.ammo_qty = skill_db[idx]->require.ammo_qty[skill_lv-1];
  14781. if (req.ammo_qty)
  14782. req.ammo = skill_db[idx]->require.ammo;
  14783. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  14784. { //Assume this skill is using the weapon, therefore it requires arrows.
  14785. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  14786. req.ammo_qty = 1;
  14787. }
  14788. req.status_count = skill_db[idx]->require.status_count;
  14789. req.status = skill_db[idx]->require.status;
  14790. req.eqItem_count = skill_db[idx]->require.eqItem_count;
  14791. req.eqItem = skill_db[idx]->require.eqItem;
  14792. switch( skill_id ) {
  14793. /* Skill level-dependent checks */
  14794. case NC_SHAPESHIFT: // NOTE: Please make sure Magic_Gear_Fuel in the last position in skill_require_db.txt
  14795. case NC_REPAIR: // NOTE: Please make sure Repair_Kit in the last position in skill_require_db.txt
  14796. req.itemid[1] = skill_db[idx]->require.itemid[MAX_SKILL_ITEM_REQUIRE-1];
  14797. req.amount[1] = skill_db[idx]->require.amount[MAX_SKILL_ITEM_REQUIRE-1];
  14798. case KO_MAKIBISHI:
  14799. case GN_FIRE_EXPANSION:
  14800. case SO_SUMMON_AGNI:
  14801. case SO_SUMMON_AQUA:
  14802. case SO_SUMMON_VENTUS:
  14803. case SO_SUMMON_TERA:
  14804. case SO_WATER_INSIGNIA:
  14805. case SO_FIRE_INSIGNIA:
  14806. case SO_WIND_INSIGNIA:
  14807. case SO_EARTH_INSIGNIA:
  14808. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  14809. req.itemid[0] = skill_db[idx]->require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14810. req.amount[0] = skill_db[idx]->require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14811. level_dependent = true;
  14812. /* Normal skill requirements and gemstone checks */
  14813. default:
  14814. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  14815. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  14816. if (!level_dependent) {
  14817. switch( skill_id ) {
  14818. case AM_POTIONPITCHER:
  14819. case CR_SLIMPITCHER:
  14820. case CR_CULTIVATION:
  14821. if (i != skill_lv%11 - 1)
  14822. continue;
  14823. break;
  14824. case AM_CALLHOMUN:
  14825. if (sd->status.hom_id) //Don't delete items when hom is already out.
  14826. continue;
  14827. break;
  14828. case AB_ADORAMUS:
  14829. if( itemdb_group_item_exists(IG_GEMSTONE, skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  14830. continue;
  14831. break;
  14832. case WL_COMET:
  14833. if( itemdb_group_item_exists(IG_GEMSTONE, skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  14834. continue;
  14835. break;
  14836. }
  14837. req.itemid[i] = skill_db[idx]->require.itemid[i];
  14838. req.amount[i] = skill_db[idx]->require.amount[i];
  14839. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  14840. int16 itIndex;
  14841. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  14842. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  14843. req.itemid[i] = ITEMID_TRAP;
  14844. else
  14845. req.itemid[i] = ITEMID_TRAP_ALLOY;
  14846. req.amount[i] = 1;
  14847. }
  14848. break;
  14849. }
  14850. }
  14851. // Check requirement for gemstone.
  14852. if (itemdb_group_item_exists(IG_GEMSTONE, req.itemid[i])) {
  14853. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  14854. req.itemid[i] = req.amount[i] = 0;
  14855. else {
  14856. if( sd->special_state.no_gemstone || (sc && sc->data[SC_INTOABYSS]) )
  14857. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  14858. if( skill_id != SA_ABRACADABRA )
  14859. req.itemid[i] = req.amount[i] = 0;
  14860. else if( --req.amount[i] < 1 )
  14861. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14862. }
  14863. }
  14864. }
  14865. // Check requirement for Magic Gear Fuel
  14866. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL) {
  14867. if (sd->special_state.no_mado_fuel)
  14868. {
  14869. req.itemid[i] = req.amount[i] = 0;
  14870. }
  14871. }
  14872. }
  14873. break;
  14874. }
  14875. // Check for cost reductions due to skills & SCs
  14876. switch(skill_id) {
  14877. case MC_MAMMONITE:
  14878. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  14879. req.zeny -= req.zeny*10/100;
  14880. break;
  14881. case AL_HOLYLIGHT:
  14882. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  14883. req.sp *= 5;
  14884. break;
  14885. case SL_SMA:
  14886. case SL_STUN:
  14887. case SL_STIN:
  14888. {
  14889. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  14890. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  14891. break;
  14892. if(sd->status.base_level>=90)
  14893. req.sp -= req.sp*7*kaina_lv/100;
  14894. else if(sd->status.base_level>=80)
  14895. req.sp -= req.sp*5*kaina_lv/100;
  14896. else if(sd->status.base_level>=70)
  14897. req.sp -= req.sp*3*kaina_lv/100;
  14898. }
  14899. break;
  14900. case MO_CHAINCOMBO:
  14901. case MO_COMBOFINISH:
  14902. case CH_TIGERFIST:
  14903. case CH_CHAINCRUSH:
  14904. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  14905. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  14906. break;
  14907. case MO_BODYRELOCATION:
  14908. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  14909. req.spiritball = 0;
  14910. break;
  14911. case MO_EXTREMITYFIST:
  14912. if( sc ) {
  14913. if( sc->data[SC_BLADESTOP] )
  14914. req.spiritball--;
  14915. else if( sc->data[SC_COMBO] ) {
  14916. switch( sc->data[SC_COMBO]->val1 ) {
  14917. case MO_COMBOFINISH:
  14918. req.spiritball = 4;
  14919. break;
  14920. case CH_TIGERFIST:
  14921. req.spiritball = 3;
  14922. break;
  14923. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  14924. req.spiritball = sd->spiritball?sd->spiritball:1;
  14925. break;
  14926. }
  14927. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  14928. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  14929. }
  14930. break;
  14931. case SR_RAMPAGEBLASTER:
  14932. req.spiritball = sd->spiritball?sd->spiritball:15;
  14933. break;
  14934. case LG_RAGEBURST:
  14935. req.spiritball = sd->spiritball?sd->spiritball:1;
  14936. break;
  14937. case SR_GATEOFHELL:
  14938. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  14939. req.sp -= req.sp * 10 / 100;
  14940. break;
  14941. case SO_SUMMON_AGNI:
  14942. case SO_SUMMON_AQUA:
  14943. case SO_SUMMON_VENTUS:
  14944. case SO_SUMMON_TERA: {
  14945. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  14946. if( spirit_sympathy )
  14947. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  14948. }
  14949. break;
  14950. case SO_PSYCHIC_WAVE:
  14951. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  14952. req.sp += req.sp / 2; // 1.5x SP cost
  14953. break;
  14954. }
  14955. //Check if player is using the copied skill [Cydh]
  14956. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  14957. uint16 req_opt = skill_db[idx]->copyable.req_opt;
  14958. if (req_opt&0x0001) req.hp = 0;
  14959. if (req_opt&0x0002) req.mhp = 0;
  14960. if (req_opt&0x0004) req.sp = 0;
  14961. if (req_opt&0x0008) req.hp_rate = 0;
  14962. if (req_opt&0x0010) req.sp_rate = 0;
  14963. if (req_opt&0x0020) req.zeny = 0;
  14964. if (req_opt&0x0040) req.weapon = 0;
  14965. if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
  14966. if (req_opt&0x0100) req.state = ST_NONE;
  14967. if (req_opt&0x0200) req.status_count = 0;
  14968. if (req_opt&0x0400) req.spiritball = 0;
  14969. if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  14970. if (req_opt&0x1000) req.eqItem_count = 0;
  14971. }
  14972. return req;
  14973. }
  14974. /*==========================================
  14975. * Does cast-time reductions based on dex, item bonuses and config setting
  14976. *------------------------------------------*/
  14977. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  14978. double time = skill_get_cast(skill_id, skill_lv);
  14979. nullpo_ret(bl);
  14980. #ifndef RENEWAL_CAST
  14981. {
  14982. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  14983. struct status_change *sc = status_get_sc(bl);
  14984. int reduce_cast_rate = 0;
  14985. uint8 flag = skill_get_castnodex(skill_id);
  14986. // Calculate base cast time (reduced by dex)
  14987. if (!(flag&1)) {
  14988. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14989. if (scale > 0) // not instant cast
  14990. time = time * (float)scale / battle_config.castrate_dex_scale;
  14991. else
  14992. return 0; // instant cast
  14993. }
  14994. // Calculate cast time reduced by item/card bonuses
  14995. if (sd) {
  14996. int i;
  14997. if (!(flag&4) && sd->castrate != 100)
  14998. reduce_cast_rate += 100 - sd->castrate;
  14999. // Skill-specific reductions work regardless of flag
  15000. for(i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
  15001. if (sd->skillcastrate[i].id == skill_id) {
  15002. time += time * sd->skillcastrate[i].val / 100;
  15003. break;
  15004. }
  15005. }
  15006. }
  15007. // These cast time reductions are processed even if the skill fails
  15008. if (sc && sc->count) {
  15009. // Magic Strings stacks additively with item bonuses
  15010. if (!(flag&2) && sc->data[SC_POEMBRAGI])
  15011. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15012. // Foresight halves the cast time, it does not stack additively
  15013. if (sc->data[SC_MEMORIZE]) {
  15014. if(!(flag&2))
  15015. time -= time * 50 / 100;
  15016. // Foresight counter gets reduced even if the skill is not affected by it
  15017. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15018. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15019. }
  15020. }
  15021. time = time * (1 - (float)reduce_cast_rate / 100);
  15022. }
  15023. #endif
  15024. // config cast time multiplier
  15025. if (battle_config.cast_rate != 100)
  15026. time = time * battle_config.cast_rate / 100;
  15027. // return final cast time
  15028. time = max(time, 0);
  15029. //ShowInfo("Castime castfix = %f\n",time);
  15030. return (int)time;
  15031. }
  15032. #ifndef RENEWAL_CAST
  15033. /**
  15034. * Get the skill cast time for Pre-Re cast
  15035. * @param bl: The caster
  15036. * @param time: Cast time before Status Change addition or reduction
  15037. * @return time: Modified castime after status change addition or reduction
  15038. */
  15039. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  15040. {
  15041. struct status_change *sc = status_get_sc(bl);
  15042. if (time < 0)
  15043. return 0;
  15044. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15045. return (int)time;
  15046. if (sc && sc->count) {
  15047. if (!(flag&2)) {
  15048. if (sc->data[SC_SLOWCAST])
  15049. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  15050. if (sc->data[SC_PARALYSIS])
  15051. time += sc->data[SC_PARALYSIS]->val3;
  15052. if (sc->data[SC_IZAYOI])
  15053. time -= time * 50 / 100;
  15054. }
  15055. if (sc->data[SC_SUFFRAGIUM]) {
  15056. if(!(flag&2))
  15057. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  15058. //Suffragium ends even if the skill is not affected by it
  15059. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15060. }
  15061. }
  15062. time = max(time, 0);
  15063. //ShowInfo("Castime castfix_sc = %f\n",time);
  15064. return (int)time;
  15065. }
  15066. #else
  15067. /**
  15068. * Get the skill cast time for RENEWAL_CAST.
  15069. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  15070. * Additive value:
  15071. * Variable CastTime : time += value
  15072. * Fixed CastTime : fixed += value
  15073. * Multipicative value
  15074. * Variable CastTime : VARCAST_REDUCTION(value)
  15075. * Fixed CastTime : FIXEDCASTRATE2(value)
  15076. * @param bl: The caster
  15077. * @param time: Cast time without reduction
  15078. * @param skill_id: Skill ID of the casted skill
  15079. * @param skill_lv: Skill level of the casted skill
  15080. * @return time: Modified castime after status and bonus addition or reduction
  15081. */
  15082. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  15083. {
  15084. struct status_change *sc = status_get_sc(bl);
  15085. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  15086. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  15087. uint8 i = 0, flag = skill_get_castnodex(skill_id);
  15088. nullpo_ret(bl);
  15089. if (time < 0)
  15090. return 0;
  15091. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15092. return (int)time;
  15093. if (fixed < 0 || !battle_config.default_fixed_castrate) // no fixed cast time
  15094. fixed = 0;
  15095. else if (fixed == 0) {
  15096. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  15097. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  15098. }
  15099. // Additive Variable Cast bonus adjustments by items
  15100. if (sd && !(flag&4)) {
  15101. if (sd->bonus.varcastrate != 0)
  15102. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  15103. if (sd->bonus.fixcastrate != 0)
  15104. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  15105. if (sd->bonus.add_varcast != 0)
  15106. time += sd->bonus.add_varcast; // bonus bVariableCast
  15107. if (sd->bonus.add_fixcast != 0)
  15108. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  15109. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) {
  15110. if (sd->skillfixcast[i].id == skill_id) { // bonus2 bSkillFixedCast
  15111. fixed += sd->skillfixcast[i].val;
  15112. break;
  15113. }
  15114. }
  15115. for (i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++) {
  15116. if (sd->skillvarcast[i].id == skill_id) { // bonus2 bSkillVariableCast
  15117. time += sd->skillvarcast[i].val;
  15118. break;
  15119. }
  15120. }
  15121. for (i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
  15122. if (sd->skillcastrate[i].id == skill_id) { // bonus2 bVariableCastrate
  15123. reduce_cast_rate += sd->skillcastrate[i].val;
  15124. break;
  15125. }
  15126. }
  15127. for (i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++) {
  15128. if (sd->skillfixcastrate[i].id == skill_id) { // bonus2 bFixedCastrate
  15129. fixcast_r = max(fixcast_r, sd->skillfixcastrate[i].val);
  15130. break;
  15131. }
  15132. }
  15133. }
  15134. // Adjusted by active statuses
  15135. if (sc && sc->count && !(flag&2)) {
  15136. // Multiplicative Variable CastTime values
  15137. if (sc->data[SC_SLOWCAST])
  15138. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  15139. if (sc->data[SC__LAZINESS])
  15140. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  15141. if (sc->data[SC_SUFFRAGIUM]) {
  15142. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  15143. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15144. }
  15145. if (sc->data[SC_MEMORIZE]) {
  15146. reduce_cast_rate += 50;
  15147. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15148. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15149. }
  15150. if (sc->data[SC_POEMBRAGI])
  15151. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15152. if (sc->data[SC_IZAYOI])
  15153. VARCAST_REDUCTION(50);
  15154. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  15155. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  15156. if (sc->data[SC_TELEKINESIS_INTENSE])
  15157. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  15158. // Multiplicative Fixed CastTime values
  15159. if (sc->data[SC_SECRAMENT])
  15160. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15161. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  15162. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  15163. if (sc->data[SC_DANCEWITHWUG])
  15164. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  15165. if (sc->data[SC_HEAT_BARREL])
  15166. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  15167. // Additive Fixed CastTime values
  15168. if (sc->data[SC_MANDRAGORA])
  15169. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  15170. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  15171. fixed -= 1000;
  15172. if (sc->data[SC_IZAYOI])
  15173. fixed = 0;
  15174. }
  15175. if (sc && sc->data[SC_SECRAMENT] && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  15176. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15177. if (varcast_r < 0)
  15178. time = time * (1 - (float)min(varcast_r, 100) / 100);
  15179. // Apply Variable CastTime calculation by INT & DEX
  15180. if (!(flag&1))
  15181. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  15182. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  15183. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  15184. return (int)time;
  15185. }
  15186. #endif
  15187. /*==========================================
  15188. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  15189. *------------------------------------------*/
  15190. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  15191. {
  15192. int delaynodex = skill_get_delaynodex(skill_id);
  15193. int time = skill_get_delay(skill_id, skill_lv);
  15194. struct map_session_data *sd;
  15195. struct status_change *sc = status_get_sc(bl);
  15196. nullpo_ret(bl);
  15197. sd = BL_CAST(BL_PC, bl);
  15198. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  15199. return 0; //Will use picked skill's delay.
  15200. if (bl->type&battle_config.no_skill_delay)
  15201. return battle_config.min_skill_delay_limit;
  15202. if (time < 0)
  15203. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  15204. // Delay reductions
  15205. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  15206. case MO_TRIPLEATTACK:
  15207. case MO_CHAINCOMBO:
  15208. case MO_COMBOFINISH:
  15209. case CH_TIGERFIST:
  15210. case CH_CHAINCRUSH:
  15211. case SR_DRAGONCOMBO:
  15212. case SR_FALLENEMPIRE:
  15213. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  15214. if (time == 0)
  15215. time = 1000;
  15216. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  15217. break;
  15218. case HP_BASILICA:
  15219. if (sc && !sc->data[SC_BASILICA])
  15220. time = 0; // There is no Delay on Basilica creation, only on cancel
  15221. break;
  15222. default:
  15223. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  15224. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15225. if (scale > 0)
  15226. time = time * scale / battle_config.castrate_dex_scale;
  15227. else //To be capped later to minimum.
  15228. time = 0;
  15229. }
  15230. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  15231. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  15232. if (scale > 0)
  15233. time = time * scale / battle_config.castrate_dex_scale;
  15234. else //To be capped later to minimum.
  15235. time = 0;
  15236. }
  15237. }
  15238. if (sc && sc->data[SC_SPIRIT]) {
  15239. switch (skill_id) {
  15240. case CR_SHIELDBOOMERANG:
  15241. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  15242. time /= 2;
  15243. break;
  15244. case AS_SONICBLOW:
  15245. if (!map_flag_gvg2(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  15246. time /= 2;
  15247. break;
  15248. }
  15249. }
  15250. if (!(delaynodex&2)) {
  15251. if (sc && sc->count) {
  15252. if (sc->data[SC_POEMBRAGI])
  15253. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  15254. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  15255. time /= 2; // After Delay of Wind element spells reduced by 50%.
  15256. }
  15257. }
  15258. if (!(delaynodex&4) && sd && sd->delayrate != 100)
  15259. time = time * sd->delayrate / 100;
  15260. if (battle_config.delay_rate != 100)
  15261. time = time * battle_config.delay_rate / 100;
  15262. //ShowInfo("Delay delayfix = %d\n",time);
  15263. return max(time,0);
  15264. }
  15265. /*==========================================
  15266. * Weapon Repair [Celest/DracoRPG]
  15267. *------------------------------------------*/
  15268. void skill_repairweapon(struct map_session_data *sd, int idx) {
  15269. unsigned short material, materials[4] = { ITEMID_IRON_ORE, ITEMID_IRON, ITEMID_STEEL, ITEMID_ORIDECON_STONE };
  15270. struct item *item;
  15271. struct map_session_data *target_sd;
  15272. nullpo_retv(sd);
  15273. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  15274. return;
  15275. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  15276. return;
  15277. if( idx < 0 || idx >= MAX_INVENTORY )
  15278. return; //Invalid index??
  15279. item = &target_sd->inventory.u.items_inventory[idx];
  15280. if( !item->nameid || !item->attribute )
  15281. return; //Again invalid item....
  15282. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  15283. clif_item_repaireffect(sd, idx, 1);
  15284. return;
  15285. }
  15286. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  15287. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  15288. else
  15289. material = materials [2]; // Armors consume 1 Steel
  15290. if ( pc_search_inventory(sd,material) < 0 ) {
  15291. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15292. return;
  15293. }
  15294. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  15295. item->attribute = 0;/* clear broken state */
  15296. clif_equiplist(target_sd);
  15297. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  15298. clif_item_repaireffect(sd,idx,0);
  15299. if( sd != target_sd )
  15300. clif_item_repaireffect(target_sd,idx,0);
  15301. }
  15302. /*==========================================
  15303. * Item Appraisal
  15304. *------------------------------------------*/
  15305. void skill_identify(struct map_session_data *sd, int idx)
  15306. {
  15307. int flag=1;
  15308. nullpo_retv(sd);
  15309. sd->state.workinprogress = WIP_DISABLE_NONE;
  15310. if(idx >= 0 && idx < MAX_INVENTORY) {
  15311. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  15312. flag=0;
  15313. sd->inventory.u.items_inventory[idx].identify = 1;
  15314. }
  15315. }
  15316. clif_item_identified(sd,idx,flag);
  15317. }
  15318. /*==========================================
  15319. * Weapon Refine [Celest]
  15320. *------------------------------------------*/
  15321. void skill_weaponrefine(struct map_session_data *sd, int idx)
  15322. {
  15323. nullpo_retv(sd);
  15324. if (idx >= 0 && idx < MAX_INVENTORY)
  15325. {
  15326. struct item *item;
  15327. struct item_data *ditem = sd->inventory_data[idx];
  15328. item = &sd->inventory.u.items_inventory[idx];
  15329. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  15330. int i = 0, per;
  15331. unsigned short material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON };
  15332. if( ditem->flag.no_refine ) { // if the item isn't refinable
  15333. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15334. return;
  15335. }
  15336. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  15337. clif_upgrademessage(sd->fd, 2, item->nameid);
  15338. return;
  15339. }
  15340. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  15341. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  15342. return;
  15343. }
  15344. per = status_get_refine_chance(static_cast<refine_type>(ditem->wlv), (int)item->refine, false);
  15345. if( sd->class_&JOBL_THIRD )
  15346. per += 10;
  15347. else
  15348. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  15349. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  15350. if (per > rnd() % 100) {
  15351. int ep=0;
  15352. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  15353. item->refine++;
  15354. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  15355. if(item->equip) {
  15356. ep = item->equip;
  15357. pc_unequipitem(sd,idx,3);
  15358. }
  15359. clif_delitem(sd,idx,1,3);
  15360. clif_upgrademessage(sd->fd, 0, item->nameid);
  15361. clif_inventorylist(sd);
  15362. clif_refine(sd->fd,0,idx,item->refine);
  15363. achievement_update_objective(sd, AG_REFINE_SUCCESS, 2, ditem->wlv, item->refine);
  15364. if (ep)
  15365. pc_equipitem(sd,idx,ep);
  15366. clif_misceffect(&sd->bl,3);
  15367. if(item->refine == 10 &&
  15368. item->card[0] == CARD0_FORGE &&
  15369. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  15370. { // Fame point system [DracoRPG]
  15371. switch(ditem->wlv){
  15372. case 1:
  15373. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  15374. break;
  15375. case 2:
  15376. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  15377. break;
  15378. case 3:
  15379. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  15380. break;
  15381. }
  15382. }
  15383. } else {
  15384. item->refine = 0;
  15385. if(item->equip)
  15386. pc_unequipitem(sd,idx,3);
  15387. clif_upgrademessage(sd->fd, 1, item->nameid);
  15388. clif_refine(sd->fd,1,idx,item->refine);
  15389. achievement_update_objective(sd, AG_REFINE_FAIL, 1, 1);
  15390. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  15391. clif_misceffect(&sd->bl,2);
  15392. clif_emotion(&sd->bl, ET_HUK);
  15393. }
  15394. }
  15395. }
  15396. }
  15397. /*==========================================
  15398. *
  15399. *------------------------------------------*/
  15400. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  15401. {
  15402. uint16 skill_lv;
  15403. uint16 idx = 0;
  15404. int maxlv=1,lv;
  15405. nullpo_ret(sd);
  15406. skill_lv = sd->menuskill_val;
  15407. if ((idx = skill_get_index2(skill_id)) == 0)
  15408. return 0;
  15409. if (SKILL_CHK_GUILD(skill_id))
  15410. return 0;
  15411. lv = (sd->status.skill[idx].id == skill_id) ? sd->status.skill[idx].lv : 0;
  15412. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  15413. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  15414. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  15415. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  15416. maxlv = 10; //Soul Linker bonus. [Skotlex]
  15417. else if(skill_lv==2) maxlv=1;
  15418. else if(skill_lv==3) maxlv=2;
  15419. else if(skill_lv>=4) maxlv=3;
  15420. }
  15421. else if(skill_id==MG_SOULSTRIKE){
  15422. if(skill_lv==5) maxlv=1;
  15423. else if(skill_lv==6) maxlv=2;
  15424. else if(skill_lv>=7) maxlv=3;
  15425. }
  15426. else if(skill_id==MG_FIREBALL){
  15427. if(skill_lv==8) maxlv=1;
  15428. else if(skill_lv>=9) maxlv=2;
  15429. }
  15430. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  15431. else return 0;
  15432. if(maxlv > lv)
  15433. maxlv = lv;
  15434. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  15435. skill_get_time(SA_AUTOSPELL,skill_lv));
  15436. return 0;
  15437. }
  15438. /*==========================================
  15439. * Sitting skills functions.
  15440. *------------------------------------------*/
  15441. static int skill_sit_count(struct block_list *bl, va_list ap)
  15442. {
  15443. struct map_session_data *sd;
  15444. int type =va_arg(ap,int);
  15445. sd=(struct map_session_data*)bl;
  15446. if(!pc_issit(sd))
  15447. return 0;
  15448. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  15449. return 1;
  15450. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  15451. return 1;
  15452. return 0;
  15453. }
  15454. static int skill_sit_in (struct block_list *bl, va_list ap)
  15455. {
  15456. struct map_session_data *sd;
  15457. int type = va_arg(ap,int);
  15458. sd = (struct map_session_data*)bl;
  15459. if(!pc_issit(sd))
  15460. return 0;
  15461. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  15462. sd->state.gangsterparadise = 1;
  15463. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
  15464. sd->state.rest = 1;
  15465. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15466. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15467. }
  15468. return 0;
  15469. }
  15470. static int skill_sit_out (struct block_list *bl, va_list ap)
  15471. {
  15472. struct map_session_data *sd;
  15473. int type = va_arg(ap,int);
  15474. sd = (struct map_session_data*)bl;
  15475. if(sd->state.gangsterparadise && type&1)
  15476. sd->state.gangsterparadise = 0;
  15477. if(sd->state.rest && type&2) {
  15478. sd->state.rest = 0;
  15479. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15480. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15481. }
  15482. return 0;
  15483. }
  15484. int skill_sit (struct map_session_data *sd, int type)
  15485. {
  15486. int flag = 0;
  15487. int range = 0, lv;
  15488. nullpo_ret(sd);
  15489. if((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  15490. flag |= 1;
  15491. range = skill_get_splash(RG_GANGSTER, lv);
  15492. }
  15493. if((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  15494. flag |= 2;
  15495. range = skill_get_splash(TK_HPTIME, lv);
  15496. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  15497. flag |= 2;
  15498. range = skill_get_splash(TK_SPTIME, lv);
  15499. }
  15500. if (type)
  15501. clif_status_load(&sd->bl, EFST_SIT, 1);
  15502. else
  15503. clif_status_load(&sd->bl, EFST_SIT, 0);
  15504. if (!flag) return 0;
  15505. if(type) {
  15506. if (map_foreachinallrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  15507. map_foreachinallrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  15508. } else {
  15509. if (map_foreachinallrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  15510. map_foreachinallrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  15511. }
  15512. return 0;
  15513. }
  15514. /*==========================================
  15515. * Do Forstjoke/Scream effect
  15516. *------------------------------------------*/
  15517. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  15518. {
  15519. struct block_list *src;
  15520. uint16 skill_id,skill_lv;
  15521. unsigned int tick;
  15522. nullpo_ret(bl);
  15523. nullpo_ret(src = va_arg(ap,struct block_list*));
  15524. skill_id = va_arg(ap,int);
  15525. skill_lv = va_arg(ap,int);
  15526. if(!skill_lv)
  15527. return 0;
  15528. tick = va_arg(ap,unsigned int);
  15529. if (src == bl || status_isdead(bl))
  15530. return 0;
  15531. if (bl->type == BL_PC) {
  15532. struct map_session_data *sd = (struct map_session_data *)bl;
  15533. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  15534. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  15535. }
  15536. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  15537. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  15538. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15539. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  15540. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15541. return 0;
  15542. }
  15543. /**
  15544. * Set map cell flag as skill unit effect
  15545. * @param src Skill unit
  15546. * @param skill_id
  15547. * @param skill_lv
  15548. * @param cell Cell type cell_t
  15549. * @param flag 0/1
  15550. */
  15551. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  15552. {
  15553. int range = skill_get_unit_range(skill_id,skill_lv);
  15554. int x, y;
  15555. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  15556. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  15557. map_setcell(src->bl.m, x, y, cell, flag);
  15558. }
  15559. /**
  15560. * Do skill attack area (such splash effect) around the 'first' target.
  15561. * First target will skip skill condition, always receive damage. But,
  15562. * around it, still need target/condition validation by
  15563. * battle_check_target and status_check_skilluse
  15564. * @param bl
  15565. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  15566. */
  15567. int skill_attack_area(struct block_list *bl, va_list ap)
  15568. {
  15569. struct block_list *src,*dsrc;
  15570. int atk_type,skill_id,skill_lv,flag,type;
  15571. unsigned int tick;
  15572. if(status_isdead(bl))
  15573. return 0;
  15574. atk_type = va_arg(ap,int);
  15575. src = va_arg(ap,struct block_list*);
  15576. dsrc = va_arg(ap,struct block_list*);
  15577. skill_id = va_arg(ap,int);
  15578. skill_lv = va_arg(ap,int);
  15579. tick = va_arg(ap,unsigned int);
  15580. flag = va_arg(ap,int);
  15581. type = va_arg(ap,int);
  15582. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  15583. switch (skill_id) {
  15584. case LG_CANNONSPEAR:
  15585. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  15586. default:
  15587. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15588. }
  15589. }
  15590. if(battle_check_target(dsrc,bl,type) <= 0 ||
  15591. !status_check_skilluse(NULL, bl, skill_id, 2))
  15592. return 0;
  15593. switch (skill_id) {
  15594. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  15595. if (src->x == bl->x && src->y == bl->y)
  15596. return 0; //Does not hit current cell
  15597. //Fall through
  15598. case NPC_ACIDBREATH:
  15599. case NPC_DARKNESSBREATH:
  15600. case NPC_FIREBREATH:
  15601. case NPC_ICEBREATH:
  15602. case NPC_THUNDERBREATH:
  15603. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15604. default:
  15605. //Area-splash, disable skill animation.
  15606. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  15607. }
  15608. }
  15609. /**
  15610. * Clear skill unit group
  15611. * @param bl
  15612. * @param flag &1
  15613. */
  15614. int skill_clear_group(struct block_list *bl, int flag)
  15615. {
  15616. struct unit_data *ud = NULL;
  15617. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  15618. int i, count = 0;
  15619. nullpo_ret(bl);
  15620. if (!(ud = unit_bl2ud(bl)))
  15621. return 0;
  15622. // All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  15623. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15624. switch (ud->skillunit[i]->skill_id) {
  15625. case SA_DELUGE:
  15626. case SA_VOLCANO:
  15627. case SA_VIOLENTGALE:
  15628. case SA_LANDPROTECTOR:
  15629. case NJ_SUITON:
  15630. case NJ_KAENSIN:
  15631. case SC_CHAOSPANIC:
  15632. if (flag&1)
  15633. group[count++] = ud->skillunit[i];
  15634. break;
  15635. case SO_CLOUD_KILL:
  15636. if( flag&4 )
  15637. group[count++] = ud->skillunit[i];
  15638. break;
  15639. case SO_WARMER:
  15640. if( flag&8 )
  15641. group[count++] = ud->skillunit[i];
  15642. break;
  15643. default:
  15644. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  15645. group[count++] = ud->skillunit[i];
  15646. break;
  15647. }
  15648. }
  15649. for (i = 0; i < count; i++)
  15650. skill_delunitgroup(group[i]);
  15651. return count;
  15652. }
  15653. /**
  15654. * Returns the first element field found [Skotlex]
  15655. * @param bl
  15656. * @return skill_unit_group
  15657. */
  15658. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  15659. {
  15660. struct unit_data *ud = NULL;
  15661. int i;
  15662. nullpo_ret(bl);
  15663. if (!(ud = unit_bl2ud(bl)))
  15664. return NULL;
  15665. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15666. switch (ud->skillunit[i]->skill_id) {
  15667. case SA_DELUGE:
  15668. case SA_VOLCANO:
  15669. case SA_VIOLENTGALE:
  15670. case SA_LANDPROTECTOR:
  15671. case NJ_SUITON:
  15672. case SO_CLOUD_KILL:
  15673. case SO_WARMER:
  15674. case SC_CHAOSPANIC:
  15675. return ud->skillunit[i];
  15676. }
  15677. }
  15678. return NULL;
  15679. }
  15680. /// Graffiti cleaner [Valaris]
  15681. int skill_graffitiremover(struct block_list *bl, va_list ap)
  15682. {
  15683. struct skill_unit *unit = NULL;
  15684. int remove = va_arg(ap, int);
  15685. nullpo_retr(0, bl);
  15686. nullpo_retr(0, ap);
  15687. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  15688. return 0;
  15689. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  15690. if (remove == 1)
  15691. skill_delunit(unit);
  15692. return 1;
  15693. }
  15694. return 0;
  15695. }
  15696. /// Greed effect
  15697. int skill_greed(struct block_list *bl, va_list ap)
  15698. {
  15699. struct block_list *src;
  15700. struct map_session_data *sd = NULL;
  15701. struct flooritem_data *fitem = NULL;
  15702. nullpo_ret(bl);
  15703. nullpo_ret(src = va_arg(ap, struct block_list *));
  15704. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  15705. pc_takeitem(sd, fitem);
  15706. return 0;
  15707. }
  15708. /// Ranger's Detonator [Jobbie/3CeAM]
  15709. int skill_detonator(struct block_list *bl, va_list ap)
  15710. {
  15711. struct skill_unit *unit = NULL;
  15712. struct block_list *src;
  15713. int unit_id;
  15714. nullpo_ret(bl);
  15715. nullpo_ret(ap);
  15716. src = va_arg(ap,struct block_list *);
  15717. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  15718. return 0;
  15719. if( unit->group->src_id != src->id )
  15720. return 0;
  15721. unit_id = unit->group->unit_id;
  15722. switch( unit_id )
  15723. { //List of Hunter and Ranger Traps that can be detonate.
  15724. case UNT_BLASTMINE:
  15725. case UNT_SANDMAN:
  15726. case UNT_CLAYMORETRAP:
  15727. case UNT_TALKIEBOX:
  15728. case UNT_CLUSTERBOMB:
  15729. case UNT_FIRINGTRAP:
  15730. case UNT_ICEBOUNDTRAP:
  15731. switch(unit_id) {
  15732. case UNT_TALKIEBOX:
  15733. clif_talkiebox(bl,unit->group->valstr);
  15734. unit->group->val2 = -1;
  15735. break;
  15736. case UNT_CLAYMORETRAP:
  15737. case UNT_FIRINGTRAP:
  15738. case UNT_ICEBOUNDTRAP:
  15739. 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);
  15740. break;
  15741. default:
  15742. 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);
  15743. break;
  15744. }
  15745. clif_changetraplook(bl, UNT_USED_TRAPS);
  15746. unit->group->unit_id = UNT_USED_TRAPS;
  15747. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  15748. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  15749. break;
  15750. }
  15751. return 0;
  15752. }
  15753. /**
  15754. * Rebellion's Bind Trap explosion
  15755. * @author [Cydh]
  15756. */
  15757. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  15758. struct skill_unit *su = NULL;
  15759. struct block_list *src = NULL;
  15760. nullpo_ret(bl);
  15761. nullpo_ret(ap);
  15762. src = va_arg(ap,struct block_list *);
  15763. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  15764. return 0;
  15765. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  15766. return 0;
  15767. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  15768. clif_changetraplook(bl, UNT_USED_TRAPS);
  15769. su->group->unit_id = UNT_USED_TRAPS;
  15770. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  15771. return 1;
  15772. }
  15773. /**
  15774. * Release monsters that are targetting the caster and change target.
  15775. * @param bl: Monster data
  15776. * @param src: Player data
  15777. * @param skill: Skill unit group data
  15778. */
  15779. static int skill_mob_releasetarget(struct block_list *bl, va_list ap)
  15780. {
  15781. struct block_list *src = NULL, *skill = NULL;
  15782. struct mob_data *md = NULL;
  15783. nullpo_ret(bl);
  15784. nullpo_ret(ap);
  15785. nullpo_ret(src = va_arg(ap, struct block_list *));
  15786. nullpo_ret(skill = va_arg(ap, struct block_list *));
  15787. if (bl->type != BL_MOB)
  15788. return 0;
  15789. md = map_id2md(bl->id);
  15790. if (md && md->target_id == src->id) {
  15791. struct unit_data *ud = unit_bl2ud(bl);
  15792. md->attacked_id = 0;
  15793. md->target_id = skill->id;
  15794. ud->target_to = skill->id;
  15795. }
  15796. return 1;
  15797. }
  15798. /*==========================================
  15799. * Check new skill unit cell when overlapping in other skill unit cell.
  15800. * Catched skill in cell value pushed to *unit pointer.
  15801. * Set (*alive) to 0 will ends 'new unit' check
  15802. *------------------------------------------*/
  15803. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  15804. {
  15805. uint16 skill_id;
  15806. int *alive;
  15807. struct skill_unit *unit;
  15808. skill_id = va_arg(ap,int);
  15809. alive = va_arg(ap,int *);
  15810. unit = (struct skill_unit *)bl;
  15811. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  15812. return 0;
  15813. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  15814. return 0;
  15815. switch (skill_id) {
  15816. case SA_LANDPROTECTOR:
  15817. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  15818. (*alive) = 0;
  15819. skill_delunit(unit);
  15820. return 1;
  15821. }
  15822. //It deletes everything except traps and barriers
  15823. 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 || unit->group->skill_id == GN_HELLS_PLANT) {
  15824. if (skill_get_unit_flag(unit->group->skill_id)&UF_RANGEDSINGLEUNIT) {
  15825. if (unit->val2&UF_RANGEDSINGLEUNIT)
  15826. skill_delunitgroup(unit->group);
  15827. } else
  15828. skill_delunit(unit);
  15829. return 1;
  15830. }
  15831. break;
  15832. case GN_CRAZYWEED_ATK:
  15833. if (skill_get_unit_flag(unit->group->skill_id)&UF_CRAZYWEED_IMMUNE)
  15834. break;
  15835. case HW_GANBANTEIN:
  15836. case LG_EARTHDRIVE:
  15837. // Officially songs/dances are removed
  15838. if (skill_get_unit_flag(unit->group->skill_id)&UF_RANGEDSINGLEUNIT) {
  15839. if (unit->val2&UF_RANGEDSINGLEUNIT)
  15840. skill_delunitgroup(unit->group);
  15841. } else
  15842. skill_delunit(unit);
  15843. return 1;
  15844. case SA_VOLCANO:
  15845. case SA_DELUGE:
  15846. case SA_VIOLENTGALE:
  15847. // The official implementation makes them fail to appear when casted on top of ANYTHING
  15848. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  15849. // hence, I leave the alternate implementation here, commented. [Skotlex]
  15850. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id, 0) != UNT_DUMMYSKILL)
  15851. {
  15852. (*alive) = 0;
  15853. return 1;
  15854. }
  15855. /*
  15856. switch (unit->group->skill_id)
  15857. { //These cannot override each other.
  15858. case SA_VOLCANO:
  15859. case SA_DELUGE:
  15860. case SA_VIOLENTGALE:
  15861. (*alive) = 0;
  15862. return 1;
  15863. }
  15864. */
  15865. break;
  15866. case PF_FOGWALL:
  15867. switch(unit->group->skill_id) {
  15868. case SA_VOLCANO: //Can't be placed on top of these
  15869. case SA_VIOLENTGALE:
  15870. (*alive) = 0;
  15871. return 1;
  15872. case SA_DELUGE:
  15873. case NJ_SUITON:
  15874. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  15875. (*alive) = 2;
  15876. break;
  15877. }
  15878. break;
  15879. case WZ_WATERBALL:
  15880. switch (unit->group->skill_id) {
  15881. case SA_DELUGE:
  15882. case NJ_SUITON:
  15883. //Consumes deluge/suiton
  15884. skill_delunit(unit);
  15885. return 1;
  15886. }
  15887. break;
  15888. case WZ_ICEWALL:
  15889. case HP_BASILICA:
  15890. case HW_GRAVITATION:
  15891. //These can't be placed on top of themselves (duration can't be refreshed)
  15892. if (unit->group->skill_id == skill_id)
  15893. {
  15894. (*alive) = 0;
  15895. return 1;
  15896. }
  15897. break;
  15898. case RL_FIRE_RAIN:
  15899. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_FIRERAIN) {
  15900. if (skill_get_unit_flag(unit->group->skill_id)&UF_RANGEDSINGLEUNIT) {
  15901. if (unit->val2&UF_RANGEDSINGLEUNIT)
  15902. skill_delunitgroup(unit->group);
  15903. } else
  15904. skill_delunit(unit);
  15905. return 1;
  15906. }
  15907. break;
  15908. }
  15909. 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
  15910. (*alive) = 0;
  15911. return 1;
  15912. }
  15913. return 0;
  15914. }
  15915. /*==========================================
  15916. * Splash effect for skill unit 'trap type'.
  15917. * Chance triggered when damaged, timeout, or char step on it.
  15918. *------------------------------------------*/
  15919. static int skill_trap_splash(struct block_list *bl, va_list ap)
  15920. {
  15921. struct block_list *src = va_arg(ap,struct block_list *);
  15922. struct skill_unit *unit = NULL;
  15923. int tick = va_arg(ap,int);
  15924. struct skill_unit_group *sg;
  15925. struct block_list *ss; //Skill src bl
  15926. nullpo_ret(src);
  15927. unit = (struct skill_unit *)src;
  15928. if (!unit || !unit->alive || bl->prev == NULL)
  15929. return 0;
  15930. nullpo_ret(sg = unit->group);
  15931. nullpo_ret(ss = map_id2bl(sg->src_id));
  15932. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  15933. return 0;
  15934. switch (sg->unit_id) {
  15935. case UNT_B_TRAP:
  15936. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  15937. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  15938. break;
  15939. case UNT_SHOCKWAVE:
  15940. case UNT_SANDMAN:
  15941. case UNT_FLASHER:
  15942. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  15943. break;
  15944. case UNT_GROUNDDRIFT_WIND:
  15945. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15946. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  15947. break;
  15948. case UNT_GROUNDDRIFT_DARK:
  15949. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15950. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  15951. break;
  15952. case UNT_GROUNDDRIFT_POISON:
  15953. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15954. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  15955. break;
  15956. case UNT_GROUNDDRIFT_WATER:
  15957. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15958. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  15959. break;
  15960. case UNT_GROUNDDRIFT_FIRE:
  15961. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15962. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  15963. break;
  15964. case UNT_ELECTRICSHOCKER:
  15965. if (bl->id != ss->id) {
  15966. if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  15967. break;
  15968. 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)) {
  15969. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  15970. clif_fixpos(bl);
  15971. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  15972. }
  15973. }
  15974. break;
  15975. case UNT_MAGENTATRAP:
  15976. case UNT_COBALTTRAP:
  15977. case UNT_MAIZETRAP:
  15978. case UNT_VERDURETRAP:
  15979. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  15980. struct status_data *status = status_get_status_data(bl);
  15981. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  15982. status->ele_lv = (unsigned char)sg->skill_lv;
  15983. }
  15984. break;
  15985. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  15986. skill_addtimerskill(ss, tick + status_get_amotion(ss), bl->id, 0, 0, WM_REVERBERATION_MELEE, sg->skill_lv, BF_WEAPON, 0);
  15987. skill_addtimerskill(ss, tick + status_get_amotion(ss) * 2, bl->id, 0, 0, WM_REVERBERATION_MAGIC, sg->skill_lv, BF_MAGIC, 0);
  15988. break;
  15989. case UNT_FIRINGTRAP:
  15990. case UNT_ICEBOUNDTRAP:
  15991. if( src->id == bl->id ) break;
  15992. if( bl->type == BL_SKILL ) {
  15993. struct skill_unit *su = (struct skill_unit *)bl;
  15994. if (su && su->group->unit_id == UNT_USED_TRAPS)
  15995. break;
  15996. }
  15997. case UNT_CLUSTERBOMB:
  15998. if( ss != bl )
  15999. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  16000. break;
  16001. case UNT_CLAYMORETRAP:
  16002. if( src->id == bl->id ) break;
  16003. if( bl->type == BL_SKILL ) {
  16004. struct skill_unit *su = (struct skill_unit *)bl;
  16005. if (!su)
  16006. return 0;
  16007. switch(su->group->unit_id) {
  16008. case UNT_CLAYMORETRAP:
  16009. case UNT_LANDMINE:
  16010. case UNT_BLASTMINE:
  16011. case UNT_SHOCKWAVE:
  16012. case UNT_SANDMAN:
  16013. case UNT_FLASHER:
  16014. case UNT_FREEZINGTRAP:
  16015. case UNT_FIRINGTRAP:
  16016. case UNT_ICEBOUNDTRAP:
  16017. clif_changetraplook(bl, UNT_USED_TRAPS);
  16018. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  16019. su->group->unit_id = UNT_USED_TRAPS;
  16020. break;
  16021. }
  16022. }
  16023. default:
  16024. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  16025. break;
  16026. }
  16027. return 1;
  16028. }
  16029. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  16030. {
  16031. uint16 skill_id, skill_lv;
  16032. struct skill_unit *unit;
  16033. nullpo_ret(bl);
  16034. skill_id = va_arg(ap,int);
  16035. skill_lv = va_arg(ap,int);
  16036. unit = (struct skill_unit *)bl;
  16037. if( unit == NULL || unit->group == NULL )
  16038. return 0;
  16039. if( skill_get_inf2(skill_id)&INF2_TRAP )
  16040. return 0;
  16041. if( unit->group->skill_id == SC_MAELSTROM ) {
  16042. struct block_list *src;
  16043. if( (src = map_id2bl(unit->group->src_id)) ){
  16044. int sp = unit->group->skill_lv * skill_lv;
  16045. if( src->type == BL_PC )
  16046. sp += ((TBL_PC*)src)->status.job_level / 5;
  16047. status_heal(src, 0, sp/2, 1);
  16048. }
  16049. }
  16050. return 0;
  16051. }
  16052. /**
  16053. * Remove current enchanted element for new element
  16054. * @param bl Char
  16055. * @param type New element
  16056. */
  16057. void skill_enchant_elemental_end(struct block_list *bl, int type)
  16058. {
  16059. struct status_change *sc;
  16060. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  16061. int i;
  16062. nullpo_retv(bl);
  16063. nullpo_retv(sc= status_get_sc(bl));
  16064. if (!sc->count)
  16065. return;
  16066. for (i = 0; i < ARRAYLENGTH(scs); i++)
  16067. if (type != scs[i] && sc->data[scs[i]])
  16068. status_change_end(bl, scs[i], INVALID_TIMER);
  16069. }
  16070. /**
  16071. * Check cloaking condition
  16072. * @param bl
  16073. * @param sce
  16074. * @return True if near wall; False otherwise
  16075. */
  16076. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  16077. {
  16078. bool wall = true;
  16079. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  16080. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  16081. { //Check for walls.
  16082. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16083. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16084. int i;
  16085. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16086. if( i == 8 )
  16087. wall = false;
  16088. }
  16089. if( sce ) {
  16090. if( !wall ) {
  16091. if( sce->val1 < 3 ) //End cloaking.
  16092. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  16093. else if( sce->val4&1 ) { //Remove wall bonus
  16094. sce->val4&=~1;
  16095. status_calc_bl(bl,SCB_SPEED);
  16096. }
  16097. } else {
  16098. if( !(sce->val4&1) ) { //Add wall speed bonus
  16099. sce->val4|=1;
  16100. status_calc_bl(bl,SCB_SPEED);
  16101. }
  16102. }
  16103. }
  16104. return wall;
  16105. }
  16106. /** Check Shadow Form on the target
  16107. * @param bl: Target
  16108. * @param damage: Damage amount
  16109. * @param hit
  16110. * @return true - in Shadow Form state; false - otherwise
  16111. */
  16112. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  16113. {
  16114. struct status_change *sc;
  16115. nullpo_retr(false,bl);
  16116. if (!damage)
  16117. return false;
  16118. sc = status_get_sc(bl);
  16119. if( sc && sc->data[SC__SHADOWFORM] ) {
  16120. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  16121. if( !src || src->m != bl->m ) {
  16122. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16123. return false;
  16124. }
  16125. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  16126. if( src->type == BL_PC )
  16127. ((TBL_PC*)src)->shadowform_id = 0;
  16128. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16129. return false;
  16130. }
  16131. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0);
  16132. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  16133. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16134. if( src->type == BL_PC )
  16135. ((TBL_PC*)src)->shadowform_id = 0;
  16136. }
  16137. return true;
  16138. }
  16139. return false;
  16140. }
  16141. /**
  16142. * Check camouflage condition
  16143. * @param bl
  16144. * @param sce
  16145. * @return True if near wall; False otherwise
  16146. * @TODO: Seems wrong
  16147. */
  16148. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  16149. {
  16150. bool wall = true;
  16151. if( bl->type == BL_PC ) { //Check for walls.
  16152. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16153. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16154. int i;
  16155. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16156. if( i == 8 )
  16157. wall = false;
  16158. }
  16159. if( sce ) {
  16160. if( !wall && sce->val1 < 3 ) //End camouflage.
  16161. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  16162. status_calc_bl(bl,SCB_SPEED);
  16163. }
  16164. return wall;
  16165. }
  16166. /**
  16167. * Process skill unit visibilty for single BL in area
  16168. * @param bl
  16169. * @param ap
  16170. * @author [Cydh]
  16171. **/
  16172. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  16173. struct skill_unit *su = NULL;
  16174. struct block_list *src = NULL;
  16175. unsigned int party1 = 0;
  16176. bool visible = true;
  16177. nullpo_ret(bl);
  16178. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  16179. nullpo_ret((src = va_arg(ap, struct block_list*)));
  16180. party1 = va_arg(ap, unsigned int);
  16181. if (src != bl) {
  16182. unsigned int party2 = status_get_party_id(bl);
  16183. if (!party1 || !party2 || party1 != party2)
  16184. visible = false;
  16185. }
  16186. clif_getareachar_skillunit(bl, su, SELF, visible);
  16187. return 1;
  16188. }
  16189. /**
  16190. * Check for skill unit visibilty in area on
  16191. * - skill first placement
  16192. * - skill moved (knocked back, moved dance)
  16193. * @param su Skill unit
  16194. * @param target Affected target for this visibility @see enum send_target
  16195. * @author [Cydh]
  16196. **/
  16197. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  16198. nullpo_retv(su);
  16199. if (!su->hidden) // It's not hidden, just do this!
  16200. clif_getareachar_skillunit(&su->bl, su, target, true);
  16201. else {
  16202. struct block_list *src = battle_get_master(&su->bl);
  16203. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  16204. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  16205. }
  16206. }
  16207. /**
  16208. * Check for skill unit visibilty on single BL on insight/spawn action
  16209. * @param su Skill unit
  16210. * @param bl Block list
  16211. * @author [Cydh]
  16212. **/
  16213. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  16214. bool visible = true;
  16215. struct block_list *src = NULL;
  16216. nullpo_retv(bl);
  16217. nullpo_retv(su);
  16218. nullpo_retv((src = battle_get_master(&su->bl)));
  16219. if (su->hidden && src != bl) {
  16220. unsigned int party1 = status_get_party_id(src);
  16221. unsigned int party2 = status_get_party_id(bl);
  16222. if (!party1 || !party2 || party1 != party2)
  16223. visible = false;
  16224. }
  16225. clif_getareachar_skillunit(bl, su, SELF, visible);
  16226. }
  16227. /**
  16228. * Initialize new skill unit for skill unit group.
  16229. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  16230. * @param group Skill unit group
  16231. * @param idx
  16232. * @param x
  16233. * @param y
  16234. * @param val1
  16235. * @param val2
  16236. */
  16237. struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2, bool hidden)
  16238. {
  16239. struct skill_unit *unit;
  16240. nullpo_retr(NULL, group);
  16241. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  16242. nullpo_retr(NULL, (unit = &group->unit[idx]));
  16243. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  16244. return unit;
  16245. if(!unit->alive)
  16246. group->alive_count++;
  16247. unit->bl.id = map_get_new_object_id();
  16248. unit->bl.type = BL_SKILL;
  16249. unit->bl.m = group->map;
  16250. unit->bl.x = x;
  16251. unit->bl.y = y;
  16252. unit->group = group;
  16253. unit->alive = 1;
  16254. unit->val1 = val1;
  16255. unit->val2 = val2;
  16256. unit->hidden = hidden;
  16257. // Stores new skill unit
  16258. idb_put(skillunit_db, unit->bl.id, unit);
  16259. map_addiddb(&unit->bl);
  16260. if(map_addblock(&unit->bl))
  16261. return NULL;
  16262. // Perform oninit actions
  16263. switch (group->skill_id) {
  16264. case WZ_ICEWALL:
  16265. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  16266. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  16267. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  16268. break;
  16269. case SA_LANDPROTECTOR:
  16270. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  16271. break;
  16272. case HP_BASILICA:
  16273. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  16274. break;
  16275. case SC_MAELSTROM:
  16276. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  16277. break;
  16278. default:
  16279. if (group->state.song_dance&0x1) //Check for dissonance.
  16280. skill_dance_overlap(unit, 1);
  16281. break;
  16282. }
  16283. skill_getareachar_skillunit_visibilty(unit, AREA);
  16284. return unit;
  16285. }
  16286. /**
  16287. * Remove unit
  16288. * @param unit
  16289. */
  16290. int skill_delunit(struct skill_unit* unit)
  16291. {
  16292. struct skill_unit_group *group;
  16293. nullpo_ret(unit);
  16294. if( !unit->alive )
  16295. return 0;
  16296. unit->alive = 0;
  16297. nullpo_ret(group = unit->group);
  16298. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  16299. skill_dance_overlap(unit, 0);
  16300. // invoke onout event
  16301. if( !unit->range )
  16302. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  16303. // perform ondelete actions
  16304. switch (group->skill_id) {
  16305. case HT_ANKLESNARE:
  16306. case SC_ESCAPE:
  16307. {
  16308. struct block_list* target = map_id2bl(group->val2);
  16309. enum sc_type type = status_skill2sc(group->skill_id);
  16310. if( target )
  16311. status_change_end(target, type, INVALID_TIMER);
  16312. }
  16313. break;
  16314. case WZ_ICEWALL:
  16315. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  16316. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  16317. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  16318. break;
  16319. case SA_LANDPROTECTOR:
  16320. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  16321. break;
  16322. case HP_BASILICA:
  16323. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  16324. break;
  16325. case RA_ELECTRICSHOCKER: {
  16326. struct block_list* target = map_id2bl(group->val2);
  16327. if( target )
  16328. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  16329. }
  16330. break;
  16331. case SC_MAELSTROM:
  16332. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  16333. break;
  16334. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  16335. if( group->val2 ) { // Someone Traped
  16336. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  16337. if( tsc && tsc->data[SC__MANHOLE] )
  16338. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  16339. }
  16340. break;
  16341. }
  16342. clif_skill_delunit(unit);
  16343. unit->group=NULL;
  16344. map_delblock(&unit->bl); // don't free yet
  16345. map_deliddb(&unit->bl);
  16346. idb_remove(skillunit_db, unit->bl.id);
  16347. if(--group->alive_count==0)
  16348. skill_delunitgroup(group);
  16349. return 0;
  16350. }
  16351. static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
  16352. /// Returns the target skill_unit_group or NULL if not found.
  16353. struct skill_unit_group* skill_id2group(int group_id) {
  16354. return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
  16355. }
  16356. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  16357. /**
  16358. * Returns a new group_id that isn't being used in skillunit_group_db.
  16359. * Fatal error if nothing is available.
  16360. */
  16361. static int skill_get_new_group_id(void)
  16362. {
  16363. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  16364. return skill_unit_group_newid++;// available
  16365. {// find next id
  16366. int base_id = skill_unit_group_newid;
  16367. while( base_id != ++skill_unit_group_newid )
  16368. {
  16369. if( skill_unit_group_newid < MAX_SKILL )
  16370. skill_unit_group_newid = MAX_SKILL;
  16371. if( skill_id2group(skill_unit_group_newid) == NULL )
  16372. return skill_unit_group_newid++;// available
  16373. }
  16374. // full loop, nothing available
  16375. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  16376. exit(1);
  16377. }
  16378. }
  16379. /**
  16380. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  16381. * @param src Object that cast the skill
  16382. * @param count How many 'cells' used that needed. Related with skill layout
  16383. * @param skill_id ID of used skill
  16384. * @param skill_lv Skill level of used skill
  16385. * @param unit_id Unit ID (look at skill_unit_db.txt)
  16386. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  16387. * @param interval Time interval
  16388. * @return skill_unit_group
  16389. */
  16390. 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)
  16391. {
  16392. struct unit_data* ud = unit_bl2ud( src );
  16393. struct skill_unit_group* group;
  16394. int i;
  16395. if(!(skill_id && skill_lv)) return 0;
  16396. nullpo_retr(NULL, src);
  16397. nullpo_retr(NULL, ud);
  16398. // Find a free spot to store the new unit group
  16399. // TODO: Make this flexible maybe by changing this fixed array?
  16400. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  16401. if(i == MAX_SKILLUNITGROUP) {
  16402. // Array is full, make room by discarding oldest group
  16403. int j = 0;
  16404. unsigned maxdiff = 0, tick = gettick();
  16405. for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  16406. unsigned int x = DIFF_TICK(tick,ud->skillunit[i]->tick);
  16407. if(x > maxdiff){
  16408. maxdiff = x;
  16409. j = i;
  16410. }
  16411. }
  16412. skill_delunitgroup(ud->skillunit[j]);
  16413. // Since elements must have shifted, we use the last slot.
  16414. i = MAX_SKILLUNITGROUP-1;
  16415. }
  16416. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  16417. group->src_id = src->id;
  16418. group->party_id = status_get_party_id(src);
  16419. group->guild_id = status_get_guild_id(src);
  16420. group->bg_id = bg_team_get_id(src);
  16421. group->group_id = skill_get_new_group_id();
  16422. group->link_group_id = 0;
  16423. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  16424. group->unit_count = count;
  16425. group->alive_count = 0;
  16426. group->val1 = 0;
  16427. group->val2 = 0;
  16428. group->val3 = 0;
  16429. group->skill_id = skill_id;
  16430. group->skill_lv = skill_lv;
  16431. group->unit_id = unit_id;
  16432. group->map = src->m;
  16433. group->limit = limit;
  16434. group->interval = interval;
  16435. group->tick = gettick();
  16436. group->valstr = NULL;
  16437. ud->skillunit[i] = group;
  16438. // Stores this new group to DBMap
  16439. idb_put(skillunit_group_db, group->group_id, group);
  16440. return group;
  16441. }
  16442. /**
  16443. * Remove skill unit group
  16444. * @param group
  16445. * @param file
  16446. * @param line
  16447. * @param *func
  16448. */
  16449. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  16450. {
  16451. struct block_list* src;
  16452. struct unit_data *ud;
  16453. short i, j;
  16454. int link_group_id;
  16455. if( group == NULL ) {
  16456. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  16457. return 0;
  16458. }
  16459. src = map_id2bl(group->src_id);
  16460. ud = unit_bl2ud(src);
  16461. if (!src || !ud) {
  16462. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  16463. return 0;
  16464. }
  16465. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  16466. switch( group->skill_id ) {
  16467. case BA_DISSONANCE:
  16468. case BA_POEMBRAGI:
  16469. case BA_WHISTLE:
  16470. case BA_ASSASSINCROSS:
  16471. case BA_APPLEIDUN:
  16472. case DC_UGLYDANCE:
  16473. case DC_HUMMING:
  16474. case DC_DONTFORGETME:
  16475. case DC_FORTUNEKISS:
  16476. case DC_SERVICEFORYOU:
  16477. case NC_NEUTRALBARRIER:
  16478. case NC_STEALTHFIELD:
  16479. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  16480. break;
  16481. }
  16482. }
  16483. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  16484. struct status_change* sc = status_get_sc(src);
  16485. if (sc && sc->data[SC_DANCING]) {
  16486. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  16487. status_change_end(src, SC_DANCING, INVALID_TIMER);
  16488. }
  16489. }
  16490. // End SC from the master when the skill group is deleted
  16491. i = SC_NONE;
  16492. switch (group->unit_id) {
  16493. case UNT_GOSPEL: i = SC_GOSPEL; break;
  16494. case UNT_BASILICA: i = SC_BASILICA; break;
  16495. }
  16496. if (i != SC_NONE) {
  16497. struct status_change *sc = status_get_sc(src);
  16498. if (sc && sc->data[i]) {
  16499. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  16500. status_change_end(src, (sc_type)i, INVALID_TIMER);
  16501. }
  16502. }
  16503. switch( group->skill_id ) {
  16504. case PF_SPIDERWEB:
  16505. {
  16506. struct block_list* target = map_id2bl(group->val2);
  16507. struct status_change *sc;
  16508. bool removed = true;
  16509. //Clear group id from status change
  16510. if (target && (sc = status_get_sc(target)) != NULL && sc->data[SC_SPIDERWEB]) {
  16511. if (sc->data[SC_SPIDERWEB]->val2 == group->group_id)
  16512. sc->data[SC_SPIDERWEB]->val2 = 0;
  16513. else if (sc->data[SC_SPIDERWEB]->val3 == group->group_id)
  16514. sc->data[SC_SPIDERWEB]->val3 = 0;
  16515. else if (sc->data[SC_SPIDERWEB]->val4 == group->group_id)
  16516. sc->data[SC_SPIDERWEB]->val4 = 0;
  16517. else //Group was already removed in status_change_end, don't call it again!
  16518. removed = false;
  16519. //The last group was cleared, end status change
  16520. if(removed && sc->data[SC_SPIDERWEB]->val2 == 0 && sc->data[SC_SPIDERWEB]->val3 == 0 && sc->data[SC_SPIDERWEB]->val4 == 0)
  16521. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  16522. }
  16523. }
  16524. case SG_SUN_WARM:
  16525. case SG_MOON_WARM:
  16526. case SG_STAR_WARM:
  16527. {
  16528. struct status_change *sc = NULL;
  16529. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  16530. sc->data[SC_WARM]->val4 = 0;
  16531. status_change_end(src, SC_WARM, INVALID_TIMER);
  16532. }
  16533. }
  16534. break;
  16535. case NC_NEUTRALBARRIER:
  16536. {
  16537. struct status_change *sc = NULL;
  16538. if( (sc = status_get_sc(src)) != NULL ) {
  16539. if ( sc->data[SC_NEUTRALBARRIER_MASTER] )
  16540. {
  16541. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  16542. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  16543. }
  16544. status_change_end(src,SC_NEUTRALBARRIER,INVALID_TIMER);
  16545. }
  16546. }
  16547. break;
  16548. case NC_STEALTHFIELD:
  16549. {
  16550. struct status_change *sc = NULL;
  16551. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  16552. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  16553. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  16554. }
  16555. }
  16556. break;
  16557. case LG_BANDING:
  16558. {
  16559. struct status_change *sc = NULL;
  16560. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  16561. sc->data[SC_BANDING]->val4 = 0;
  16562. status_change_end(src,SC_BANDING,INVALID_TIMER);
  16563. }
  16564. }
  16565. break;
  16566. }
  16567. if (src->type==BL_PC && group->state.ammo_consume)
  16568. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  16569. group->alive_count=0;
  16570. // remove all unit cells
  16571. if(group->unit != NULL)
  16572. for( i = 0; i < group->unit_count; i++ )
  16573. skill_delunit(&group->unit[i]);
  16574. // clear Talkie-box string
  16575. if( group->valstr != NULL ) {
  16576. aFree(group->valstr);
  16577. group->valstr = NULL;
  16578. }
  16579. idb_remove(skillunit_group_db, group->group_id);
  16580. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  16581. group->unit = NULL;
  16582. group->group_id = 0;
  16583. group->unit_count = 0;
  16584. link_group_id = group->link_group_id;
  16585. group->link_group_id = 0;
  16586. // locate this group, swap with the last entry and delete it
  16587. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  16588. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  16589. j--;
  16590. if( i < MAX_SKILLUNITGROUP ) {
  16591. ud->skillunit[i] = ud->skillunit[j];
  16592. ud->skillunit[j] = NULL;
  16593. ers_free(skill_unit_ers, group);
  16594. } else
  16595. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  16596. if(link_group_id) {
  16597. struct skill_unit_group* group_cur = skill_id2group(link_group_id);
  16598. if(group_cur)
  16599. skill_delunitgroup(group_cur);
  16600. }
  16601. return 1;
  16602. }
  16603. /**
  16604. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  16605. * @param src
  16606. */
  16607. void skill_clear_unitgroup(struct block_list *src)
  16608. {
  16609. struct unit_data *ud;
  16610. nullpo_retv(src);
  16611. nullpo_retv((ud = unit_bl2ud(src)));
  16612. while (ud->skillunit[0])
  16613. skill_delunitgroup(ud->skillunit[0]);
  16614. }
  16615. /**
  16616. * Search tickset for skill unit in skill unit group
  16617. * @param bl Block List for skill_unit
  16618. * @param group Skill unit group
  16619. * @param tick
  16620. * @return skill_unit_group_tickset if found
  16621. */
  16622. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int tick)
  16623. {
  16624. int i, j = -1, s, id;
  16625. struct unit_data *ud;
  16626. struct skill_unit_group_tickset *set;
  16627. nullpo_ret(bl);
  16628. if (group->interval == -1)
  16629. return NULL;
  16630. ud = unit_bl2ud(bl);
  16631. if (!ud)
  16632. return NULL;
  16633. set = ud->skillunittick;
  16634. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  16635. id = s = group->skill_id;
  16636. else
  16637. id = s = group->group_id;
  16638. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  16639. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  16640. if (set[k].id == id)
  16641. return &set[k];
  16642. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  16643. j=k;
  16644. }
  16645. if (j == -1) {
  16646. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  16647. j = id % MAX_SKILLUNITGROUPTICKSET;
  16648. }
  16649. set[j].id = id;
  16650. set[j].tick = tick;
  16651. return &set[j];
  16652. }
  16653. /*==========================================
  16654. * Check for validity skill unit that triggered by skill_unit_timer_sub
  16655. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  16656. *------------------------------------------*/
  16657. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  16658. {
  16659. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  16660. struct skill_unit_group* group = NULL;
  16661. unsigned int tick = va_arg(ap,unsigned int);
  16662. nullpo_ret(unit);
  16663. if( !unit->alive || bl->prev == NULL )
  16664. return 0;
  16665. nullpo_ret(group = unit->group);
  16666. 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) )
  16667. return 0; //AoE skills are ineffective. [Skotlex]
  16668. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  16669. return 0;
  16670. skill_unit_onplace_timer(unit,bl,tick);
  16671. return 1;
  16672. }
  16673. /**
  16674. * @see DBApply
  16675. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  16676. */
  16677. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  16678. {
  16679. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  16680. struct skill_unit_group* group = NULL;
  16681. unsigned int tick = va_arg(ap,unsigned int);
  16682. bool dissonance;
  16683. struct block_list* bl = &unit->bl;
  16684. nullpo_ret(unit);
  16685. if( !unit->alive )
  16686. return 0;
  16687. nullpo_ret(group = unit->group);
  16688. // Check for expiration
  16689. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  16690. {// skill unit expired (inlined from skill_unit_onlimit())
  16691. switch( group->unit_id ) {
  16692. case UNT_BLASTMINE:
  16693. #ifdef RENEWAL
  16694. case UNT_CLAYMORETRAP:
  16695. #endif
  16696. case UNT_GROUNDDRIFT_WIND:
  16697. case UNT_GROUNDDRIFT_DARK:
  16698. case UNT_GROUNDDRIFT_POISON:
  16699. case UNT_GROUNDDRIFT_WATER:
  16700. case UNT_GROUNDDRIFT_FIRE:
  16701. group->unit_id = UNT_USED_TRAPS;
  16702. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  16703. group->limit=DIFF_TICK(tick+1500,group->tick);
  16704. unit->limit=DIFF_TICK(tick+1500,group->tick);
  16705. break;
  16706. case UNT_ANKLESNARE:
  16707. case UNT_ELECTRICSHOCKER:
  16708. if (group->val2 > 0) { //Used Trap doesn't return back to item
  16709. skill_delunit(unit);
  16710. break;
  16711. }
  16712. case UNT_SKIDTRAP:
  16713. case UNT_LANDMINE:
  16714. case UNT_SHOCKWAVE:
  16715. case UNT_SANDMAN:
  16716. case UNT_FLASHER:
  16717. case UNT_FREEZINGTRAP:
  16718. #ifndef RENEWAL
  16719. case UNT_CLAYMORETRAP:
  16720. #endif
  16721. case UNT_TALKIEBOX:
  16722. case UNT_CLUSTERBOMB:
  16723. case UNT_MAGENTATRAP:
  16724. case UNT_COBALTTRAP:
  16725. case UNT_MAIZETRAP:
  16726. case UNT_VERDURETRAP:
  16727. case UNT_FIRINGTRAP:
  16728. case UNT_ICEBOUNDTRAP:
  16729. {
  16730. struct block_list* src;
  16731. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  16732. { // revert unit back into a trap
  16733. struct item item_tmp;
  16734. memset(&item_tmp,0,sizeof(item_tmp));
  16735. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  16736. item_tmp.identify = 1;
  16737. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  16738. }
  16739. skill_delunit(unit);
  16740. }
  16741. break;
  16742. case UNT_WARP_ACTIVE:
  16743. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  16744. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  16745. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  16746. // restart timers
  16747. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  16748. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  16749. // apply effect to all units standing on it
  16750. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  16751. break;
  16752. case UNT_CALLFAMILY:
  16753. {
  16754. struct map_session_data *sd = NULL;
  16755. if(group->val1) {
  16756. sd = map_charid2sd(group->val1);
  16757. group->val1 = 0;
  16758. if (sd && !map[sd->bl.m].flag.nowarp && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  16759. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16760. }
  16761. if(group->val2) {
  16762. sd = map_charid2sd(group->val2);
  16763. group->val2 = 0;
  16764. if (sd && !map[sd->bl.m].flag.nowarp && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  16765. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16766. }
  16767. skill_delunit(unit);
  16768. }
  16769. break;
  16770. case UNT_REVERBERATION:
  16771. case UNT_NETHERWORLD:
  16772. if( unit->val1 <= 0 ) { // If it was deactivated.
  16773. skill_delunit(unit);
  16774. break;
  16775. }
  16776. clif_changetraplook(bl,UNT_USED_TRAPS);
  16777. if (group->unit_id == UNT_REVERBERATION)
  16778. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16779. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16780. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16781. group->unit_id = UNT_USED_TRAPS;
  16782. break;
  16783. case UNT_FEINTBOMB: {
  16784. struct block_list *src = map_id2bl(group->src_id);
  16785. if (src)
  16786. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  16787. skill_delunit(unit);
  16788. }
  16789. break;
  16790. case UNT_BANDING:
  16791. {
  16792. struct block_list *src = map_id2bl(group->src_id);
  16793. struct status_change *sc;
  16794. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  16795. skill_delunit(unit);
  16796. break;
  16797. }
  16798. // This unit isn't removed while SC_BANDING is active.
  16799. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  16800. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  16801. }
  16802. break;
  16803. case UNT_B_TRAP:
  16804. {
  16805. struct block_list* src;
  16806. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  16807. struct item item_tmp;
  16808. memset(&item_tmp, 0, sizeof(item_tmp));
  16809. item_tmp.nameid = group->item_id;
  16810. item_tmp.identify = 1;
  16811. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  16812. }
  16813. skill_delunit(unit);
  16814. }
  16815. break;
  16816. default:
  16817. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR)) {
  16818. // Deal damage before expiration
  16819. break;
  16820. }
  16821. skill_delunit(unit);
  16822. break;
  16823. }
  16824. } else {// skill unit is still active
  16825. switch( group->unit_id ) {
  16826. case UNT_ICEWALL:
  16827. // icewall loses 50 hp every second
  16828. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  16829. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  16830. unit->limit = DIFF_TICK(tick+700,group->tick);
  16831. break;
  16832. case UNT_BLASTMINE:
  16833. case UNT_SKIDTRAP:
  16834. case UNT_LANDMINE:
  16835. case UNT_SHOCKWAVE:
  16836. case UNT_SANDMAN:
  16837. case UNT_FLASHER:
  16838. case UNT_CLAYMORETRAP:
  16839. case UNT_FREEZINGTRAP:
  16840. case UNT_TALKIEBOX:
  16841. case UNT_ANKLESNARE:
  16842. case UNT_B_TRAP:
  16843. if( unit->val1 <= 0 ) {
  16844. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  16845. skill_delunit(unit);
  16846. else {
  16847. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  16848. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  16849. group->unit_id = UNT_USED_TRAPS;
  16850. }
  16851. }
  16852. break;
  16853. case UNT_REVERBERATION:
  16854. case UNT_NETHERWORLD:
  16855. if (unit->val1 <= 0) {
  16856. clif_changetraplook(bl,UNT_USED_TRAPS);
  16857. if (group->unit_id == UNT_REVERBERATION)
  16858. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16859. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16860. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16861. group->unit_id = UNT_USED_TRAPS;
  16862. }
  16863. break;
  16864. case UNT_WALLOFTHORN:
  16865. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  16866. skill_delunitgroup(group);
  16867. break;
  16868. }
  16869. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  16870. skill_delunit(unit);
  16871. break;
  16872. case UNT_SANCTUARY:
  16873. if (group->val1 <= 0) {
  16874. skill_delunitgroup(group);
  16875. }
  16876. break;
  16877. default:
  16878. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR) {
  16879. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  16880. // Unit will expire the next interval, start dropping Meteor
  16881. struct block_list* src;
  16882. if ((src = map_id2bl(group->src_id)) != NULL) {
  16883. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  16884. group->val2 = 1;
  16885. }
  16886. }
  16887. // No damage until expiration
  16888. return 0;
  16889. }
  16890. break;
  16891. }
  16892. }
  16893. //Don't continue if unit or even group is expired and has been deleted.
  16894. if( !group || !unit->alive )
  16895. return 0;
  16896. dissonance = skill_dance_switch(unit, 0);
  16897. if( unit->range >= 0 && group->interval != -1 )
  16898. {
  16899. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16900. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  16901. group->unit_id = UNT_USED_TRAPS;
  16902. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  16903. unit->range = -1; //Disable processed cell.
  16904. if (--group->val1 <= 0) { // number of live cells
  16905. //All tiles were processed, disable skill.
  16906. group->target_flag=BCT_NOONE;
  16907. group->bl_flag= BL_NUL;
  16908. }
  16909. }
  16910. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR) {
  16911. skill_delunit(unit);
  16912. return 0;
  16913. }
  16914. }
  16915. if( dissonance )
  16916. skill_dance_switch(unit, 1);
  16917. return 0;
  16918. }
  16919. /*==========================================
  16920. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  16921. *------------------------------------------*/
  16922. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  16923. {
  16924. map_freeblock_lock();
  16925. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  16926. map_freeblock_unlock();
  16927. return 0;
  16928. }
  16929. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  16930. /*==========================================
  16931. * flag :
  16932. * 1 : store that skill_unit in array
  16933. * 2 : clear that skill_unit
  16934. * 4 : call_on_left
  16935. *------------------------------------------*/
  16936. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  16937. {
  16938. struct skill_unit* unit = (struct skill_unit *)bl;
  16939. struct skill_unit_group* group = NULL;
  16940. struct block_list* target = va_arg(ap,struct block_list*);
  16941. unsigned int tick = va_arg(ap,unsigned int);
  16942. int flag = va_arg(ap,int);
  16943. bool dissonance;
  16944. uint16 skill_id;
  16945. int i;
  16946. nullpo_ret(unit);
  16947. nullpo_ret(target);
  16948. if( !unit->alive || target->prev == NULL )
  16949. return 0;
  16950. nullpo_ret(group = unit->group);
  16951. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  16952. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  16953. dissonance = skill_dance_switch(unit, 0);
  16954. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  16955. skill_id = group->skill_id;
  16956. if( group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  16957. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  16958. if( dissonance ) {
  16959. skill_dance_switch(unit, 1);
  16960. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  16961. }
  16962. return 0;
  16963. }
  16964. //Target-type check.
  16965. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  16966. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  16967. if( flag&1 ) {
  16968. if( flag&2 ) { //Clear this skill id.
  16969. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  16970. if( i < ARRAYLENGTH(skill_unit_temp) )
  16971. skill_unit_temp[i] = 0;
  16972. }
  16973. } else {
  16974. if( flag&2 ) { //Store this skill id.
  16975. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16976. if( i < ARRAYLENGTH(skill_unit_temp) )
  16977. skill_unit_temp[i] = skill_id;
  16978. else
  16979. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16980. }
  16981. }
  16982. if( flag&4 )
  16983. skill_unit_onleft(skill_id,target,tick);
  16984. }
  16985. if( dissonance )
  16986. skill_dance_switch(unit, 1);
  16987. return 0;
  16988. } else {
  16989. if( flag&1 ) {
  16990. int result = skill_unit_onplace(unit,target,tick);
  16991. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  16992. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  16993. if( i < ARRAYLENGTH(skill_unit_temp) )
  16994. skill_unit_temp[i] = 0;
  16995. }
  16996. } else {
  16997. int result = skill_unit_onout(unit,target,tick);
  16998. if( flag&2 && result ) { //Store this unit id.
  16999. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  17000. if( i < ARRAYLENGTH(skill_unit_temp) )
  17001. skill_unit_temp[i] = skill_id;
  17002. else
  17003. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  17004. }
  17005. }
  17006. //TODO: Normally, this is dangerous since the unit and group could be freed
  17007. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  17008. //cells do not get deleted within them. [Skotlex]
  17009. if( dissonance )
  17010. skill_dance_switch(unit, 1);
  17011. if( flag&4 )
  17012. skill_unit_onleft(skill_id,target,tick);
  17013. return 1;
  17014. }
  17015. }
  17016. /*==========================================
  17017. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  17018. * Flag values:
  17019. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  17020. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  17021. * units to figure out when they have left a group.
  17022. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  17023. *------------------------------------------*/
  17024. int skill_unit_move(struct block_list *bl, unsigned int tick, int flag)
  17025. {
  17026. nullpo_ret(bl);
  17027. if( bl->prev == NULL )
  17028. return 0;
  17029. if( flag&2 && !(flag&1) ) //Onout, clear data
  17030. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  17031. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  17032. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  17033. int i;
  17034. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  17035. if( skill_unit_temp[i] )
  17036. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  17037. }
  17038. return 0;
  17039. }
  17040. /*==========================================
  17041. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  17042. * @param bl Skill unit
  17043. * @param m Map
  17044. * @param dx
  17045. * @param dy
  17046. *------------------------------------------*/
  17047. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  17048. unsigned int tick = gettick();
  17049. struct skill_unit *su;
  17050. if (bl->type != BL_SKILL)
  17051. return;
  17052. if (!(su = (struct skill_unit *)bl))
  17053. return;
  17054. if (!su->alive)
  17055. return;
  17056. if (su->group && skill_get_unit_flag(su->group->skill_id)&UF_ENSEMBLE)
  17057. return; //Ensembles may not be moved around.
  17058. if (!bl->prev) {
  17059. bl->x = dx;
  17060. bl->y = dy;
  17061. return;
  17062. }
  17063. map_moveblock(bl, dx, dy, tick);
  17064. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  17065. skill_getareachar_skillunit_visibilty(su, AREA);
  17066. return;
  17067. }
  17068. /**
  17069. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  17070. * @param group Skill Group
  17071. * @param m Map
  17072. * @param dx
  17073. * @param dy
  17074. */
  17075. void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  17076. {
  17077. int i, j;
  17078. unsigned int tick = gettick();
  17079. int *m_flag;
  17080. struct skill_unit *unit1;
  17081. struct skill_unit *unit2;
  17082. if (group == NULL)
  17083. return;
  17084. if (group->unit_count <= 0)
  17085. return;
  17086. if (group->unit == NULL)
  17087. return;
  17088. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  17089. return; //Ensembles may not be moved around.
  17090. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  17091. // m_flag
  17092. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  17093. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  17094. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  17095. // 3: Both 1+2.
  17096. for(i = 0; i < group->unit_count; i++) {
  17097. unit1 =& group->unit[i];
  17098. if (!unit1->alive || unit1->bl.m != m)
  17099. continue;
  17100. for(j = 0; j < group->unit_count; j++) {
  17101. unit2 = &group->unit[j];
  17102. if (!unit2->alive)
  17103. continue;
  17104. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  17105. m_flag[i] |= 0x1;
  17106. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  17107. m_flag[i] |= 0x2;
  17108. }
  17109. }
  17110. j = 0;
  17111. for (i = 0; i < group->unit_count; i++) {
  17112. unit1 = &group->unit[i];
  17113. if (!unit1->alive)
  17114. continue;
  17115. if (!(m_flag[i]&0x2)) {
  17116. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  17117. skill_dance_overlap(unit1, 0);
  17118. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  17119. }
  17120. //Move Cell using "smart" criteria (avoid useless moving around)
  17121. switch(m_flag[i]) {
  17122. case 0:
  17123. //Cell moves independently, safely move it.
  17124. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  17125. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  17126. break;
  17127. case 1:
  17128. //Cell moves unto another cell, look for a replacement cell that won't collide
  17129. //and has no cell moving into it (flag == 2)
  17130. for(; j < group->unit_count; j++) {
  17131. int dx2, dy2;
  17132. if(m_flag[j] != 2 || !group->unit[j].alive)
  17133. continue;
  17134. //Move to where this cell would had moved.
  17135. unit2 = &group->unit[j];
  17136. dx2 = unit2->bl.x + dx - unit1->bl.x;
  17137. dy2 = unit2->bl.y + dy - unit1->bl.y;
  17138. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  17139. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  17140. j++; //Skip this cell as we have used it.
  17141. break;
  17142. }
  17143. break;
  17144. case 2:
  17145. case 3:
  17146. break; //Don't move the cell as a cell will end on this tile anyway.
  17147. }
  17148. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  17149. if (group->state.song_dance&0x1) //Check for dissonance effect.
  17150. skill_dance_overlap(unit1, 1);
  17151. skill_getareachar_skillunit_visibilty(unit1, AREA);
  17152. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  17153. }
  17154. }
  17155. aFree(m_flag);
  17156. }
  17157. /**
  17158. * Checking product requirement in player's inventory.
  17159. * Checking if player has the item or not, the amount, and the weight limit.
  17160. * @param sd Player
  17161. * @param nameid Product requested
  17162. * @param trigger Trigger criteria to match will 'ItemLv'
  17163. * @param qty Amount of item will be created
  17164. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  17165. */
  17166. short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty)
  17167. {
  17168. short i, j;
  17169. nullpo_ret(sd);
  17170. if (!nameid || !itemdb_exists(nameid))
  17171. return 0;
  17172. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  17173. if (skill_produce_db[i].nameid == nameid) {
  17174. if ((j = skill_produce_db[i].req_skill) > 0 &&
  17175. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  17176. continue; // must iterate again to check other skills that produce it. [malufett]
  17177. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  17178. continue; // special case
  17179. break;
  17180. }
  17181. }
  17182. if (i >= MAX_SKILL_PRODUCE_DB)
  17183. return 0;
  17184. // Cannot carry the produced stuff
  17185. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  17186. return 0;
  17187. // Matching the requested produce list
  17188. if (trigger >= 0) {
  17189. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  17190. if (skill_produce_db[i].itemlv != trigger)
  17191. return 0;
  17192. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  17193. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  17194. return 0;
  17195. } else { // Weapon (itemlv must be higher or equal)
  17196. if (skill_produce_db[i].itemlv > trigger)
  17197. return 0;
  17198. }
  17199. }
  17200. // Check on player's inventory
  17201. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  17202. unsigned short nameid_produce;
  17203. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  17204. continue;
  17205. if (skill_produce_db[i].mat_amount[j] == 0) {
  17206. if (pc_search_inventory(sd,nameid_produce) < 0)
  17207. return 0;
  17208. } else {
  17209. unsigned short idx, amt;
  17210. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  17211. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  17212. amt += sd->inventory.u.items_inventory[idx].amount;
  17213. if (amt < qty * skill_produce_db[i].mat_amount[j])
  17214. return 0;
  17215. }
  17216. }
  17217. return i + 1;
  17218. }
  17219. /**
  17220. * Attempt to produce an item
  17221. * @param sd Player
  17222. * @param skill_id Skill used
  17223. * @param nameid Requested product
  17224. * @param slot1
  17225. * @param slot2
  17226. * @param slot3
  17227. * @param qty Amount of requested item
  17228. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  17229. * @return True is success, False if failed
  17230. */
  17231. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  17232. {
  17233. int slot[3];
  17234. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  17235. int num = -1; // exclude the recipe
  17236. struct status_data *status;
  17237. struct item_data* data;
  17238. nullpo_ret(sd);
  17239. status = status_get_status_data(&sd->bl);
  17240. if( sd->skill_id_old == skill_id )
  17241. skill_lv = sd->skill_lv_old;
  17242. if (produce_idx == -1) {
  17243. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  17244. return false;
  17245. idx--;
  17246. }
  17247. else
  17248. idx = produce_idx;
  17249. if (qty < 1)
  17250. qty = 1;
  17251. if (!skill_id) //A skill can be specified for some override cases.
  17252. skill_id = skill_produce_db[idx].req_skill;
  17253. if( skill_id == GC_RESEARCHNEWPOISON )
  17254. skill_id = GC_CREATENEWPOISON;
  17255. slot[0] = slot1;
  17256. slot[1] = slot2;
  17257. slot[2] = slot3;
  17258. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  17259. short j;
  17260. if (slot[i] <= 0)
  17261. continue;
  17262. j = pc_search_inventory(sd,slot[i]);
  17263. if (j < 0)
  17264. continue;
  17265. if (slot[i] == ITEMID_STAR_CRUMB) {
  17266. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17267. sc++;
  17268. }
  17269. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  17270. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  17271. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17272. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  17273. }
  17274. }
  17275. if (skill_id == RK_RUNEMASTERY) {
  17276. int temp_qty, runemastery_skill_lv = pc_checkskill(sd,skill_id);
  17277. data = itemdb_search(nameid);
  17278. if (runemastery_skill_lv >= 10) temp_qty = 1 + rnd()%3;
  17279. else if (runemastery_skill_lv > 4) temp_qty = 1 + rnd()%2;
  17280. else temp_qty = 1;
  17281. if (data->stack.inventory) {
  17282. for (i = 0; i < MAX_INVENTORY; i++) {
  17283. if (sd->inventory.u.items_inventory[i].nameid == nameid) {
  17284. if (sd->inventory.u.items_inventory[i].amount >= data->stack.amount) {
  17285. clif_msg(sd,RUNE_CANT_CREATE);
  17286. return 0;
  17287. } else {
  17288. // The amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  17289. if (temp_qty + sd->inventory.u.items_inventory[i].amount >= data->stack.amount)
  17290. temp_qty = data->stack.amount - sd->inventory.u.items_inventory[i].amount;
  17291. }
  17292. break;
  17293. }
  17294. }
  17295. }
  17296. qty = temp_qty;
  17297. }
  17298. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  17299. short id, x, j;
  17300. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  17301. continue;
  17302. num++;
  17303. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  17304. do {
  17305. int y = 0;
  17306. j = pc_search_inventory(sd,id);
  17307. if (j >= 0) {
  17308. y = sd->inventory.u.items_inventory[j].amount;
  17309. if (y > x)
  17310. y = x;
  17311. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  17312. } else {
  17313. ShowError("skill_produce_mix: material item error\n");
  17314. return false;
  17315. }
  17316. x -= y;
  17317. } while( j >= 0 && x > 0 );
  17318. }
  17319. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
  17320. wlv = itemdb_wlv(nameid);
  17321. if (!equip) {
  17322. switch (skill_id) {
  17323. case BS_IRON:
  17324. case BS_STEEL:
  17325. case BS_ENCHANTEDSTONE:
  17326. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  17327. i = pc_checkskill(sd,skill_id);
  17328. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  17329. switch (nameid) {
  17330. case ITEMID_IRON:
  17331. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  17332. break;
  17333. case ITEMID_STEEL:
  17334. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  17335. break;
  17336. case ITEMID_STAR_CRUMB:
  17337. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  17338. break;
  17339. default: // Enchanted Stones
  17340. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  17341. break;
  17342. }
  17343. break;
  17344. case ASC_CDP:
  17345. make_per = (2000 + 40*status->dex + 20*status->luk);
  17346. break;
  17347. case AL_HOLYWATER:
  17348. case AB_ANCILLA:
  17349. make_per = 100000; //100% success
  17350. break;
  17351. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  17352. case AM_TWILIGHT1:
  17353. case AM_TWILIGHT2:
  17354. case AM_TWILIGHT3:
  17355. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  17356. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  17357. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  17358. if (hom_is_active(sd->hd)) {//Player got a homun
  17359. int skill;
  17360. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  17361. make_per += skill*100; //+1% bonus per level
  17362. }
  17363. switch(nameid){
  17364. case ITEMID_RED_POTION:
  17365. case ITEMID_YELLOW_POTION:
  17366. case ITEMID_WHITE_POTION:
  17367. make_per += (1+rnd()%100)*10 + 2000;
  17368. break;
  17369. case ITEMID_ALCOHOL:
  17370. make_per += (1+rnd()%100)*10 + 1000;
  17371. break;
  17372. case ITEMID_FIRE_BOTTLE:
  17373. case ITEMID_ACID_BOTTLE:
  17374. case ITEMID_MAN_EATER_BOTTLE:
  17375. case ITEMID_MINI_BOTTLE:
  17376. make_per += (1+rnd()%100)*10;
  17377. break;
  17378. case ITEMID_YELLOW_SLIM_POTION:
  17379. make_per -= (1+rnd()%50)*10;
  17380. break;
  17381. case ITEMID_WHITE_SLIM_POTION:
  17382. case ITEMID_COATING_BOTTLE:
  17383. make_per -= (1+rnd()%100)*10;
  17384. break;
  17385. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  17386. case ITEMID_BLUE_POTION:
  17387. case ITEMID_RED_SLIM_POTION:
  17388. case ITEMID_ANODYNE:
  17389. case ITEMID_ALOEBERA:
  17390. default:
  17391. break;
  17392. }
  17393. if (battle_config.pp_rate != 100)
  17394. make_per = make_per * battle_config.pp_rate / 100;
  17395. break;
  17396. case SA_CREATECON: // Elemental Converter Creation
  17397. make_per = 100000; // should be 100% success rate
  17398. break;
  17399. case RK_RUNEMASTERY: {
  17400. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  17401. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  17402. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  17403. int D = 0;
  17404. switch (nameid) { //rune rank it_diff 9 craftable rune
  17405. case ITEMID_BERKANA:
  17406. D = -2000;
  17407. break; //Rank S
  17408. case ITEMID_NAUTHIZ:
  17409. case ITEMID_URUZ:
  17410. D = -1500;
  17411. break; //Rank A
  17412. case ITEMID_ISA:
  17413. case ITEMID_WYRD:
  17414. D = -1000;
  17415. break; //Rank B
  17416. case ITEMID_RAIDO:
  17417. case ITEMID_THURISAZ:
  17418. case ITEMID_HAGALAZ:
  17419. case ITEMID_OTHILA:
  17420. D = -500;
  17421. break; //Rank C
  17422. default:
  17423. D = -1500;
  17424. break; //not specified =-15%
  17425. }
  17426. make_per = A + B + C + D;
  17427. }
  17428. break;
  17429. case GC_CREATENEWPOISON:
  17430. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  17431. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  17432. break;
  17433. case GN_CHANGEMATERIAL:
  17434. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  17435. if (skill_changematerial_db[i].nameid == nameid) {
  17436. make_per = skill_changematerial_db[i].rate * 10;
  17437. break;
  17438. }
  17439. }
  17440. break;
  17441. case GN_S_PHARMACY:
  17442. {
  17443. int difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  17444. 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) +
  17445. (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)
  17446. switch(nameid){// difficulty factor
  17447. case ITEMID_HP_INCREASE_POTION_SMALL:
  17448. case ITEMID_SP_INCREASE_POTION_SMALL:
  17449. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  17450. difficulty += 10;
  17451. break;
  17452. case ITEMID_BOMB_MUSHROOM_SPORE:
  17453. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  17454. difficulty += 15;
  17455. break;
  17456. case ITEMID_BANANA_BOMB:
  17457. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  17458. case ITEMID_SP_INCREASE_POTION_LARGE:
  17459. case ITEMID_VITATA500:
  17460. difficulty += 20;
  17461. break;
  17462. case ITEMID_SEED_OF_HORNY_PLANT:
  17463. case ITEMID_BLOODSUCK_PLANT_SEED:
  17464. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  17465. difficulty += 30;
  17466. break;
  17467. case ITEMID_HP_INCREASE_POTION_LARGE:
  17468. case ITEMID_CURE_FREE:
  17469. difficulty += 40;
  17470. break;
  17471. }
  17472. if( make_per >= 400 && make_per > difficulty)
  17473. qty = 10;
  17474. else if( make_per >= 300 && make_per > difficulty)
  17475. qty = 7;
  17476. else if( make_per >= 100 && make_per > difficulty)
  17477. qty = 6;
  17478. else if( make_per >= 1 && make_per > difficulty)
  17479. qty = 5;
  17480. else
  17481. qty = 4;
  17482. make_per = 10000;
  17483. }
  17484. break;
  17485. case GN_MAKEBOMB:
  17486. case GN_MIX_COOKING:
  17487. {
  17488. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  17489. 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)
  17490. qty = ~(5 + rnd()%5) + 1;
  17491. switch(nameid){// difficulty factor
  17492. case ITEMID_APPLE_BOMB:
  17493. difficulty += 5;
  17494. break;
  17495. case ITEMID_COCONUT_BOMB:
  17496. case ITEMID_MELON_BOMB:
  17497. difficulty += 10;
  17498. break;
  17499. case ITEMID_SAVAGE_FULL_ROAST:
  17500. case ITEMID_COCKTAIL_WARG_BLOOD:
  17501. case ITEMID_MINOR_STEW:
  17502. case ITEMID_SIROMA_ICED_TEA:
  17503. case ITEMID_DROSERA_HERB_SALAD:
  17504. case ITEMID_PETITE_TAIL_NOODLES:
  17505. case ITEMID_PINEAPPLE_BOMB:
  17506. difficulty += 15;
  17507. break;
  17508. case ITEMID_BANANA_BOMB:
  17509. difficulty += 20;
  17510. break;
  17511. }
  17512. if( make_per >= 30 && make_per > difficulty)
  17513. qty = 10 + rnd()%2;
  17514. else if( make_per >= 10 && make_per > difficulty)
  17515. qty = 10;
  17516. else if( make_per == 10 && make_per > difficulty)
  17517. qty = 8;
  17518. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  17519. ;// Food/Bomb creation fails.
  17520. else if( make_per >= 30 && make_per < difficulty)
  17521. qty = 5;
  17522. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  17523. qty = ~qty + 1;
  17524. make_per = 0;
  17525. }
  17526. else
  17527. make_per = 10000;
  17528. qty = (skill_lv > 1 ? qty : 1);
  17529. }
  17530. break;
  17531. default:
  17532. if (sd->menuskill_id == AM_PHARMACY &&
  17533. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  17534. { //Assume Cooking Dish
  17535. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  17536. make_per = 10000; //100% Success
  17537. else
  17538. make_per = 1200 * (sd->menuskill_val - 10)
  17539. + 20 * (sd->status.base_level + 1)
  17540. + 20 * (status->dex + 1)
  17541. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  17542. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  17543. - 10 * (100 - status->luk + 1)
  17544. - 500 * (num - 1)
  17545. - 100 * (rnd()%4 + 1);
  17546. break;
  17547. }
  17548. make_per = 5000;
  17549. break;
  17550. }
  17551. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  17552. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  17553. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  17554. 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
  17555. 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
  17556. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
  17557. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5
  17558. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
  17559. else if (pc_search_inventory(sd,ITEMID_ANVIL) > 0) make_per+= 0; // Anvil: +0?
  17560. if (battle_config.wp_rate != 100)
  17561. make_per = make_per * battle_config.wp_rate / 100;
  17562. }
  17563. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  17564. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  17565. if (make_per < 1) make_per = 1;
  17566. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  17567. struct item tmp_item;
  17568. memset(&tmp_item,0,sizeof(tmp_item));
  17569. tmp_item.nameid = nameid;
  17570. tmp_item.amount = 1;
  17571. tmp_item.identify = 1;
  17572. if (equip) {
  17573. tmp_item.card[0] = CARD0_FORGE;
  17574. tmp_item.card[1] = ((sc*5)<<8)+ele;
  17575. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17576. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17577. } else {
  17578. //Flag is only used on the end, so it can be used here. [Skotlex]
  17579. switch (skill_id) {
  17580. case BS_DAGGER:
  17581. case BS_SWORD:
  17582. case BS_TWOHANDSWORD:
  17583. case BS_AXE:
  17584. case BS_MACE:
  17585. case BS_KNUCKLE:
  17586. case BS_SPEAR:
  17587. flag = battle_config.produce_item_name_input&0x1;
  17588. break;
  17589. case AM_PHARMACY:
  17590. case AM_TWILIGHT1:
  17591. case AM_TWILIGHT2:
  17592. case AM_TWILIGHT3:
  17593. flag = battle_config.produce_item_name_input&0x2;
  17594. break;
  17595. case AL_HOLYWATER:
  17596. case AB_ANCILLA:
  17597. flag = battle_config.produce_item_name_input&0x8;
  17598. break;
  17599. case ASC_CDP:
  17600. flag = battle_config.produce_item_name_input&0x10;
  17601. break;
  17602. default:
  17603. flag = battle_config.produce_item_name_input&0x80;
  17604. break;
  17605. }
  17606. if (flag) {
  17607. tmp_item.card[0] = CARD0_CREATE;
  17608. tmp_item.card[1] = 0;
  17609. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17610. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17611. }
  17612. }
  17613. // if(log_config.produce > 0)
  17614. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  17615. //TODO update PICKLOG
  17616. if (equip) {
  17617. clif_produceeffect(sd,0,nameid);
  17618. clif_misceffect(&sd->bl,3);
  17619. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  17620. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  17621. } else {
  17622. int fame = 0;
  17623. tmp_item.amount = 0;
  17624. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  17625. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  17626. tmp_item.amount = qty;
  17627. break;
  17628. }
  17629. if (qty == 1 || rnd()%10000 < make_per) { //Success
  17630. tmp_item.amount++;
  17631. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  17632. continue;
  17633. if (skill_id != AM_PHARMACY &&
  17634. skill_id != AM_TWILIGHT1 &&
  17635. skill_id != AM_TWILIGHT2 &&
  17636. skill_id != AM_TWILIGHT3)
  17637. continue;
  17638. //Add fame as needed.
  17639. switch(++sd->potion_success_counter) {
  17640. case 3:
  17641. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  17642. break;
  17643. case 5:
  17644. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  17645. break;
  17646. case 7:
  17647. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  17648. break;
  17649. case 10:
  17650. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  17651. sd->potion_success_counter = 0;
  17652. break;
  17653. }
  17654. } else //Failure
  17655. sd->potion_success_counter = 0;
  17656. }
  17657. if (fame)
  17658. pc_addfame(sd,fame);
  17659. //Visual effects and the like.
  17660. switch (skill_id) {
  17661. case AM_PHARMACY:
  17662. case AM_TWILIGHT1:
  17663. case AM_TWILIGHT2:
  17664. case AM_TWILIGHT3:
  17665. case ASC_CDP:
  17666. case GC_CREATENEWPOISON:
  17667. clif_produceeffect(sd,2,nameid);
  17668. clif_misceffect(&sd->bl,5);
  17669. break;
  17670. case BS_IRON:
  17671. case BS_STEEL:
  17672. case BS_ENCHANTEDSTONE:
  17673. clif_produceeffect(sd,0,nameid);
  17674. clif_misceffect(&sd->bl,3);
  17675. break;
  17676. case RK_RUNEMASTERY:
  17677. clif_produceeffect(sd,4,nameid);
  17678. clif_misceffect(&sd->bl,5);
  17679. break;
  17680. default: //Those that don't require a skill?
  17681. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  17682. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  17683. if (sd->cook_mastery < 1999)
  17684. pc_setglobalreg(sd, add_str("COOK_MASTERY"), sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  17685. }
  17686. break;
  17687. }
  17688. }
  17689. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  17690. int j, k = 0, l;
  17691. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  17692. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  17693. if (skill_changematerial_db[i].nameid == nameid){
  17694. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  17695. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  17696. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  17697. tmp_item.amount = (isStackable ? total_qty : 1);
  17698. for (l = 0; l < total_qty; l += tmp_item.amount) {
  17699. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17700. clif_additem(sd,0,0,flag);
  17701. if( battle_config.skill_drop_items_full ){
  17702. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17703. }
  17704. }
  17705. }
  17706. k++;
  17707. }
  17708. }
  17709. break;
  17710. }
  17711. }
  17712. if (k) {
  17713. clif_produceeffect(sd,6,nameid);
  17714. clif_misceffect(&sd->bl,5);
  17715. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17716. return true;
  17717. }
  17718. } else if (tmp_item.amount) { //Success
  17719. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17720. clif_additem(sd,0,0,flag);
  17721. if( battle_config.skill_drop_items_full ){
  17722. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17723. }
  17724. }
  17725. if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) {
  17726. clif_produceeffect(sd,6,nameid);
  17727. clif_misceffect(&sd->bl,5);
  17728. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17729. }
  17730. return true;
  17731. }
  17732. }
  17733. //Failure
  17734. // if(log_config.produce)
  17735. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  17736. //TODO update PICKLOG
  17737. if (equip) {
  17738. clif_produceeffect(sd,1,nameid);
  17739. clif_misceffect(&sd->bl,2);
  17740. } else {
  17741. switch (skill_id) {
  17742. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  17743. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  17744. case AM_PHARMACY:
  17745. case AM_TWILIGHT1:
  17746. case AM_TWILIGHT2:
  17747. case AM_TWILIGHT3:
  17748. case GC_CREATENEWPOISON:
  17749. clif_produceeffect(sd,3,nameid);
  17750. clif_misceffect(&sd->bl,6);
  17751. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  17752. break;
  17753. case BS_IRON:
  17754. case BS_STEEL:
  17755. case BS_ENCHANTEDSTONE:
  17756. clif_produceeffect(sd,1,nameid);
  17757. clif_misceffect(&sd->bl,2);
  17758. break;
  17759. case RK_RUNEMASTERY:
  17760. clif_produceeffect(sd,5,nameid);
  17761. clif_misceffect(&sd->bl,6);
  17762. break;
  17763. case GN_MIX_COOKING:
  17764. {
  17765. struct item tmp_item;
  17766. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  17767. int rate = rnd()%500;
  17768. memset(&tmp_item,0,sizeof(tmp_item));
  17769. if (rate < 50) i = 4;
  17770. else if (rate < 100) i = 2+rnd()%1;
  17771. else if (rate < 250) i = 1;
  17772. else if (rate < 500) i = 0;
  17773. tmp_item.nameid = compensation[i];
  17774. tmp_item.amount = qty;
  17775. tmp_item.identify = 1;
  17776. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17777. clif_additem(sd,0,0,flag);
  17778. if( battle_config.skill_drop_items_full ){
  17779. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17780. }
  17781. }
  17782. clif_produceeffect(sd,7,nameid);
  17783. clif_misceffect(&sd->bl,6);
  17784. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17785. }
  17786. break;
  17787. case GN_MAKEBOMB:
  17788. case GN_S_PHARMACY:
  17789. case GN_CHANGEMATERIAL:
  17790. clif_produceeffect(sd,7,nameid);
  17791. clif_misceffect(&sd->bl,6);
  17792. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17793. break;
  17794. default:
  17795. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  17796. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  17797. if (sd->cook_mastery > 0)
  17798. pc_setglobalreg(sd, add_str("COOK_MASTERY"), sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  17799. }
  17800. break;
  17801. }
  17802. }
  17803. return false;
  17804. }
  17805. /**
  17806. * Attempt to create arrow by specified material
  17807. * @param sd Player
  17808. * @param nameid Item ID of material
  17809. * @return True if created, False is failed
  17810. */
  17811. bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid)
  17812. {
  17813. short i, j, idx = -1;
  17814. struct item tmp_item;
  17815. nullpo_ret(sd);
  17816. if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
  17817. return false;
  17818. for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
  17819. if (nameid == skill_arrow_db[i].nameid) {
  17820. idx = i;
  17821. break;
  17822. }
  17823. }
  17824. if (!idx || (j = pc_search_inventory(sd,nameid)) < 0)
  17825. return false;
  17826. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  17827. for (i = 0; i < MAX_ARROW_RESULT; i++) {
  17828. char flag = 0;
  17829. 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)
  17830. continue;
  17831. memset(&tmp_item,0,sizeof(tmp_item));
  17832. tmp_item.identify = 1;
  17833. tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
  17834. tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
  17835. if (battle_config.produce_item_name_input&0x4) {
  17836. tmp_item.card[0] = CARD0_CREATE;
  17837. tmp_item.card[1] = 0;
  17838. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17839. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17840. }
  17841. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17842. clif_additem(sd,0,0,flag);
  17843. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17844. }
  17845. }
  17846. return true;
  17847. }
  17848. /**
  17849. * Enchant weapon with poison
  17850. * @param sd Player
  17851. * @nameid Item ID of poison type
  17852. */
  17853. int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid)
  17854. {
  17855. sc_type type;
  17856. int chance, i, val4 = 0;
  17857. //uint16 msg = 1443; //Official is using msgstringtable.txt
  17858. char output[CHAT_SIZE_MAX];
  17859. const char *msg;
  17860. nullpo_ret(sd);
  17861. if( !nameid || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17862. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17863. return 0;
  17864. }
  17865. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  17866. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  17867. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  17868. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  17869. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; val4 = sd->bl.id; break;
  17870. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  17871. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; val4 = sd->bl.id; break;
  17872. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; val4 = sd->bl.id; break;
  17873. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  17874. default:
  17875. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17876. return 0;
  17877. }
  17878. status_change_end(&sd->bl, SC_POISONINGWEAPON, INVALID_TIMER); // End the status so a new poison can be applied (if changed)
  17879. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  17880. 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
  17881. type, chance, val4, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  17882. sprintf(output, msg_txt(sd,721), msg);
  17883. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  17884. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  17885. clif_msg(sd,msg);
  17886. #endif*/
  17887. return 0;
  17888. }
  17889. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  17890. {
  17891. struct status_change *sc = status_get_sc(bl);
  17892. // non-offensive and non-magic skills do not affect the status
  17893. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  17894. return;
  17895. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  17896. if (sc->data[SC_MAGICPOWER]->val4) {
  17897. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  17898. } else {
  17899. sc->data[SC_MAGICPOWER]->val4 = 1;
  17900. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  17901. #ifndef RENEWAL
  17902. if(bl->type == BL_PC){// update current display.
  17903. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  17904. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  17905. }
  17906. #endif
  17907. }
  17908. }
  17909. }
  17910. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
  17911. int x, y, i, class_, skill;
  17912. struct mob_data *md;
  17913. nullpo_ret(sd);
  17914. skill = sd->menuskill_val;
  17915. if( !nameid || !itemdb_group_item_exists(IG_ELEMENT, nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17916. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17917. return 0;
  17918. }
  17919. // Spawn Position
  17920. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  17921. x = sd->sc.comet_x;
  17922. y = sd->sc.comet_y;
  17923. sd->sc.comet_x = 0;
  17924. sd->sc.comet_y = 0;
  17925. sd->menuskill_val = 0;
  17926. // Item picked decides the mob class
  17927. switch(nameid) {
  17928. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  17929. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  17930. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  17931. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  17932. default:
  17933. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17934. return 0;
  17935. }
  17936. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  17937. if( md ) {
  17938. struct unit_data *ud = unit_bl2ud(&md->bl);
  17939. md->master_id = sd->bl.id;
  17940. md->special_state.ai = AI_FAW;
  17941. if(ud) {
  17942. ud->skill_id = NC_MAGICDECOY;
  17943. ud->skill_lv = skill;
  17944. }
  17945. if( md->deletetimer != INVALID_TIMER )
  17946. delete_timer(md->deletetimer, mob_timer_delete);
  17947. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  17948. mob_spawn(md);
  17949. }
  17950. return 0;
  17951. }
  17952. // Warlock Spellbooks. [LimitLine/3CeAM]
  17953. void skill_spellbook(struct map_session_data *sd, unsigned short nameid) {
  17954. int i, max_preserve, skill_id, point;
  17955. struct status_change *sc;
  17956. nullpo_retv(sd);
  17957. sc = status_get_sc(&sd->bl);
  17958. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  17959. for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  17960. if( sc && !sc->data[i] )
  17961. break;
  17962. }
  17963. if( i > SC_MAXSPELLBOOK ) {
  17964. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  17965. return;
  17966. }
  17967. if (!skill_spellbook_count)
  17968. return;
  17969. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  17970. if( i == MAX_SKILL_SPELLBOOK_DB )
  17971. return;
  17972. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill
  17973. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  17974. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  17975. return;
  17976. }
  17977. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  17978. point = skill_spellbook_db[i].point;
  17979. if( sc && sc->data[SC_FREEZE_SP] ) {
  17980. if( (sc->data[SC_FREEZE_SP]->val2 + point) > max_preserve ) {
  17981. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  17982. return;
  17983. }
  17984. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  17985. if( !sc->data[i] ){
  17986. sc->data[SC_FREEZE_SP]->val2 += point; // increase points
  17987. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17988. break;
  17989. }
  17990. }
  17991. } else {
  17992. sc_start2(&sd->bl,&sd->bl, SC_FREEZE_SP, 100, 0, point, INVALID_TIMER);
  17993. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17994. }
  17995. // Reading Spell Book SP cost same as the sealed spell.
  17996. status_zap(&sd->bl, 0, skill_get_sp(skill_id, pc_checkskill(sd, skill_id)));
  17997. }
  17998. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  17999. int lv, prob, aslvl = 0;
  18000. uint16 id, sk_idx = 0;
  18001. nullpo_ret(sd);
  18002. if (sd->sc.data[SC_STOP]) {
  18003. aslvl = sd->sc.data[SC_STOP]->val1;
  18004. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  18005. }
  18006. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  18007. return 0;
  18008. if( !(skill_get_inf2(skill_id)&INF2_AUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  18009. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  18010. return 0;
  18011. }
  18012. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  18013. lv = min(lv,sd->status.skill[sk_idx].lv);
  18014. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  18015. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  18016. return 0;
  18017. }
  18018. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  18019. int i;
  18020. nullpo_ret(sd);
  18021. nullpo_ret(item_list);
  18022. if( n <= 0 )
  18023. return 1;
  18024. for( i = 0; i < n; i++ ) {
  18025. unsigned short nameid;
  18026. int add_amount, del_amount, idx, product;
  18027. struct item tmp_item;
  18028. idx = item_list[i*2+0]-2;
  18029. del_amount = item_list[i*2+1];
  18030. if( skill_lv == 2 )
  18031. del_amount -= (del_amount % 10);
  18032. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  18033. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  18034. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18035. return 1;
  18036. }
  18037. switch( nameid ) {
  18038. // Level 1
  18039. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  18040. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  18041. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  18042. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  18043. // Level 2
  18044. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  18045. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  18046. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  18047. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  18048. default:
  18049. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18050. return 1;
  18051. }
  18052. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  18053. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18054. return 1;
  18055. }
  18056. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  18057. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18058. return 1;
  18059. }
  18060. memset(&tmp_item,0,sizeof(tmp_item));
  18061. tmp_item.nameid = product;
  18062. tmp_item.amount = add_amount;
  18063. tmp_item.identify = 1;
  18064. if( tmp_item.amount ) {
  18065. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  18066. if( flag != 0 ) {
  18067. clif_additem(sd,0,0,flag);
  18068. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18069. }
  18070. }
  18071. }
  18072. return 0;
  18073. }
  18074. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  18075. int i, j, k, c, p = 0, amount;
  18076. unsigned short nameid;
  18077. nullpo_ret(sd);
  18078. nullpo_ret(item_list);
  18079. // Search for objects that can be created.
  18080. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  18081. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  18082. p = 0;
  18083. do {
  18084. c = 0;
  18085. // Verification of overlap between the objects required and the list submitted.
  18086. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  18087. if( skill_produce_db[i].mat_id[j] > 0 ) {
  18088. for( k = 0; k < n; k++ ) {
  18089. int idx = item_list[k*2+0]-2;
  18090. nameid = sd->inventory.u.items_inventory[idx].nameid;
  18091. amount = item_list[k*2+1];
  18092. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  18093. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  18094. return 0;
  18095. }
  18096. 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]
  18097. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  18098. c++; // match
  18099. }
  18100. }
  18101. else
  18102. break; // No more items required
  18103. }
  18104. p++;
  18105. } while(n == j && c == n);
  18106. p--;
  18107. if ( p > 0 ) {
  18108. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  18109. return 1;
  18110. }
  18111. }
  18112. }
  18113. if( p == 0)
  18114. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  18115. return 0;
  18116. }
  18117. /**
  18118. * For Royal Guard's LG_TRAMPLE
  18119. */
  18120. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  18121. {
  18122. struct skill_unit *su = (struct skill_unit *)bl;
  18123. struct skill_unit_group *sg = NULL;
  18124. unsigned int tick;
  18125. nullpo_ret(su);
  18126. tick = va_arg(ap, unsigned int);
  18127. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  18128. switch( sg->unit_id ) {
  18129. case UNT_CLAYMORETRAP:
  18130. case UNT_FIRINGTRAP:
  18131. case UNT_ICEBOUNDTRAP:
  18132. 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);
  18133. break;
  18134. case UNT_LANDMINE:
  18135. case UNT_BLASTMINE:
  18136. case UNT_SHOCKWAVE:
  18137. case UNT_SANDMAN:
  18138. case UNT_FLASHER:
  18139. case UNT_FREEZINGTRAP:
  18140. case UNT_CLUSTERBOMB:
  18141. if (battle_config.skill_wall_check && !(skill_get_nk(sg->skill_id)&NK_NO_DAMAGE))
  18142. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18143. else
  18144. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18145. break;
  18146. }
  18147. // Traps aren't recovered.
  18148. skill_delunit(su);
  18149. }
  18150. return 0;
  18151. }
  18152. /*==========================================
  18153. *
  18154. *------------------------------------------*/
  18155. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  18156. int i;
  18157. nullpo_retr(-1, sd);
  18158. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  18159. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  18160. }
  18161. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  18162. struct map_session_data *sd = map_id2sd(id);
  18163. int i = (int)data;
  18164. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  18165. return 0;
  18166. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  18167. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  18168. return 0;
  18169. }
  18170. aFree(sd->scd[i]);
  18171. sd->scd[i] = NULL;
  18172. return 1;
  18173. }
  18174. /**
  18175. * Flags a singular skill as being blocked from persistent usage.
  18176. * @param sd the player the skill delay affects
  18177. * @param skill_id the skill which should be delayed
  18178. * @param tick the length of time the delay should last
  18179. * @param load whether this assignment is being loaded upon player login
  18180. * @return 0 if successful, -1 otherwise
  18181. */
  18182. int skill_blockpc_start(struct map_session_data *sd, int skill_id, int tick) {
  18183. int i;
  18184. nullpo_retr(-1, sd);
  18185. if (!skill_id || tick < 1)
  18186. return -1;
  18187. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  18188. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  18189. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18190. aFree(sd->scd[i]);
  18191. sd->scd[i] = NULL;
  18192. }
  18193. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  18194. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  18195. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  18196. sd->scd[i]->skill_id = skill_id;
  18197. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  18198. if (battle_config.display_status_timers && tick > 0)
  18199. clif_skill_cooldown(sd, skill_id, tick);
  18200. return 1;
  18201. } else {
  18202. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  18203. return 0;
  18204. }
  18205. }
  18206. int skill_blockpc_clear(struct map_session_data *sd) {
  18207. int i;
  18208. nullpo_ret(sd);
  18209. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  18210. if (!sd->scd[i])
  18211. continue;
  18212. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18213. aFree(sd->scd[i]);
  18214. sd->scd[i] = NULL;
  18215. }
  18216. return 1;
  18217. }
  18218. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  18219. {
  18220. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  18221. if (data <= 0 || data >= SKILL_MAX_DB())
  18222. return 0;
  18223. if (hd)
  18224. hd->blockskill[data] = 0;
  18225. return 1;
  18226. }
  18227. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  18228. {
  18229. uint16 idx = skill_get_index(skill_id);
  18230. nullpo_retr(-1, hd);
  18231. if (!idx)
  18232. return -1;
  18233. if (tick < 1) {
  18234. hd->blockskill[idx] = 0;
  18235. return -1;
  18236. }
  18237. hd->blockskill[idx] = 1;
  18238. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  18239. }
  18240. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  18241. {
  18242. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  18243. if( data <= 0 || data >= SKILL_MAX_DB() )
  18244. return 0;
  18245. if( md )
  18246. md->blockskill[data] = 0;
  18247. return 1;
  18248. }
  18249. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  18250. {
  18251. uint16 idx = skill_get_index(skill_id);
  18252. nullpo_retr(-1, md);
  18253. if( !idx )
  18254. return -1;
  18255. if( tick < 1 ) {
  18256. md->blockskill[idx] = 0;
  18257. return -1;
  18258. }
  18259. md->blockskill[idx] = 1;
  18260. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  18261. }
  18262. /**
  18263. * Adds a new skill unit entry for this player to recast after map load
  18264. * @param sd: Player
  18265. * @param skill_id: Skill ID to save
  18266. * @param skill_lv: Skill level to save
  18267. */
  18268. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  18269. {
  18270. struct skill_usave *sus = NULL;
  18271. if (idb_exists(skillusave_db,sd->status.char_id))
  18272. idb_remove(skillusave_db,sd->status.char_id);
  18273. CREATE(sus, struct skill_usave, 1);
  18274. idb_put(skillusave_db, sd->status.char_id, sus);
  18275. sus->skill_id = skill_id;
  18276. sus->skill_lv = skill_lv;
  18277. }
  18278. /**
  18279. * Loads saved skill unit entries for this player after map load
  18280. * @param sd: Player
  18281. */
  18282. void skill_usave_trigger(struct map_session_data *sd)
  18283. {
  18284. struct skill_usave *sus = NULL;
  18285. struct skill_unit_group *group = NULL;
  18286. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  18287. return;
  18288. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  18289. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  18290. sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
  18291. idb_remove(skillusave_db, sd->status.char_id);
  18292. }
  18293. /*
  18294. *
  18295. */
  18296. int skill_split_str (char *str, char **val, int num)
  18297. {
  18298. int i;
  18299. for( i = 0; i < num && str; i++ ) {
  18300. val[i] = str;
  18301. str = strchr(str,',');
  18302. if( str )
  18303. *str++ = 0;
  18304. }
  18305. return i;
  18306. }
  18307. /**
  18308. * Split the string with ':' as separator and put each value for a skilllv
  18309. * if no more value found put the latest to fill the array
  18310. * @param str : string to split
  18311. * @param val : array of MAX_SKILL_LEVEL to put value into
  18312. * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL)
  18313. */
  18314. int skill_split_atoi (char *str, int *val)
  18315. {
  18316. int i, j, step = 1;
  18317. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  18318. if (!str) break;
  18319. val[i] = atoi(str);
  18320. str = strchr(str,':');
  18321. if (str)
  18322. *str++=0;
  18323. }
  18324. if(i==0) //No data found.
  18325. return 0;
  18326. if(i==1) { //Single value, have the whole range have the same value.
  18327. for (; i < MAX_SKILL_LEVEL; i++)
  18328. val[i] = val[i-1];
  18329. return i;
  18330. }
  18331. //Check for linear change with increasing steps until we reach half of the data acquired.
  18332. for (step = 1; step <= i/2; step++) {
  18333. int diff = val[i-1] - val[i-step-1];
  18334. for(j = i-1; j >= step; j--)
  18335. if ((val[j]-val[j-step]) != diff)
  18336. break;
  18337. if (j>=step) //No match, try next step.
  18338. continue;
  18339. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  18340. val[i] = val[i-step]+diff;
  18341. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  18342. { val[i] = 1; diff = 0; step = 1; }
  18343. }
  18344. return i;
  18345. }
  18346. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  18347. for (;i<MAX_SKILL_LEVEL; i++)
  18348. val[i] = val[i-1];
  18349. return i;
  18350. }
  18351. /*
  18352. *
  18353. */
  18354. void skill_init_unit_layout (void) {
  18355. int i,j,pos = 0;
  18356. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  18357. // standard square layouts go first
  18358. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  18359. int size = i*2+1;
  18360. skill_unit_layout[i].count = size*size;
  18361. for (j=0; j<size*size; j++) {
  18362. skill_unit_layout[i].dx[j] = (j%size-i);
  18363. skill_unit_layout[i].dy[j] = (j/size-i);
  18364. }
  18365. }
  18366. // afterwards add special ones
  18367. pos = i;
  18368. for (i = 0; i < SKILL_MAX_DB(); i++) {
  18369. uint16 skill_id = 0;
  18370. if (!skill_db[i])
  18371. continue;
  18372. if (!skill_db[i]->unit_id[0] || skill_db[i]->unit_layout_type[0] != -1)
  18373. continue;
  18374. skill_id = skill_idx2id(i);
  18375. if( skill_id == EL_FIRE_MANTLE ) {
  18376. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  18377. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  18378. skill_unit_layout[pos].count = 8;
  18379. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18380. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18381. } else {
  18382. switch (skill_id) {
  18383. case MG_FIREWALL:
  18384. case WZ_ICEWALL:
  18385. case WL_EARTHSTRAIN:
  18386. case RL_FIRE_RAIN:
  18387. // these will be handled later
  18388. break;
  18389. case PR_SANCTUARY:
  18390. case NPC_EVILLAND: {
  18391. static const int dx[] = {
  18392. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  18393. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  18394. static const int dy[]={
  18395. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  18396. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  18397. skill_unit_layout[pos].count = 21;
  18398. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18399. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18400. }
  18401. break;
  18402. case PR_MAGNUS: {
  18403. static const int dx[] = {
  18404. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  18405. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  18406. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  18407. static const int dy[] = {
  18408. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  18409. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  18410. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  18411. skill_unit_layout[pos].count = 33;
  18412. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18413. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18414. }
  18415. break;
  18416. case AS_VENOMDUST: {
  18417. static const int dx[] = {-1, 0, 0, 0, 1};
  18418. static const int dy[] = { 0,-1, 0, 1, 0};
  18419. skill_unit_layout[pos].count = 5;
  18420. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18421. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18422. }
  18423. break;
  18424. case CR_GRANDCROSS:
  18425. case NPC_GRANDDARKNESS: {
  18426. static const int dx[] = {
  18427. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  18428. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  18429. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  18430. static const int dy[] = {
  18431. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  18432. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  18433. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  18434. skill_unit_layout[pos].count = 29;
  18435. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18436. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18437. }
  18438. break;
  18439. case PF_FOGWALL: {
  18440. static const int dx[] = {
  18441. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  18442. static const int dy[] = {
  18443. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  18444. skill_unit_layout[pos].count = 15;
  18445. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18446. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18447. }
  18448. break;
  18449. case PA_GOSPEL: {
  18450. static const int dx[] = {
  18451. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  18452. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  18453. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  18454. -1, 0, 1};
  18455. static const int dy[] = {
  18456. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  18457. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  18458. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  18459. 3, 3, 3};
  18460. skill_unit_layout[pos].count = 33;
  18461. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18462. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18463. }
  18464. break;
  18465. case NJ_KAENSIN: {
  18466. 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};
  18467. 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};
  18468. skill_unit_layout[pos].count = 24;
  18469. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18470. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18471. }
  18472. break;
  18473. case NJ_TATAMIGAESHI: {
  18474. //Level 1 (count 4, cross of 3x3)
  18475. static const int dx1[] = {-1, 1, 0, 0};
  18476. static const int dy1[] = { 0, 0,-1, 1};
  18477. //Level 2-3 (count 8, cross of 5x5)
  18478. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  18479. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  18480. //Level 4-5 (count 12, cross of 7x7
  18481. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  18482. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  18483. //lv1
  18484. j = 0;
  18485. skill_unit_layout[pos].count = 4;
  18486. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  18487. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  18488. skill_db[i]->unit_layout_type[j] = pos;
  18489. //lv2/3
  18490. j++;
  18491. pos++;
  18492. skill_unit_layout[pos].count = 8;
  18493. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  18494. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  18495. skill_db[i]->unit_layout_type[j] = pos;
  18496. skill_db[i]->unit_layout_type[++j] = pos;
  18497. //lv4/5
  18498. j++;
  18499. pos++;
  18500. skill_unit_layout[pos].count = 12;
  18501. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  18502. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  18503. skill_db[i]->unit_layout_type[j] = pos;
  18504. skill_db[i]->unit_layout_type[++j] = pos;
  18505. //Fill in the rest using lv 5.
  18506. for (;j<MAX_SKILL_LEVEL;j++)
  18507. skill_db[i]->unit_layout_type[j] = pos;
  18508. //Skip, this way the check below will fail and continue to the next skill.
  18509. pos++;
  18510. }
  18511. break;
  18512. case GN_WALLOFTHORN: {
  18513. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  18514. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  18515. skill_unit_layout[pos].count = 16;
  18516. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18517. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18518. }
  18519. break;
  18520. default:
  18521. ShowError("unknown unit layout at skill %d\n",i);
  18522. break;
  18523. }
  18524. }
  18525. if (!skill_unit_layout[pos].count)
  18526. continue;
  18527. for (j=0;j<MAX_SKILL_LEVEL;j++)
  18528. skill_db[i]->unit_layout_type[j] = pos;
  18529. pos++;
  18530. }
  18531. // firewall and icewall have 8 layouts (direction-dependent)
  18532. firewall_unit_pos = pos;
  18533. for (i=0;i<8;i++) {
  18534. if (i&1) {
  18535. skill_unit_layout[pos].count = 5;
  18536. if (i&0x2) {
  18537. int dx[] = {-1,-1, 0, 0, 1};
  18538. int dy[] = { 1, 0, 0,-1,-1};
  18539. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18540. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18541. } else {
  18542. int dx[] = { 1, 1 ,0, 0,-1};
  18543. int dy[] = { 1, 0, 0,-1,-1};
  18544. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18545. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18546. }
  18547. } else {
  18548. skill_unit_layout[pos].count = 3;
  18549. if (i%4==0) {
  18550. int dx[] = {-1, 0, 1};
  18551. int dy[] = { 0, 0, 0};
  18552. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18553. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18554. } else {
  18555. int dx[] = { 0, 0, 0};
  18556. int dy[] = {-1, 0, 1};
  18557. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18558. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18559. }
  18560. }
  18561. pos++;
  18562. }
  18563. icewall_unit_pos = pos;
  18564. for (i=0;i<8;i++) {
  18565. skill_unit_layout[pos].count = 5;
  18566. if (i&1) {
  18567. if (i&0x2) {
  18568. int dx[] = {-2,-1, 0, 1, 2};
  18569. int dy[] = { 2, 1, 0,-1,-2};
  18570. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18571. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18572. } else {
  18573. int dx[] = { 2, 1 ,0,-1,-2};
  18574. int dy[] = { 2, 1, 0,-1,-2};
  18575. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18576. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18577. }
  18578. } else {
  18579. if (i%4==0) {
  18580. int dx[] = {-2,-1, 0, 1, 2};
  18581. int dy[] = { 0, 0, 0, 0, 0};
  18582. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18583. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18584. } else {
  18585. int dx[] = { 0, 0, 0, 0, 0};
  18586. int dy[] = {-2,-1, 0, 1, 2};
  18587. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18588. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18589. }
  18590. }
  18591. pos++;
  18592. }
  18593. earthstrain_unit_pos = pos;
  18594. for( i = 0; i < 8; i++ )
  18595. { // For each Direction
  18596. skill_unit_layout[pos].count = 15;
  18597. switch( i )
  18598. {
  18599. case 0: case 1: case 3: case 4: case 5: case 7:
  18600. {
  18601. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18602. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18603. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18604. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18605. }
  18606. break;
  18607. case 2:
  18608. case 6:
  18609. {
  18610. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18611. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18612. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18613. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18614. }
  18615. break;
  18616. }
  18617. pos++;
  18618. }
  18619. firerain_unit_pos = pos;
  18620. for( i = 0; i < 8; i++ ) {
  18621. skill_unit_layout[pos].count = 3;
  18622. switch( i ) {
  18623. case 0: case 1: case 3: case 4: case 5: case 7:
  18624. {
  18625. static const int dx[] = {-1, 0, 1};
  18626. static const int dy[] = { 0, 0, 0};
  18627. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18628. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18629. }
  18630. break;
  18631. case 2:
  18632. case 6:
  18633. {
  18634. static const int dx[] = { 0, 0, 0};
  18635. static const int dy[] = {-1, 0, 1};
  18636. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18637. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18638. }
  18639. break;
  18640. }
  18641. pos++;
  18642. }
  18643. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  18644. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18645. }
  18646. void skill_init_nounit_layout (void) {
  18647. int i, pos = 0;
  18648. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  18649. overbrand_nounit_pos = pos;
  18650. for( i = 0; i < 8; i++ ) {
  18651. if( i&1 ) {
  18652. skill_nounit_layout[pos].count = 33;
  18653. if( i&2 ) {
  18654. if( i&4 ) { // 7
  18655. 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};
  18656. 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};
  18657. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18658. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18659. } else { // 3
  18660. 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};
  18661. 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};
  18662. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18663. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18664. }
  18665. } else {
  18666. if( i&4 ) { // 5
  18667. 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};
  18668. 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};
  18669. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18670. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18671. } else { // 1
  18672. 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};
  18673. 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};
  18674. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18675. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18676. }
  18677. }
  18678. } else {
  18679. skill_nounit_layout[pos].count = 21;
  18680. if( i&2 ) {
  18681. if( i&4 ) { // 6
  18682. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  18683. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18684. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18685. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18686. } else { // 2
  18687. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  18688. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18689. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18690. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18691. }
  18692. } else {
  18693. if( i&4 ) { // 4
  18694. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18695. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  18696. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18697. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18698. } else { // 0
  18699. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18700. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  18701. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18702. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18703. }
  18704. }
  18705. }
  18706. pos++;
  18707. }
  18708. overbrand_brandish_nounit_pos = pos;
  18709. for( i = 0; i < 8; i++ ) {
  18710. if( i&1 ) {
  18711. skill_nounit_layout[pos].count = 74;
  18712. if( i&2 ) {
  18713. if( i&4 ) { // 7
  18714. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18715. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  18716. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  18717. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18718. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18719. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18720. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18721. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18722. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18723. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18724. } else { // 3
  18725. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18726. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18727. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18728. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18729. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18730. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18731. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18732. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18733. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18734. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18735. }
  18736. } else {
  18737. if( i&4 ) { // 5
  18738. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18739. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18740. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18741. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18742. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18743. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18744. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18745. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18746. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18747. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18748. } else { // 1
  18749. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18750. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18751. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18752. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18753. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18754. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  18755. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  18756. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18757. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18758. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18759. }
  18760. }
  18761. } else {
  18762. skill_nounit_layout[pos].count = 44;
  18763. if( i&2 ) {
  18764. if( i&4 ) { // 6
  18765. 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};
  18766. 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};
  18767. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18768. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18769. } else { // 2
  18770. 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};
  18771. 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};
  18772. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18773. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18774. }
  18775. } else {
  18776. if( i&4 ) { // 4
  18777. 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};
  18778. 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};
  18779. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18780. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18781. } else { // 0
  18782. 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};
  18783. 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};
  18784. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18785. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18786. }
  18787. }
  18788. }
  18789. pos++;
  18790. }
  18791. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  18792. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18793. }
  18794. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  18795. int inf3 = 0;
  18796. struct status_change *sc = status_get_sc(bl);
  18797. if( !sc || !bl || !skill_id )
  18798. return 0; // Can do it
  18799. inf3 = skill_get_inf3(skill_id);
  18800. switch (type) {
  18801. case SC_ANKLE:
  18802. if (skill_id == AL_TELEPORT)
  18803. return 1;
  18804. break;
  18805. case SC_STASIS:
  18806. if (bl->type == BL_PC && !(inf3&INF3_STASIS_BL))
  18807. return 1; // Can't do it.
  18808. break;
  18809. case SC_KAGEHUMI:
  18810. if( inf3&INF3_KAGEHUMI_BL)
  18811. return 1;
  18812. case SC_BITE:
  18813. if (inf3&INF3_BITE_BLOCK)
  18814. return 1;
  18815. break;
  18816. }
  18817. return 0;
  18818. }
  18819. /* Determines whether a skill is currently active or not
  18820. * Used for purposes of cancelling SP usage when disabling a skill
  18821. */
  18822. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  18823. {
  18824. switch( skill_id ) { //HP & SP Consumption Check
  18825. case BS_MAXIMIZE:
  18826. case NV_TRICKDEAD:
  18827. case TF_HIDING:
  18828. case AS_CLOAKING:
  18829. case GC_CLOAKINGEXCEED:
  18830. case ST_CHASEWALK:
  18831. case CR_DEFENDER:
  18832. case CR_SHRINK:
  18833. case CR_AUTOGUARD:
  18834. case ML_DEFENDER:
  18835. case ML_AUTOGUARD:
  18836. case PA_GOSPEL:
  18837. case GS_GATLINGFEVER:
  18838. case TK_READYCOUNTER:
  18839. case TK_READYDOWN:
  18840. case TK_READYSTORM:
  18841. case TK_READYTURN:
  18842. case TK_RUN:
  18843. case SG_FUSION:
  18844. case KO_YAMIKUMO:
  18845. case RA_WUGDASH:
  18846. case RA_CAMOUFLAGE:
  18847. if( sc->data[status_skill2sc(skill_id)] )
  18848. return 1;
  18849. break;
  18850. // These 2 skills contain a master and are not correctly pulled using skill2sc
  18851. case NC_NEUTRALBARRIER:
  18852. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  18853. return 1;
  18854. break;
  18855. case NC_STEALTHFIELD:
  18856. if( sc->data[SC_STEALTHFIELD_MASTER] )
  18857. return 1;
  18858. break;
  18859. }
  18860. return 0;
  18861. }
  18862. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  18863. int type = 0;
  18864. switch( skill_id ) {
  18865. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  18866. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  18867. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  18868. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  18869. }
  18870. type += skill_lv - 1;
  18871. return type;
  18872. }
  18873. /**
  18874. * Check before do `unit_movepos` call
  18875. * @param check_flag Flags: 1:Check for BG maps, 2:Check for GVG maps on WOE times, 4:Check for GVG maps regardless Agit flags
  18876. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  18877. **/
  18878. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  18879. struct status_change *sc;
  18880. nullpo_retr(false, bl);
  18881. if (check_flag&1 && map[bl->m].flag.battleground)
  18882. return false;
  18883. if (check_flag&2 && map_flag_gvg(bl->m))
  18884. return false;
  18885. if (check_flag&4 && map_flag_gvg2(bl->m))
  18886. return false;
  18887. sc = status_get_sc(bl);
  18888. if (sc && sc->data[SC_SV_ROOTTWIST])
  18889. return false;
  18890. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  18891. }
  18892. /*==========================================
  18893. * sub-function of DB reading.
  18894. * skill_db.txt
  18895. *------------------------------------------*/
  18896. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  18897. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  18898. uint16 skill_id = atoi(split[0]);
  18899. uint16 idx = skill_get_index2(skill_id);
  18900. if (!idx) {
  18901. if (SKILL_MAX_DB() >= MAX_SKILL) {
  18902. ShowError("Cannot add new skill. Limit is reached '%d' (mmo.h::MAX_SKILL).\n", MAX_SKILL);
  18903. return false;
  18904. }
  18905. idx = skill_db_create(skill_id);
  18906. }
  18907. skill_split_atoi(split[1],skill_db[idx]->range);
  18908. skill_db[idx]->hit = atoi(split[2]);
  18909. skill_db[idx]->inf = atoi(split[3]);
  18910. skill_split_atoi(split[4],skill_db[idx]->element);
  18911. skill_db[idx]->nk = (uint8)strtol(split[5], NULL, 0);
  18912. skill_split_atoi(split[6],skill_db[idx]->splash);
  18913. skill_db[idx]->max = atoi(split[7]);
  18914. skill_split_atoi(split[8],skill_db[idx]->num);
  18915. if( strcmpi(split[9],"yes") == 0 )
  18916. skill_db[idx]->castcancel = true;
  18917. else
  18918. skill_db[idx]->castcancel = false;
  18919. skill_db[idx]->cast_def_rate = atoi(split[10]);
  18920. skill_db[idx]->inf2 = (unsigned int)strtol(split[11], NULL, 0);
  18921. skill_split_atoi(split[12],skill_db[idx]->maxcount);
  18922. if( strcmpi(split[13],"weapon") == 0 )
  18923. skill_db[idx]->skill_type = BF_WEAPON;
  18924. else if( strcmpi(split[13],"magic") == 0 )
  18925. skill_db[idx]->skill_type = BF_MAGIC;
  18926. else if( strcmpi(split[13],"misc") == 0 )
  18927. skill_db[idx]->skill_type = BF_MISC;
  18928. else
  18929. skill_db[idx]->skill_type = 0;
  18930. skill_split_atoi(split[14],skill_db[idx]->blewcount);
  18931. skill_db[idx]->inf3 = (unsigned int)strtol(split[15], NULL,0);
  18932. safestrncpy(skill_db[idx]->name, trim(split[16]), sizeof(skill_db[idx]->name));
  18933. safestrncpy(skill_db[idx]->desc, trim(split[17]), sizeof(skill_db[idx]->desc));
  18934. strdb_iput(skilldb_name2id, skill_db[idx]->name, skill_id);
  18935. return true;
  18936. }
  18937. /**
  18938. * Split string to int by constant value (const.txt) or atoi()
  18939. * @param *str: String input
  18940. * @param *val: Temporary storage
  18941. * @param *delim: Delimiter (for multiple value support)
  18942. * @param min_value: Minimum value. If the splitted value is less or equal than this, will be skipped
  18943. * @param max: Maximum number that can be allocated
  18944. * @return count: Number of success
  18945. */
  18946. uint8 skill_split_atoi2(char *str, int *val, const char *delim, int min_value, uint16 max) {
  18947. uint8 i = 0;
  18948. char *p = strtok(str, delim);
  18949. while (p != NULL) {
  18950. int n = min_value;
  18951. trim(p);
  18952. if (ISDIGIT(p[0])) // If using numeric
  18953. n = atoi(p);
  18954. else if (!script_get_constant(p, &n)) { // If using constant value
  18955. ShowError("skill_split_atoi2: Invalid value: '%s'\n", p);
  18956. p = strtok(NULL, delim);
  18957. continue;
  18958. }
  18959. if (n > min_value) {
  18960. val[i] = n;
  18961. i++;
  18962. if (i >= max)
  18963. break;
  18964. }
  18965. p = strtok(NULL, delim);
  18966. }
  18967. return i;
  18968. }
  18969. /// Clear status data from skill requirement
  18970. static void skill_destroy_requirement(uint16 idx) {
  18971. if (skill_db[idx]->require.status_count)
  18972. aFree(skill_db[idx]->require.status);
  18973. skill_db[idx]->require.status = NULL;
  18974. skill_db[idx]->require.status_count = 0;
  18975. if (skill_db[idx]->require.eqItem_count)
  18976. aFree(skill_db[idx]->require.eqItem);
  18977. skill_db[idx]->require.eqItem = NULL;
  18978. skill_db[idx]->require.eqItem_count = 0;
  18979. }
  18980. /**
  18981. * Read skill requirement from skill_require_db.txt
  18982. * Structure: skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuses,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10,RequiredEquipment
  18983. */
  18984. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  18985. {
  18986. char* p;
  18987. uint16 idx, i;
  18988. idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18989. skill_split_atoi(split[1],skill_db[idx]->require.hp);
  18990. skill_split_atoi(split[2],skill_db[idx]->require.mhp);
  18991. skill_split_atoi(split[3],skill_db[idx]->require.sp);
  18992. skill_split_atoi(split[4],skill_db[idx]->require.hp_rate);
  18993. skill_split_atoi(split[5],skill_db[idx]->require.sp_rate);
  18994. skill_split_atoi(split[6],skill_db[idx]->require.zeny);
  18995. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  18996. p = split[7];
  18997. while (p) {
  18998. int l = atoi(p);
  18999. if( l == 99 ) { // Any weapon
  19000. skill_db[idx]->require.weapon = 0;
  19001. break;
  19002. } else
  19003. skill_db[idx]->require.weapon |= 1<<l;
  19004. p = strchr(p,':');
  19005. if(!p)
  19006. break;
  19007. p++;
  19008. }
  19009. //Ammo type that required, see doc/item_db for ammo types (View column)
  19010. p = split[8];
  19011. while (p) {
  19012. int l = atoi(p);
  19013. if( l == 99 ) { // Any ammo type
  19014. skill_db[idx]->require.ammo = AMMO_TYPE_ALL;
  19015. break;
  19016. } else if( l ) // 0 stands for no requirement
  19017. skill_db[idx]->require.ammo |= 1<<l;
  19018. p = strchr(p,':');
  19019. if( !p )
  19020. break;
  19021. p++;
  19022. }
  19023. skill_split_atoi(split[9],skill_db[idx]->require.ammo_qty);
  19024. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx]->require.state = ST_HIDDEN;
  19025. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx]->require.state = ST_RIDING;
  19026. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx]->require.state = ST_FALCON;
  19027. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx]->require.state = ST_CART;
  19028. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx]->require.state = ST_SHIELD;
  19029. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx]->require.state = ST_RECOV_WEIGHT_RATE;
  19030. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx]->require.state = ST_MOVE_ENABLE;
  19031. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx]->require.state = ST_WATER;
  19032. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx]->require.state = ST_RIDINGDRAGON;
  19033. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx]->require.state = ST_WUG;
  19034. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx]->require.state = ST_RIDINGWUG;
  19035. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx]->require.state = ST_MADO;
  19036. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT;
  19037. else if( strcmpi(split[10],"elementalspirit2") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT2;
  19038. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx]->require.state = ST_PECO;
  19039. else skill_db[idx]->require.state = ST_NONE; // Unknown or no state
  19040. //Status requirements
  19041. //FIXME: Default entry should be -1/SC_ALL in skill_require_db.txt but it's 0/SC_STONE.
  19042. trim(split[11]);
  19043. if (split[11][0] != '\0' || atoi(split[11])) {
  19044. int require[MAX_SKILL_STATUS_REQUIRE];
  19045. if( skill_db[idx]->require.status_count > 0 ){
  19046. aFree(skill_db[idx]->require.status);
  19047. }
  19048. if ((skill_db[idx]->require.status_count = skill_split_atoi2(split[11], require, ":", SC_STONE, ARRAYLENGTH(require)))) {
  19049. CREATE(skill_db[idx]->require.status, enum sc_type, skill_db[idx]->require.status_count);
  19050. for (i = 0; i < skill_db[idx]->require.status_count; i++){
  19051. //todo add a check if possible here
  19052. skill_db[idx]->require.status[i] = (sc_type)require[i];
  19053. }
  19054. }
  19055. }
  19056. skill_split_atoi(split[12],skill_db[idx]->require.spiritball);
  19057. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  19058. uint16 itemid = atoi(split[13 + 2 * i]);
  19059. if (itemid > 0 && !itemdb_exists(itemid) ) {
  19060. ShowError("skill_parse_row_requiredb: Invalid item (in ITEM_REQUIRE list) %d for skill %d.\n", itemid, atoi(split[0]));
  19061. return false;
  19062. }
  19063. skill_db[idx]->require.itemid[i] = itemid;
  19064. skill_db[idx]->require.amount[i] = atoi(split[14+ 2*i]);
  19065. }
  19066. //Equipped Item requirements.
  19067. trim(split[33]);
  19068. if (split[33][0] != '\0' || atoi(split[33])) {
  19069. int require[MAX_SKILL_EQUIP_REQUIRE];
  19070. if( skill_db[idx]->require.eqItem_count > 0 ){
  19071. aFree(skill_db[idx]->require.eqItem);
  19072. }
  19073. if ((skill_db[idx]->require.eqItem_count = skill_split_atoi2(split[33], require, ":", 500, ARRAYLENGTH(require)))) {
  19074. CREATE(skill_db[idx]->require.eqItem, uint16, skill_db[idx]->require.eqItem_count);
  19075. for (i = 0; i < skill_db[idx]->require.eqItem_count; i++){
  19076. if (require[i] > 0 && !itemdb_exists(require[i])) {
  19077. ShowError("skill_parse_row_requiredb: Invalid item (in EQUIP_REQUIRE list) %d for skill %d.\n", require[i], atoi(split[0]));
  19078. aFree(skill_db[idx]->require.eqItem); //don't need to retain this
  19079. skill_db[idx]->require.eqItem_count = 0;
  19080. return false;
  19081. }
  19082. skill_db[idx]->require.eqItem[i] = require[i];
  19083. }
  19084. }
  19085. }
  19086. return true;
  19087. }
  19088. /** Reads skill cast db
  19089. * Structure: SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast}
  19090. */
  19091. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  19092. {
  19093. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  19094. skill_split_atoi(split[1],skill_db[idx]->cast);
  19095. skill_split_atoi(split[2],skill_db[idx]->delay);
  19096. skill_split_atoi(split[3],skill_db[idx]->walkdelay);
  19097. skill_split_atoi(split[4],skill_db[idx]->upkeep_time);
  19098. skill_split_atoi(split[5],skill_db[idx]->upkeep_time2);
  19099. skill_split_atoi(split[6],skill_db[idx]->cooldown);
  19100. #ifdef RENEWAL_CAST
  19101. skill_split_atoi(split[7],skill_db[idx]->fixed_cast);
  19102. #endif
  19103. return true;
  19104. }
  19105. /** Reads skill cast no dex db
  19106. * Structure: SkillID,Cast,Delay (optional)
  19107. */
  19108. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  19109. {
  19110. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  19111. skill_db[idx]->castnodex = atoi(split[1]);
  19112. if( split[2] ) // optional column
  19113. skill_db[idx]->delaynodex = atoi(split[2]);
  19114. return true;
  19115. }
  19116. /** Reads skill no cast db
  19117. * Structure: SkillID,Flag
  19118. */
  19119. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  19120. {
  19121. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  19122. skill_db[idx]->nocast |= atoi(split[1]);
  19123. return true;
  19124. }
  19125. /** Reads skill unit db
  19126. * Structure: ID,unit ID,unit ID 2,layout,range,interval,target,flag
  19127. */
  19128. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  19129. {
  19130. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  19131. skill_db[idx]->unit_id[0] = (uint16)strtol(split[1],NULL,16);
  19132. skill_db[idx]->unit_id[1] = (uint16)strtol(split[2],NULL,16);
  19133. skill_split_atoi(split[3],skill_db[idx]->unit_layout_type);
  19134. skill_split_atoi(split[4],skill_db[idx]->unit_range);
  19135. skill_db[idx]->unit_interval = atoi(split[5]);
  19136. trim(split[6]);
  19137. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  19138. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  19139. else if( strcmpi(split[6],"party")==0 ) skill_db[idx]->unit_target = BCT_PARTY;
  19140. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx]->unit_target = BCT_PARTY|BCT_GUILD;
  19141. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx]->unit_target = BCT_GUILD;
  19142. else if( strcmpi(split[6],"all")==0 ) skill_db[idx]->unit_target = BCT_ALL;
  19143. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx]->unit_target = BCT_ENEMY;
  19144. else if( strcmpi(split[6],"self")==0 ) skill_db[idx]->unit_target = BCT_SELF;
  19145. else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx]->unit_target = BCT_GUILD|BCT_SAMEGUILD;
  19146. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx]->unit_target = BCT_NOONE;
  19147. else skill_db[idx]->unit_target = strtol(split[6],NULL,16);
  19148. skill_db[idx]->unit_flag = strtol(split[7],NULL,16);
  19149. if (skill_db[idx]->unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  19150. skill_db[idx]->unit_target = BCT_NOENEMY;
  19151. //By default, target just characters.
  19152. skill_db[idx]->unit_target |= BL_CHAR;
  19153. if (skill_db[idx]->unit_flag&UF_NOPC)
  19154. skill_db[idx]->unit_target &= ~BL_PC;
  19155. if (skill_db[idx]->unit_flag&UF_NOMOB)
  19156. skill_db[idx]->unit_target &= ~BL_MOB;
  19157. if (skill_db[idx]->unit_flag&UF_SKILL)
  19158. skill_db[idx]->unit_target |= BL_SKILL;
  19159. return true;
  19160. }
  19161. /** Reads Produce db
  19162. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  19163. */
  19164. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  19165. {
  19166. unsigned short x, y;
  19167. unsigned short id = atoi(split[0]);
  19168. unsigned short nameid = 0;
  19169. bool found = false;
  19170. if (id >= ARRAYLENGTH(skill_produce_db)) {
  19171. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  19172. return false;
  19173. }
  19174. // Clear previous data, for importing support
  19175. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  19176. // Import just for clearing/disabling from original data
  19177. if (!(nameid = atoi(split[1]))) {
  19178. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  19179. return true;
  19180. }
  19181. if (!itemdb_exists(nameid)) {
  19182. ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
  19183. return false;
  19184. }
  19185. skill_produce_db[id].nameid = nameid;
  19186. skill_produce_db[id].itemlv = atoi(split[2]);
  19187. skill_produce_db[id].req_skill = atoi(split[3]);
  19188. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  19189. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  19190. skill_produce_db[id].mat_id[y] = atoi(split[x]);
  19191. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  19192. }
  19193. if (!found)
  19194. skill_produce_count++;
  19195. return true;
  19196. }
  19197. /** Reads create arrow db
  19198. * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  19199. */
  19200. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  19201. {
  19202. unsigned short x, y, i, material_id = atoi(split[0]);
  19203. if (!(itemdb_exists(material_id))) {
  19204. ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
  19205. return false;
  19206. }
  19207. //search if we override something, (if not i=last idx)
  19208. ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
  19209. if (i >= ARRAYLENGTH(skill_arrow_db)) {
  19210. ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
  19211. return false;
  19212. }
  19213. // Import just for clearing/disabling from original data
  19214. if (atoi(split[1]) == 0) {
  19215. memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
  19216. //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
  19217. return true;
  19218. }
  19219. skill_arrow_db[i].nameid = material_id;
  19220. for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
  19221. skill_arrow_db[i].cre_id[y] = atoi(split[x]);
  19222. skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
  19223. }
  19224. if (i == skill_arrow_count)
  19225. skill_arrow_count++;
  19226. return true;
  19227. }
  19228. /** Reads Spell book db
  19229. * Structure: SkillID,PreservePoints,RequiredBook
  19230. */
  19231. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  19232. {
  19233. unsigned short skill_id = atoi(split[0]), points = atoi(split[1]), nameid = atoi(split[2]);
  19234. if (!skill_get_index(skill_id) || !skill_get_max(skill_id))
  19235. ShowError("skill_parse_row_spellbookdb: Invalid skill ID %d\n", skill_id);
  19236. if (!skill_get_inf(skill_id))
  19237. ShowError("skill_parse_row_spellbookdb: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19238. else {
  19239. unsigned short i;
  19240. ARR_FIND(0, skill_spellbook_count, i, skill_spellbook_db[i].skill_id == skill_id);
  19241. if (i >= ARRAYLENGTH(skill_spellbook_db)) {
  19242. ShowError("skill_parse_row_spellbookdb: Maximum db entries reached.\n");
  19243. return false;
  19244. }
  19245. // Import just for clearing/disabling from original data
  19246. if (points == 0) {
  19247. memset(&skill_spellbook_db[i], 0, sizeof(skill_spellbook_db[i]));
  19248. //ShowInfo("skill_parse_row_spellbookdb: Skill %d removed from list.\n", skill_id);
  19249. return true;
  19250. }
  19251. skill_spellbook_db[i].skill_id = skill_id;
  19252. skill_spellbook_db[i].point = points;
  19253. skill_spellbook_db[i].nameid = nameid;
  19254. if (i == skill_spellbook_count)
  19255. skill_spellbook_count++;
  19256. return true;
  19257. }
  19258. return false;
  19259. }
  19260. /** Reads improvise db
  19261. * Structure: SkillID,Rate
  19262. */
  19263. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  19264. {
  19265. unsigned short skill_id = atoi(split[0]), per = atoi(split[1]), i;
  19266. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  19267. ShowError("skill_parse_row_improvisedb: Invalid skill ID %d\n", skill_id);
  19268. return false;
  19269. }
  19270. if ( !skill_get_inf(skill_id) ) {
  19271. ShowError("skill_parse_row_improvisedb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19272. return false;
  19273. }
  19274. ARR_FIND(0, skill_improvise_count, i, skill_improvise_db[i].skill_id == skill_id);
  19275. if (i >= ARRAYLENGTH(skill_improvise_db)) {
  19276. ShowError("skill_parse_row_improvisedb: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  19277. return false;
  19278. }
  19279. // Import just for clearing/disabling from original data
  19280. if (per == 0) {
  19281. memset(&skill_improvise_db[i], 0, sizeof(skill_improvise_db[i]));
  19282. //ShowInfo("skill_parse_row_improvisedb: Skill %d removed from list.\n", skill_id);
  19283. return true;
  19284. }
  19285. skill_improvise_db[i].skill_id = skill_id;
  19286. skill_improvise_db[i].per = per; // Still need confirm it.
  19287. if (i == skill_improvise_count)
  19288. skill_improvise_count++;
  19289. return true;
  19290. }
  19291. /** Reads Magic mushroom db
  19292. * Structure: SkillID
  19293. */
  19294. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  19295. {
  19296. unsigned short i, skill_id = atoi(split[0]);
  19297. bool rem = (atoi(split[1]) == 1 ? true : false);
  19298. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  19299. ShowError("skill_parse_row_magicmushroomdb: Invalid skill ID %d\n", skill_id);
  19300. return false;
  19301. }
  19302. if (!skill_get_inf(skill_id)) {
  19303. ShowError("skill_parse_row_magicmushroomdb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19304. return false;
  19305. }
  19306. ARR_FIND(0, skill_magicmushroom_count, i, skill_magicmushroom_db[i].skill_id==skill_id);
  19307. if (i >= ARRAYLENGTH(skill_magicmushroom_db)) {
  19308. ShowError("skill_parse_row_magicmushroomdb: Maximum db entries reached.\n");
  19309. return false;
  19310. }
  19311. // Import just for clearing/disabling from original data
  19312. if (rem) {
  19313. memset(&skill_magicmushroom_db[i], 0, sizeof(skill_magicmushroom_db[i]));
  19314. //ShowInfo("skill_parse_row_magicmushroomdb: Skill %d removed from list.\n", skill_id);
  19315. return true;
  19316. }
  19317. skill_magicmushroom_db[i].skill_id = skill_id;
  19318. if (i == skill_magicmushroom_count)
  19319. skill_magicmushroom_count++;
  19320. return true;
  19321. }
  19322. /** Reads db of copyable skill
  19323. * Structure: SkillName,Option{,JobAllowed{,RequirementRemoved}}
  19324. * SkillID,Option{,JobAllowed{,RequirementRemoved}}
  19325. */
  19326. static bool skill_parse_row_copyabledb(char* split[], int column, int current)
  19327. {
  19328. int16 id = 0;
  19329. uint8 option = 0;
  19330. trim(split[0]);
  19331. if (ISDIGIT(split[0][0]))
  19332. id = atoi(split[0]);
  19333. else
  19334. id = skill_name2id(split[0]);
  19335. id = skill_db_isset(id, __FUNCTION__);
  19336. if ((option = atoi(split[1])) > 3) {
  19337. ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]);
  19338. return false;
  19339. }
  19340. // Import just for clearing/disabling from original data
  19341. if (option == 0) {
  19342. memset(&skill_db[id]->copyable, 0, sizeof(skill_db[id]->copyable));
  19343. //ShowInfo("skill_parse_row_copyabledb: Skill %s removed from list.\n", split[0]);
  19344. return true;
  19345. }
  19346. skill_db[id]->copyable.option = option;
  19347. skill_db[id]->copyable.joballowed = 63;
  19348. if (atoi(split[2]))
  19349. skill_db[id]->copyable.joballowed = cap_value(atoi(split[2]),1,63);
  19350. skill_db[id]->copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
  19351. return true;
  19352. }
  19353. /** Reads additional range for distance checking from NPC [Cydh]
  19354. * Structure: SkillName,AdditionalRange{,NPC Type}
  19355. * SkillID,AdditionalRange{,NPC Type}
  19356. */
  19357. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current)
  19358. {
  19359. uint16 id = 0;
  19360. trim(split[0]);
  19361. if (ISDIGIT(split[0][0]))
  19362. id = atoi(split[0]);
  19363. else
  19364. id = skill_name2id(split[0]);
  19365. id = skill_db_isset(id, __FUNCTION__);
  19366. skill_db[id]->unit_nonearnpc_range = max(atoi(split[1]),0);
  19367. skill_db[id]->unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  19368. return true;
  19369. }
  19370. /** Reads skill chance by Abracadabra/Hocus Pocus spell
  19371. * Structure: SkillID,DummyName,RatePerLvl
  19372. */
  19373. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  19374. {
  19375. unsigned short i, skill_id = atoi(split[0]);
  19376. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  19377. ShowError("skill_parse_row_abradb: Invalid skill ID %d\n", skill_id);
  19378. return false;
  19379. }
  19380. if (!skill_get_inf(skill_id)) {
  19381. ShowError("skill_parse_row_abradb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19382. return false;
  19383. }
  19384. ARR_FIND(0, skill_abra_count, i, skill_abra_db[i].skill_id==skill_id);
  19385. if (i >= ARRAYLENGTH(skill_abra_db)) {
  19386. ShowError("skill_parse_row_abradb: Maximum db entries reached.\n");
  19387. return false;
  19388. }
  19389. // Import just for clearing/disabling from original data
  19390. if (strcmp(split[1],"clear") == 0) {
  19391. memset(&skill_abra_db[i], 0, sizeof(skill_abra_db[i]));
  19392. //ShowInfo("skill_parse_row_abradb: Skill %d removed from list.\n", skill_id);
  19393. return true;
  19394. }
  19395. skill_abra_db[i].skill_id = skill_id;
  19396. safestrncpy(skill_abra_db[i].name, trim(split[1]), sizeof(skill_abra_db[i].name)); //store dummyname
  19397. skill_split_atoi(split[2],skill_abra_db[i].per);
  19398. if (i == skill_abra_count)
  19399. skill_abra_count++;
  19400. return true;
  19401. }
  19402. /** Reads change material db
  19403. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  19404. */
  19405. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  19406. {
  19407. uint16 id = atoi(split[0]), nameid = atoi(split[1]);
  19408. short rate = atoi(split[2]);
  19409. bool found = false;
  19410. int x, y;
  19411. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  19412. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  19413. return false;
  19414. }
  19415. // Clear previous data, for importing support
  19416. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  19417. found = true;
  19418. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  19419. }
  19420. // Import just for clearing/disabling from original data
  19421. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  19422. if (nameid == 0) {
  19423. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  19424. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  19425. return true;
  19426. }
  19427. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  19428. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  19429. if (skill_produce_db[x].nameid == nameid)
  19430. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  19431. break;
  19432. }
  19433. if (x >= MAX_SKILL_PRODUCE_DB) {
  19434. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid);
  19435. return false;
  19436. }
  19437. skill_changematerial_db[id].nameid = nameid;
  19438. skill_changematerial_db[id].rate = rate;
  19439. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  19440. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  19441. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  19442. }
  19443. if (!found)
  19444. skill_changematerial_count++;
  19445. return true;
  19446. }
  19447. #ifdef ADJUST_SKILL_DAMAGE
  19448. /**
  19449. * Reads skill damage adjustment
  19450. * @author [Lilith]
  19451. */
  19452. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  19453. {
  19454. uint16 id = 0;
  19455. trim(split[0]);
  19456. if (ISDIGIT(split[0][0]))
  19457. id = atoi(split[0]);
  19458. else
  19459. id = skill_name2id(split[0]);
  19460. id = skill_db_isset(id, __FUNCTION__);
  19461. memset(&skill_db[id]->damage,0,sizeof(struct s_skill_damage));
  19462. skill_db[id]->damage.caster |= atoi(split[1]);
  19463. skill_db[id]->damage.map |= atoi(split[2]);
  19464. skill_db[id]->damage.pc = cap_value(atoi(split[3]),-100,INT_MAX);
  19465. if (split[3])
  19466. skill_db[id]->damage.mob = cap_value(atoi(split[4]),-100,INT_MAX);
  19467. if (split[4])
  19468. skill_db[id]->damage.boss = cap_value(atoi(split[5]),-100,INT_MAX);
  19469. if (split[5])
  19470. skill_db[id]->damage.other = cap_value(atoi(split[6]),-100,INT_MAX);
  19471. return true;
  19472. }
  19473. #endif
  19474. /**
  19475. * Init dummy skill db also init Skill DB allocation
  19476. * @param skill_id
  19477. * @return Skill Index
  19478. **/
  19479. static uint16 skill_db_create(uint16 skill_id) {
  19480. if (skill_num >= MAX_SKILL) {
  19481. ShowError("Cannot add more skill. Limit is reached '%d'. Change 'MAX_SKILL' in mmo.h\n", MAX_SKILL);
  19482. return 0;
  19483. }
  19484. if (!skill_num)
  19485. CREATE(skill_db, struct s_skill_db *, 1);
  19486. else
  19487. RECREATE(skill_db, struct s_skill_db *, skill_num+1);
  19488. CREATE(skill_db[skill_num], struct s_skill_db, 1);
  19489. if (skill_id > 0) {
  19490. safestrncpy(skill_db[skill_num]->name, "UNKNOWN_SKILL", sizeof(skill_db[skill_num]->name));
  19491. safestrncpy(skill_db[skill_num]->desc, "Unknown Skill", sizeof(skill_db[skill_num]->desc));
  19492. }
  19493. skill_db[skill_num]->nameid = skill_id;
  19494. skilldb_id2idx[skill_id] = skill_num;
  19495. return skill_next_idx();
  19496. }
  19497. static void skill_db_destroy(void) {
  19498. uint16 i;
  19499. for (i = 0; i < SKILL_MAX_DB(); i++) {
  19500. if (skill_db[i]) {
  19501. skill_destroy_requirement(i);
  19502. aFree(skill_db[i]);
  19503. }
  19504. skill_db[i] = NULL;
  19505. }
  19506. skill_num = 0;
  19507. aFree(skill_db);
  19508. skill_db = NULL;
  19509. }
  19510. /*===============================
  19511. * DB reading.
  19512. * skill_db.txt
  19513. * skill_require_db.txt
  19514. * skill_cast_db.txt
  19515. * skill_castnodex_db.txt
  19516. * skill_nocast_db.txt
  19517. * skill_unit_db.txt
  19518. * produce_db.txt
  19519. * create_arrow_db.txt
  19520. * abra_db.txt
  19521. *------------------------------*/
  19522. static void skill_readdb(void)
  19523. {
  19524. int i;
  19525. const char* dbsubpath[] = {
  19526. "",
  19527. "/" DBIMPORT,
  19528. //add other path here
  19529. };
  19530. db_clear(skilldb_name2id);
  19531. for(i = 0; i < (UINT16_MAX+1); i++)
  19532. skilldb_id2idx[i] = 0;
  19533. skill_db_destroy();
  19534. skill_db_create(0);
  19535. memset(skill_produce_db,0,sizeof(skill_produce_db));
  19536. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  19537. memset(skill_abra_db,0,sizeof(skill_abra_db));
  19538. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  19539. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  19540. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  19541. skill_produce_count = skill_arrow_count = skill_abra_count = skill_improvise_count =
  19542. skill_changematerial_count = skill_spellbook_count = skill_magicmushroom_count = 0;
  19543. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  19544. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  19545. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  19546. char* dbsubpath1 = (char*)aMalloc(n1+1);
  19547. char* dbsubpath2 = (char*)aMalloc(n2+1);
  19548. if (i == 0) {
  19549. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  19550. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  19551. } else {
  19552. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  19553. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  19554. }
  19555. sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, -1, skill_parse_row_skilldb, i > 0);
  19556. sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, -1, skill_parse_row_requiredb, i > 0);
  19557. sv_readdb(dbsubpath2, "skill_cast_db.txt" , ',', 7, 8, -1, skill_parse_row_castdb, i > 0);
  19558. sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, -1, skill_parse_row_castnodexdb, i > 0);
  19559. sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, -1, skill_parse_row_unitdb, i > 0);
  19560. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  19561. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  19562. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i > 0);
  19563. sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i > 0);
  19564. sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i > 0);
  19565. sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 2, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i > 0);
  19566. sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, -1, skill_parse_row_copyabledb, i > 0);
  19567. sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i > 0);
  19568. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  19569. sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, -1, skill_parse_row_nonearnpcrangedb, i > 0);
  19570. #ifdef ADJUST_SKILL_DAMAGE
  19571. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 7, -1, skill_parse_row_skilldamage, i > 0);
  19572. #endif
  19573. aFree(dbsubpath1);
  19574. aFree(dbsubpath2);
  19575. }
  19576. skill_init_unit_layout();
  19577. skill_init_nounit_layout();
  19578. }
  19579. void skill_reload (void) {
  19580. struct s_mapiterator *iter;
  19581. struct map_session_data *sd;
  19582. skill_readdb();
  19583. initChangeTables(); // Re-init Status Change tables
  19584. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  19585. iter = mapit_getallusers();
  19586. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  19587. pc_validate_skill(sd);
  19588. clif_skillinfoblock(sd);
  19589. }
  19590. mapit_free(iter);
  19591. }
  19592. /*==========================================
  19593. *
  19594. *------------------------------------------*/
  19595. void do_init_skill(void)
  19596. {
  19597. skilldb_name2id = strdb_alloc((enum DBOptions)(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA), 0);
  19598. skill_readdb();
  19599. skillunit_group_db = idb_alloc(DB_OPT_BASE);
  19600. skillunit_db = idb_alloc(DB_OPT_BASE);
  19601. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  19602. bowling_db = idb_alloc(DB_OPT_BASE);
  19603. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.cpp::skill_unit_ers",ERS_CACHE_OPTIONS);
  19604. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  19605. ers_chunk_size(skill_unit_ers, 150);
  19606. ers_chunk_size(skill_timer_ers, 150);
  19607. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  19608. add_timer_func_list(skill_castend_id,"skill_castend_id");
  19609. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  19610. add_timer_func_list(skill_timerskill,"skill_timerskill");
  19611. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  19612. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  19613. }
  19614. void do_final_skill(void)
  19615. {
  19616. db_destroy(skilldb_name2id);
  19617. db_destroy(skillunit_group_db);
  19618. db_destroy(skillunit_db);
  19619. db_destroy(skillusave_db);
  19620. db_destroy(bowling_db);
  19621. skill_db_destroy();
  19622. ers_destroy(skill_unit_ers);
  19623. ers_destroy(skill_timer_ers);
  19624. }