skill.cpp 755 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "skill.hpp"
  4. #include <array>
  5. #include <math.h>
  6. #include <stdio.h>
  7. #include <stdlib.h>
  8. #include <string.h>
  9. #include <time.h>
  10. #include "../common/cbasetypes.hpp"
  11. #include "../common/ers.hpp"
  12. #include "../common/malloc.hpp"
  13. #include "../common/nullpo.hpp"
  14. #include "../common/random.hpp"
  15. #include "../common/showmsg.hpp"
  16. #include "../common/strlib.hpp"
  17. #include "../common/timer.hpp"
  18. #include "../common/utilities.hpp"
  19. #include "../common/utils.hpp"
  20. #include "achievement.hpp"
  21. #include "battle.hpp"
  22. #include "battleground.hpp"
  23. #include "chrif.hpp"
  24. #include "clif.hpp"
  25. #include "date.hpp"
  26. #include "elemental.hpp"
  27. #include "guild.hpp"
  28. #include "homunculus.hpp"
  29. #include "intif.hpp"
  30. #include "itemdb.hpp"
  31. #include "log.hpp"
  32. #include "map.hpp"
  33. #include "mercenary.hpp"
  34. #include "mob.hpp"
  35. #include "npc.hpp"
  36. #include "party.hpp"
  37. #include "path.hpp"
  38. #include "pc.hpp"
  39. #include "pc_groups.hpp"
  40. #include "pet.hpp"
  41. #include "script.hpp"
  42. #include "status.hpp"
  43. #include "unit.hpp"
  44. using namespace rathena;
  45. #define SKILLUNITTIMER_INTERVAL 100
  46. #define TIMERSKILL_INTERVAL 150
  47. // ranges reserved for mapping skill ids to skilldb offsets
  48. #define HM_SKILLRANGEMIN 700
  49. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  50. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  51. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  52. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  53. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  54. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  55. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  56. #if GD_SKILLRANGEMAX > 999
  57. #error GD_SKILLRANGEMAX is greater than 999
  58. #endif
  59. 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.
  60. static uint16 skill_num = 1; /// Skill count, also as last index
  61. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  62. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  63. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  64. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  65. /**
  66. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  67. */
  68. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  69. struct skill_usave {
  70. uint16 skill_id, skill_lv;
  71. };
  72. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  73. static unsigned short skill_produce_count;
  74. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  75. static unsigned short skill_arrow_count;
  76. AbraDatabase abra_db;
  77. ReadingSpellbookDatabase reading_spellbook_db;
  78. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  79. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  80. struct s_skill_changematerial_db {
  81. unsigned short nameid;
  82. unsigned short rate;
  83. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  84. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  85. };
  86. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  87. static unsigned short skill_changematerial_count;
  88. MagicMushroomDatabase magic_mushroom_db;
  89. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  90. int firewall_unit_pos;
  91. int icewall_unit_pos;
  92. int earthstrain_unit_pos;
  93. int firerain_unit_pos;
  94. int wallofthorn_unit_pos;
  95. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  96. int overbrand_nounit_pos;
  97. int overbrand_brandish_nounit_pos;
  98. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  99. //Early declaration
  100. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  101. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  102. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  103. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  104. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  105. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require);
  106. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  107. // Use this function for splash skills that can't hit icewall when cast by players
  108. static inline int splash_target(struct block_list* bl) {
  109. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  110. }
  111. uint16 SKILL_MAX_DB(void) {
  112. return skill_num;
  113. }
  114. /**
  115. * Get skill id from name
  116. * @param name
  117. * @return Skill ID of the skill, or 0 if not found.
  118. **/
  119. uint16 skill_name2id(const char* name) {
  120. if (name == nullptr)
  121. return 0;
  122. for (const auto &it : skill_db) {
  123. if (strcmpi(it.second->name, name) == 0)
  124. return it.first;
  125. }
  126. return 0;
  127. }
  128. /**
  129. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  130. * @param skill_id
  131. * @param silent If Skill is undefined, show error message!
  132. * @return Skill Index or 0 if not found/unset
  133. **/
  134. uint16 skill_get_index_(uint16 skill_id, bool silent, const char *func, const char *file, int line) {
  135. uint16 idx = skilldb_id2idx[skill_id];
  136. if (!idx && skill_id != 0 && !silent)
  137. ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
  138. return idx;
  139. }
  140. /**
  141. * Get Skill name
  142. * @param skill_id
  143. * @return AEGIS Skill name
  144. **/
  145. const char* skill_get_name( uint16 skill_id ) {
  146. return skill_db.find(skill_id)->name;
  147. }
  148. /**
  149. * Get Skill name
  150. * @param skill_id
  151. * @return English Skill name
  152. **/
  153. const char* skill_get_desc( uint16 skill_id ) {
  154. return skill_db.find(skill_id)->desc;
  155. }
  156. static bool skill_check(uint16 id) {
  157. if (id == 0 || skill_get_index(id) == 0)
  158. return false;
  159. return true;
  160. }
  161. #define skill_get(id, var) do {\
  162. if (!skill_check(id))\
  163. return 0;\
  164. return var;\
  165. } while(0)
  166. #define skill_get_lv(id, lv, arrvar) do {\
  167. if (!skill_check(id))\
  168. return 0;\
  169. int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  170. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  171. int a__ = arrvar[lv_idx - 2];\
  172. int b__ = arrvar[lv_idx - 1];\
  173. int c__ = arrvar[lv_idx];\
  174. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  175. }\
  176. return arrvar[lv_idx];\
  177. } while(0)
  178. // Skill DB
  179. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  180. int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  181. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  182. int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  183. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  184. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  185. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  186. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  187. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  188. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  189. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  190. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  191. int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  192. int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  193. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  194. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  195. int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  196. int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  197. int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  198. int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  199. int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  200. int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  201. int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  202. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); }
  203. int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  204. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  205. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); }
  206. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  207. #ifdef RENEWAL_CAST
  208. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); }
  209. #endif
  210. // Skill requirements
  211. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  212. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  213. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  214. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); }
  215. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); }
  216. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  217. int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  218. int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  219. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); }
  220. int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  221. int skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  222. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  223. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  224. int splash = skill_get_splash_(skill_id, skill_lv);
  225. if (splash < 0)
  226. return AREA_SIZE;
  227. return splash;
  228. }
  229. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  230. if( skill_id == 0 ){
  231. return false;
  232. }
  233. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  234. if (!skill)
  235. return false;
  236. for (const auto &nkit : nk) {
  237. if (skill->nk[nkit])
  238. return true;
  239. }
  240. return false;
  241. }
  242. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  243. if( skill_id == 0 ){
  244. return false;
  245. }
  246. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  247. if (!skill)
  248. return false;
  249. for (const auto &inf2it : inf2) {
  250. if (skill->inf2[inf2it])
  251. return true;
  252. }
  253. return false;
  254. }
  255. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  256. if( skill_id == 0 ){
  257. return false;
  258. }
  259. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  260. if (!skill)
  261. return false;
  262. for (const auto &unitit : unit) {
  263. if (skill->unit_flag[unitit])
  264. return true;
  265. }
  266. return false;
  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,t_tick tick);
  286. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  287. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick 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. e_cast_type skill_get_casttype (uint16 skill_id) {
  291. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  292. if( skill == nullptr ){
  293. return CAST_DAMAGE;
  294. }
  295. if (skill->inf&(INF_GROUND_SKILL))
  296. return CAST_GROUND;
  297. if (skill->inf&INF_SUPPORT_SKILL)
  298. return CAST_NODAMAGE;
  299. if (skill->inf&INF_SELF_SKILL) {
  300. if(skill->inf2[INF2_NOTARGETSELF])
  301. return CAST_DAMAGE; //Combo skill.
  302. return CAST_NODAMAGE;
  303. }
  304. if (skill->nk[NK_NODAMAGE])
  305. return CAST_NODAMAGE;
  306. return CAST_DAMAGE;
  307. }
  308. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  309. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  310. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  311. return 9; //Mobs have a range of 9 regardless of skill used.
  312. int32 range = skill_get_range(skill_id, skill_lv);
  313. if( range < 0 ) {
  314. if( battle_config.use_weapon_skill_range&bl->type )
  315. return status_get_range(bl);
  316. range *=-1;
  317. }
  318. if (isServer && range > 14) {
  319. range = 14; // Server-sided base range can't be above 14
  320. }
  321. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  322. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  323. if( bl->type == BL_PC ) {
  324. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  325. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  326. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  327. } else
  328. range += battle_config.mob_eye_range_bonus;
  329. }
  330. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  331. if( bl->type == BL_PC ) {
  332. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  333. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  334. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  335. int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  336. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  337. }
  338. }
  339. }
  340. if( !range && bl->type != BL_PC )
  341. return 9; // Enable non players to use self skills on others. [Skotlex]
  342. return range;
  343. }
  344. /** Copy Referral: dummy skills should point to their source.
  345. * @param skill_id Dummy skill ID
  346. * @return Real skill id if found
  347. **/
  348. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  349. switch (skill_id) {
  350. case AB_DUPLELIGHT_MELEE:
  351. case AB_DUPLELIGHT_MAGIC:
  352. return AB_DUPLELIGHT;
  353. case WL_CHAINLIGHTNING_ATK:
  354. return WL_CHAINLIGHTNING;
  355. case WL_TETRAVORTEX_FIRE:
  356. case WL_TETRAVORTEX_WATER:
  357. case WL_TETRAVORTEX_WIND:
  358. case WL_TETRAVORTEX_GROUND:
  359. return WL_TETRAVORTEX;
  360. case WL_SUMMON_ATK_FIRE:
  361. return WL_SUMMONFB;
  362. case WL_SUMMON_ATK_WIND:
  363. return WL_SUMMONBL;
  364. case WL_SUMMON_ATK_WATER:
  365. return WL_SUMMONWB;
  366. case WL_SUMMON_ATK_GROUND:
  367. return WL_SUMMONSTONE;
  368. case LG_OVERBRAND_BRANDISH:
  369. case LG_OVERBRAND_PLUSATK:
  370. return LG_OVERBRAND;
  371. case WM_REVERBERATION_MELEE:
  372. case WM_REVERBERATION_MAGIC:
  373. return WM_REVERBERATION;
  374. case WM_SEVERE_RAINSTORM_MELEE:
  375. return WM_SEVERE_RAINSTORM;
  376. case GN_CRAZYWEED_ATK:
  377. return GN_CRAZYWEED;
  378. case GN_HELLS_PLANT_ATK:
  379. return GN_HELLS_PLANT;
  380. case GN_SLINGITEM_RANGEMELEEATK:
  381. return GN_SLINGITEM;
  382. case RL_R_TRIP_PLUSATK:
  383. return RL_R_TRIP;
  384. case NPC_MAXPAIN_ATK:
  385. return NPC_MAXPAIN;
  386. case SU_CN_METEOR2:
  387. return SU_CN_METEOR;
  388. case SU_SV_ROOTTWIST_ATK:
  389. return SU_SV_ROOTTWIST;
  390. case SU_LUNATICCARROTBEAT2:
  391. return SU_LUNATICCARROTBEAT;
  392. case NPC_REVERBERATION_ATK:
  393. return NPC_REVERBERATION;
  394. }
  395. return skill_id;
  396. }
  397. /**
  398. * Check skill unit maxcount
  399. * @param src: Caster to check against
  400. * @param x: X location of skill
  401. * @param y: Y location of skill
  402. * @param skill_id: Skill used
  403. * @param skill_lv: Skill level used
  404. * @param type: Type of unit to check against for battle_config checks
  405. * @param display_failure: Display skill failure message
  406. * @return True on skill cast success or false on failure
  407. */
  408. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) {
  409. if (!src)
  410. return false;
  411. struct unit_data *ud = unit_bl2ud(src);
  412. struct map_session_data *sd = map_id2sd(src->id);
  413. int maxcount = 0;
  414. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  415. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  416. if (sd && display_failure)
  417. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  418. return false;
  419. }
  420. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  421. if (sd && display_failure)
  422. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  423. return false;
  424. }
  425. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  426. for (int i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount; i++) {
  427. if (ud->skillunit[i]->skill_id == skill_id)
  428. maxcount--;
  429. }
  430. if (maxcount == 0) {
  431. if (sd && display_failure)
  432. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  433. return false;
  434. }
  435. }
  436. return true;
  437. }
  438. /**
  439. * Calculates heal value of skill's effect
  440. * @param src: Unit casting heal
  441. * @param target: Target of src
  442. * @param skill_id: Skill ID used
  443. * @param skill_lv: Skill Level used
  444. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  445. * @return modified heal value
  446. */
  447. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  448. int skill, hp = 0;
  449. #ifdef RENEWAL
  450. int hp_bonus = 0;
  451. double global_bonus = 1;
  452. #endif
  453. struct map_session_data *sd = BL_CAST(BL_PC, src);
  454. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  455. struct status_change *sc, *tsc;
  456. sc = status_get_sc(src);
  457. tsc = status_get_sc(target);
  458. switch( skill_id ) {
  459. #ifndef RENEWAL
  460. case BA_APPLEIDUN:
  461. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  462. if (sd)
  463. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  464. break;
  465. #endif
  466. case PR_SANCTUARY:
  467. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  468. break;
  469. case NPC_EVILLAND:
  470. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  471. break;
  472. case AB_HIGHNESSHEAL:
  473. #ifdef RENEWAL
  474. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  475. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  476. hp_bonus += skill * 2;
  477. #else
  478. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  479. hp = (hp * (17 + 3 * skill_lv)) / 10;
  480. #endif
  481. break;
  482. case SU_FRESHSHRIMP:
  483. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  484. break;
  485. case SU_BUNCHOFSHRIMP:
  486. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  487. break;
  488. default:
  489. if (skill_lv >= battle_config.max_heal_lv)
  490. return battle_config.max_heal;
  491. #ifdef RENEWAL
  492. /**
  493. * Renewal Heal Formula
  494. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  495. */
  496. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  497. #else
  498. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  499. #endif
  500. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  501. #ifdef RENEWAL
  502. hp_bonus += skill * 2;
  503. #else
  504. hp += hp * skill * 2 / 100;
  505. #endif
  506. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  507. #ifdef RENEWAL
  508. hp_bonus += skill * 2;
  509. #else
  510. hp += hp * skill * 2 / 100;
  511. #endif
  512. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  513. hp *= 2;
  514. break;
  515. }
  516. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  517. hp >>= 1;
  518. if (sd) {
  519. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  520. #ifdef RENEWAL
  521. hp_bonus += 10;
  522. #else
  523. hp += hp * 10 / 100;
  524. #endif
  525. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  526. #ifdef RENEWAL
  527. hp_bonus += 20;
  528. #else
  529. hp += hp * 20 / 100;
  530. #endif
  531. }
  532. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  533. #ifdef RENEWAL
  534. hp_bonus += 2;
  535. #else
  536. hp += hp * skill * 2 / 100;
  537. #endif
  538. if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  539. #ifdef RENEWAL
  540. hp_bonus += 3;
  541. #else
  542. hp += hp * skill * 3 / 100;
  543. #endif
  544. if (skill = pc_skillheal_bonus(sd, skill_id))
  545. #ifdef RENEWAL
  546. hp_bonus += skill;
  547. #else
  548. hp += hp * skill / 100;
  549. #endif
  550. }
  551. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  552. #ifdef RENEWAL
  553. hp_bonus += skill;
  554. #else
  555. hp += hp * skill / 100;
  556. #endif
  557. if (sc && sc->count) {
  558. if (sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL))
  559. #ifdef RENEWAL
  560. hp_bonus += sc->data[SC_OFFERTORIUM]->val2;
  561. #else
  562. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  563. #endif
  564. if (sc->data[SC_GLASTHEIM_HEAL] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  565. #ifdef RENEWAL
  566. hp_bonus += sc->data[SC_GLASTHEIM_HEAL]->val1;
  567. #else
  568. hp += hp * sc->data[SC_GLASTHEIM_HEAL]->val1 / 100;
  569. #endif
  570. #ifdef RENEWAL
  571. if (sc->data[SC_ASSUMPTIO])
  572. hp_bonus += sc->data[SC_ASSUMPTIO]->val1 * 2;
  573. #endif
  574. }
  575. if (tsc && tsc->count) {
  576. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  577. if (tsc->data[SC_INCHEALRATE])
  578. #ifdef RENEWAL
  579. hp_bonus += tsc->data[SC_INCHEALRATE]->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  580. #else
  581. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100;
  582. #endif
  583. if (tsc->data[SC_GLASTHEIM_HEAL])
  584. #ifdef RENEWAL
  585. hp_bonus += tsc->data[SC_GLASTHEIM_HEAL]->val2;
  586. #else
  587. hp += hp * tsc->data[SC_GLASTHEIM_HEAL]->val2 / 100;
  588. #endif
  589. if (tsc->data[SC_ANCILLA])
  590. #ifdef RENEWAL
  591. hp_bonus += tsc->data[SC_ANCILLA]->val1;
  592. #else
  593. hp += hp * tsc->data[SC_ANCILLA]->val1 / 100;
  594. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  595. hp += hp / 10;
  596. #endif
  597. }
  598. }
  599. #ifdef RENEWAL
  600. if (hp_bonus)
  601. hp += hp * hp_bonus / 100;
  602. // MATK part of the RE heal formula [malufett]
  603. // Note: in this part matk bonuses from items or skills are not applied
  604. switch( skill_id ) {
  605. case BA_APPLEIDUN:
  606. case PR_SANCTUARY:
  607. case NPC_EVILLAND:
  608. break;
  609. default:
  610. {
  611. struct status_data *status = status_get_status_data(src);
  612. int min, max;
  613. min = status_base_matk_min(src, status, status_get_lv(src));
  614. max = status_base_matk_max(src, status, status_get_lv(src));
  615. if( status->rhw.matk > 0 ){
  616. int wMatk, variance;
  617. wMatk = status->rhw.matk;
  618. variance = wMatk * status->rhw.wlv / 10;
  619. min += wMatk - variance;
  620. max += wMatk + variance;
  621. }
  622. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  623. min = max;
  624. if( sd && sd->right_weapon.overrefine > 0 ){
  625. min++;
  626. max += sd->right_weapon.overrefine - 1;
  627. }
  628. if(max > min)
  629. hp += min+rnd()%(max-min);
  630. else
  631. hp += min;
  632. }
  633. }
  634. // Global multipliers are applied after the MATK is applied
  635. if (tsc && tsc->count) {
  636. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  637. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  638. global_bonus *= 1.1f;
  639. }
  640. }
  641. if (skill_id == AB_HIGHNESSHEAL)
  642. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  643. #endif
  644. if (heal && tsc && tsc->count) {
  645. uint8 penalty = 0;
  646. if (tsc->data[SC_CRITICALWOUND])
  647. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  648. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3 == 1)
  649. penalty += 20;
  650. if (tsc->data[SC_NORECOVER_STATE])
  651. penalty = 100;
  652. if (penalty > 0) {
  653. #ifdef RENEWAL
  654. penalty = cap_value(penalty, 1, 100);
  655. global_bonus *= (100 - penalty) / 100.f;
  656. #else
  657. hp -= hp * penalty / 100;
  658. #endif
  659. }
  660. }
  661. #ifdef RENEWAL
  662. hp = (int)(hp * global_bonus);
  663. return (heal) ? max(1, hp) : hp;
  664. #else
  665. return hp;
  666. #endif
  667. }
  668. /**
  669. * Making Plagiarism and Reproduce check their own function
  670. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
  671. * @param sd: Player who will copy the skill
  672. * @param skill_id: Target skill
  673. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  674. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  675. */
  676. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_id) {
  677. uint16 skill_idx = skill_get_index(skill_id);
  678. if (!skill_idx)
  679. return 0;
  680. // Only copy skill that player doesn't have or the skill is old clone
  681. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  682. return 0;
  683. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  684. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  685. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  686. return 1;
  687. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  688. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  689. return 2;
  690. return 0;
  691. }
  692. /**
  693. * Check if the skill is ok to cast and when.
  694. * Done before skill_check_condition_castbegin, requirement
  695. * @param skill_id: Skill ID that casted
  696. * @param sd: Player who casted
  697. * @return true: Skill cannot be used, false: otherwise
  698. * @author [MouseJstr]
  699. */
  700. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  701. {
  702. nullpo_retr(1,sd);
  703. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  704. return false; // can do any damn thing they want
  705. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  706. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  707. struct map_data *mapdata = map_getmapdata(sd->bl.m);
  708. if (mapdata->flag[MF_NOSKILL] && skill_id != ALL_EQSWITCH && !sd->skillitem) //Item skills bypass noskill
  709. return true;
  710. // Epoque:
  711. // This code will compare the player's attack motion value which is influenced by ASPD before
  712. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  713. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  714. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  715. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  716. {// attempted to cast a skill before the attack motion has finished
  717. return true;
  718. }
  719. if (skill_blockpc_get(sd, skill_id) != -1){
  720. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  721. return true;
  722. }
  723. /**
  724. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  725. * 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
  726. */
  727. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement && !sd->state.abra_flag)
  728. return false;
  729. uint32 skill_nocast = skill_get_nocast(skill_id);
  730. // Check skill restrictions [Celest]
  731. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  732. (skill_nocast&2 && mapdata->flag[MF_PVP]) ||
  733. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  734. (skill_nocast&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  735. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  736. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->flag[MF_RESTRICTED]) ){
  737. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  738. return true;
  739. }
  740. if( sd->sc.data[SC_ALL_RIDING] )
  741. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  742. switch (skill_id) {
  743. case AL_WARP:
  744. case RETURN_TO_ELDICASTES:
  745. case ALL_GUARDIAN_RECALL:
  746. case ECLAGE_RECALL:
  747. if(mapdata->flag[MF_NOWARP]) {
  748. clif_skill_teleportmessage(sd,0);
  749. return true;
  750. }
  751. return false;
  752. case AL_TELEPORT:
  753. case SC_DIMENSIONDOOR:
  754. case ALL_ODINS_RECALL:
  755. case WE_CALLALLFAMILY:
  756. if(mapdata->flag[MF_NOTELEPORT]) {
  757. clif_skill_teleportmessage(sd,0);
  758. return true;
  759. }
  760. return false; // gonna be checked in 'skill_castend_nodamage_id'
  761. case WE_CALLPARTNER:
  762. case WE_CALLPARENT:
  763. case WE_CALLBABY:
  764. if (mapdata->flag[MF_NOMEMO]) {
  765. clif_skill_teleportmessage(sd,1);
  766. return true;
  767. }
  768. break;
  769. case MC_VENDING:
  770. case ALL_BUYING_STORE:
  771. if( map_getmapflag(sd->bl.m, MF_NOVENDING) ) {
  772. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  773. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  774. return true;
  775. }
  776. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  777. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  778. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  779. return true;
  780. }
  781. if( npc_isnear(&sd->bl) ) {
  782. // uncomment to send msg_txt.
  783. //char output[150];
  784. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  785. //clif_displaymessage(sd->fd, output);
  786. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  787. return true;
  788. }
  789. case MC_IDENTIFY:
  790. return false; // always allowed
  791. case WZ_ICEWALL:
  792. // noicewall flag [Valaris]
  793. if (mapdata->flag[MF_NOICEWALL]) {
  794. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  795. return true;
  796. }
  797. break;
  798. case GC_DARKILLUSION:
  799. if( mapdata_flag_gvg2(mapdata) ) {
  800. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  801. return true;
  802. }
  803. break;
  804. case GD_EMERGENCYCALL:
  805. case GD_ITEMEMERGENCYCALL:
  806. if (
  807. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  808. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  809. (battle_config.emergency_call&16 && mapdata->flag[MF_NOWARPTO] && !(mapdata->flag[MF_GVG_CASTLE] || mapdata->flag[MF_GVG_TE_CASTLE]))
  810. ) {
  811. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  812. return true;
  813. }
  814. break;
  815. case WM_SIRCLEOFNATURE:
  816. case WM_SOUND_OF_DESTRUCTION:
  817. case WM_LULLABY_DEEPSLEEP:
  818. case WM_GLOOMYDAY:
  819. case WM_SATURDAY_NIGHT_FEVER:
  820. if( !mapdata_flag_vs(mapdata) ) {
  821. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  822. return true;
  823. }
  824. break;
  825. }
  826. return false;
  827. }
  828. /**
  829. * Check if the homunculus skill is ok to be processed
  830. * After checking from Homunculus side, also check the master condition
  831. * @param hd: Homunculus who casted
  832. * @param skill_id: Skill ID casted
  833. * @param skill_lv: Skill level casted
  834. * @return true: Skill cannot be used, false: otherwise
  835. */
  836. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  837. {
  838. struct map_session_data *sd = NULL;
  839. struct status_change *sc;
  840. int8 spiritball = 0;
  841. nullpo_retr(true, hd);
  842. spiritball = skill_get_spiritball(skill_id, skill_lv);
  843. sd = hd->master;
  844. sc = status_get_sc(&hd->bl);
  845. if (!sd)
  846. return true;
  847. if (sc && !sc->count)
  848. sc = NULL;
  849. if (util::vector_exists(hd->blockskill, skill_id))
  850. return true;
  851. switch(skill_id) {
  852. case HFLI_SBR44:
  853. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  854. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  855. return true;
  856. }
  857. break;
  858. case HVAN_EXPLOSION:
  859. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  860. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  861. return true;
  862. }
  863. break;
  864. case MH_LIGHT_OF_REGENE: // Must be cordial
  865. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  866. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  867. return true;
  868. }
  869. break;
  870. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  871. if (sc && sc->data[SC_ANGRIFFS_MODUS])
  872. return true;
  873. break;
  874. case MH_ANGRIFFS_MODUS:
  875. if (sc && sc->data[SC_GOLDENE_FERSE])
  876. return true;
  877. break;
  878. case MH_TINDER_BREAKER: // Must be in grappling mode
  879. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  880. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1);
  881. return true;
  882. }
  883. break;
  884. case MH_SONIC_CRAW: // Must be in fighting mode
  885. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  886. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  887. return true;
  888. }
  889. break;
  890. case MH_SILVERVEIN_RUSH:
  891. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  892. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  893. return true;
  894. }
  895. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SONIC_CRAW)) {
  896. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW);
  897. return true;
  898. }
  899. break;
  900. case MH_MIDNIGHT_FRENZY:
  901. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  902. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  903. return true;
  904. }
  905. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)) {
  906. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH);
  907. return true;
  908. }
  909. break;
  910. case MH_CBC:
  911. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  912. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  913. return true;
  914. }
  915. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_TINDER_BREAKER)) {
  916. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER);
  917. return true;
  918. }
  919. break;
  920. case MH_EQC:
  921. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  922. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  923. return true;
  924. }
  925. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_CBC)) {
  926. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC);
  927. return true;
  928. }
  929. break;
  930. }
  931. if (spiritball) {
  932. if (hd->homunculus.spiritball < spiritball) {
  933. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball);
  934. return true;
  935. }
  936. hom_delspiritball(hd, spiritball, 1);
  937. }
  938. //Use master's criteria.
  939. return skill_isNotOk(skill_id, hd->master);
  940. }
  941. /**
  942. * Check if the mercenary skill is ok to be processed
  943. * After checking from Homunculus side, also check the master condition
  944. * @param skill_id: Skill ID that casted
  945. * @param md: Mercenary who casted
  946. * @return true: Skill cannot be used, false: otherwise
  947. */
  948. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  949. {
  950. nullpo_retr(1, md);
  951. if (util::vector_exists(md->blockskill, skill_id))
  952. return true;
  953. return skill_isNotOk(skill_id, md->master);
  954. }
  955. /**
  956. * Check if the skill can be casted near NPC or not
  957. * @param src Object who casted
  958. * @param skill_id Skill ID that casted
  959. * @param skill_lv Skill Lv
  960. * @param pos_x Position x of the target
  961. * @param pos_y Position y of the target
  962. * @return true: Skill cannot be used, false: otherwise
  963. * @author [Cydh]
  964. */
  965. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  966. if (!src)
  967. return false;
  968. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  969. return false;
  970. //if self skill
  971. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  972. pos_x = src->x;
  973. pos_y = src->y;
  974. }
  975. if (pos_x <= 0) pos_x = src->x;
  976. if (pos_y <= 0) pos_y = src->y;
  977. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  978. }
  979. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  980. {
  981. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  982. uint8 dir;
  983. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  984. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  985. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  986. }
  987. nullpo_retr(NULL, src);
  988. //Monsters sometimes deploy more units on level 10
  989. if (src->type == BL_MOB && skill_lv >= 10) {
  990. if (skill_id == WZ_WATERBALL)
  991. pos = 4; //9x9 Area
  992. }
  993. if (pos != -1) // simple single-definition layout
  994. return &skill_unit_layout[pos];
  995. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  996. if (skill_id == MG_FIREWALL)
  997. return &skill_unit_layout [firewall_unit_pos + dir];
  998. else if (skill_id == WZ_ICEWALL)
  999. return &skill_unit_layout [icewall_unit_pos + dir];
  1000. else if( skill_id == WL_EARTHSTRAIN )
  1001. return &skill_unit_layout [earthstrain_unit_pos + dir];
  1002. else if( skill_id == RL_FIRE_RAIN )
  1003. return &skill_unit_layout[firerain_unit_pos + dir];
  1004. else if( skill_id == GN_WALLOFTHORN )
  1005. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  1006. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1007. return &skill_unit_layout[0]; // default 1x1 layout
  1008. }
  1009. 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)
  1010. {
  1011. if( skill_id == LG_OVERBRAND )
  1012. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  1013. else if( skill_id == LG_OVERBRAND_BRANDISH )
  1014. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  1015. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1016. return &skill_nounit_layout[0];
  1017. }
  1018. /** Stores temporary values.
  1019. * Common usages:
  1020. * [0] holds number of targets in area
  1021. * [1] holds the id of the original target
  1022. * [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)
  1023. */
  1024. static int skill_area_temp[8];
  1025. /*==========================================
  1026. * Add effect to skill when hit succesfully target
  1027. *------------------------------------------*/
  1028. 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, t_tick tick)
  1029. {
  1030. struct map_session_data *sd, *dstsd;
  1031. struct mob_data *md, *dstmd;
  1032. struct status_data *sstatus, *tstatus;
  1033. struct status_change *sc, *tsc;
  1034. int skill;
  1035. int rate;
  1036. nullpo_ret(src);
  1037. nullpo_ret(bl);
  1038. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1039. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1040. return 0;
  1041. sd = BL_CAST(BL_PC, src);
  1042. md = BL_CAST(BL_MOB, src);
  1043. dstsd = BL_CAST(BL_PC, bl);
  1044. dstmd = BL_CAST(BL_MOB, bl);
  1045. sc = status_get_sc(src);
  1046. tsc = status_get_sc(bl);
  1047. sstatus = status_get_status_data(src);
  1048. tstatus = status_get_status_data(bl);
  1049. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1050. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1051. // Chance to trigger Taekwon kicks
  1052. if (sc->data[SC_READYSTORM] &&
  1053. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1054. 0, 2, 0,
  1055. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1056. ; //Stance triggered
  1057. else if (sc->data[SC_READYDOWN] &&
  1058. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1059. 0, 2, 0,
  1060. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1061. ; //Stance triggered
  1062. else if (sc->data[SC_READYTURN] &&
  1063. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1064. 0, 2, 0,
  1065. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1066. ; //Stance triggered
  1067. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  1068. rate = 20;
  1069. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  1070. rate += rate*sc->data[SC_SKILLRATE_UP]->val2 / 100;
  1071. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  1072. }
  1073. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1074. 0, 2, 0,
  1075. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1076. ; //Stance triggered
  1077. }
  1078. }
  1079. if (!tsc) //skill additional effect is about adding effects to the target...
  1080. //So if the target can't be inflicted with statuses, this is pointless.
  1081. return 0;
  1082. if( sd )
  1083. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1084. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
  1085. #ifndef RENEWAL
  1086. && skill_id != ASC_BREAKER
  1087. #endif
  1088. ) {
  1089. // Trigger status effects
  1090. enum sc_type type;
  1091. unsigned int time;
  1092. for (const auto &it : sd->addeff) {
  1093. rate = it.rate;
  1094. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1095. rate += it.arrow_rate;
  1096. if( !rate )
  1097. continue;
  1098. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1099. // Trigger has attack type consideration.
  1100. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1101. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1102. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1103. ;
  1104. else
  1105. continue;
  1106. }
  1107. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1108. // Trigger has range consideration.
  1109. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1110. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1111. continue; //Range Failed.
  1112. }
  1113. type = it.sc;
  1114. time = it.duration;
  1115. if (it.flag&ATF_TARGET)
  1116. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1117. if (it.flag&ATF_SELF)
  1118. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1119. }
  1120. }
  1121. if( skill_id ) {
  1122. // Trigger status effects on skills
  1123. enum sc_type type;
  1124. unsigned int time;
  1125. for (const auto &it : sd->addeff_onskill) {
  1126. if (skill_id != it.skill_id || !it.rate)
  1127. continue;
  1128. type = it.sc;
  1129. time = it.duration;
  1130. if (it.target&ATF_TARGET)
  1131. status_change_start(src,bl,type,it.rate,7,0,0,0,time,SCSTART_NONE);
  1132. if (it.target&ATF_SELF)
  1133. status_change_start(src,src,type,it.rate,7,0,0,0,time,SCSTART_NONE);
  1134. }
  1135. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1136. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1137. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1138. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1139. clif_emotion(bl,ET_HUK);
  1140. }
  1141. }
  1142. }
  1143. if( dmg_lv < ATK_DEF ) // no damage, return;
  1144. return 0;
  1145. switch(skill_id) {
  1146. case 0:
  1147. { // Normal attacks (no skill used)
  1148. if( attack_type&BF_SKILL )
  1149. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1150. if(sd) {
  1151. // Automatic trigger of Blitz Beat
  1152. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  1153. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  1154. rate=(sd->status.job_level+9)/10;
  1155. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  1156. }
  1157. // Automatic trigger of Warg Strike [Jobbie]
  1158. if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  1159. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  1160. // Gank
  1161. if(dstmd && sd->status.weapon != W_BOW &&
  1162. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1163. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1164. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1165. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1166. else
  1167. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  1168. }
  1169. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  1170. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  1171. }
  1172. if (sc) {
  1173. struct status_change_entry *sce;
  1174. // Enchant Poison gives a chance to poison attacked enemies
  1175. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  1176. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1177. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1178. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1179. if((sce=sc->data[SC_EDP]))
  1180. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1181. skill_get_time2(ASC_EDP,sce->val1));
  1182. if ((sce = sc->data[SC_LUXANIMA]) && rnd() % 100 < sce->val2)
  1183. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1184. }
  1185. }
  1186. break;
  1187. case SM_BASH:
  1188. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1189. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1190. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1191. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  1192. }
  1193. break;
  1194. case MER_CRASH:
  1195. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1196. break;
  1197. case AS_VENOMKNIFE:
  1198. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1199. skill_lv = pc_checkskill(sd, TF_POISON);
  1200. case TF_POISON:
  1201. case AS_SPLASHER:
  1202. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1203. && sd && skill_id==TF_POISON
  1204. )
  1205. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1206. break;
  1207. case AS_SONICBLOW:
  1208. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1209. break;
  1210. case WZ_FIREPILLAR:
  1211. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1212. break;
  1213. case MG_FROSTDIVER:
  1214. 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)
  1215. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1216. break;
  1217. case WZ_FROSTNOVA:
  1218. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1219. break;
  1220. case WZ_STORMGUST:
  1221. // Storm Gust counter was dropped in renewal
  1222. #ifdef RENEWAL
  1223. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1224. #else
  1225. //On third hit, there is a 150% to freeze the target
  1226. if(tsc->sg_counter >= 3 &&
  1227. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1228. tsc->sg_counter = 0;
  1229. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1230. else if( tsc->sg_counter > 250 )
  1231. tsc->sg_counter = 0;
  1232. #endif
  1233. break;
  1234. case WZ_METEOR:
  1235. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1236. break;
  1237. case WZ_VERMILION:
  1238. #ifdef RENEWAL
  1239. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1240. #else
  1241. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1242. #endif
  1243. break;
  1244. case WZ_HEAVENDRIVE:
  1245. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1246. break;
  1247. case HT_FREEZINGTRAP:
  1248. case MA_FREEZINGTRAP:
  1249. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1250. break;
  1251. case HT_FLASHER:
  1252. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1253. break;
  1254. case HT_LANDMINE:
  1255. case MA_LANDMINE:
  1256. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1257. break;
  1258. case HT_SHOCKWAVE:
  1259. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1260. break;
  1261. case HT_SANDMAN:
  1262. case MA_SANDMAN:
  1263. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1264. break;
  1265. case TF_SPRINKLESAND:
  1266. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1267. break;
  1268. case TF_THROWSTONE:
  1269. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1270. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1271. break;
  1272. case NPC_DARKCROSS:
  1273. case CR_HOLYCROSS:
  1274. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1275. break;
  1276. case NPC_GRANDDARKNESS:
  1277. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1278. attack_type |= BF_WEAPON;
  1279. break;
  1280. case CR_GRANDCROSS:
  1281. //Chance to cause blind status vs demon and undead element, but not against players
  1282. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1283. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1284. attack_type |= BF_WEAPON;
  1285. break;
  1286. case AM_ACIDTERROR:
  1287. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1288. #ifdef RENEWAL
  1289. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1290. #else
  1291. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1292. #endif
  1293. clif_emotion(bl,ET_HUK);
  1294. break;
  1295. case AM_DEMONSTRATION:
  1296. #ifdef RENEWAL
  1297. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1298. #else
  1299. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1300. #endif
  1301. break;
  1302. case CR_SHIELDCHARGE:
  1303. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1304. break;
  1305. #ifndef RENEWAL
  1306. case PA_PRESSURE:
  1307. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1308. //Fall through
  1309. case HW_GRAVITATION:
  1310. //Pressure and Gravitation can trigger physical autospells
  1311. attack_type |= BF_NORMAL;
  1312. attack_type |= BF_WEAPON;
  1313. break;
  1314. #endif
  1315. case RG_RAID:
  1316. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1317. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1318. #ifdef RENEWAL
  1319. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1320. break;
  1321. case RG_BACKSTAP:
  1322. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1323. #endif
  1324. break;
  1325. case BA_FROSTJOKER:
  1326. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1327. break;
  1328. case DC_SCREAM:
  1329. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1330. break;
  1331. case BD_LULLABY:
  1332. 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
  1333. break;
  1334. case DC_UGLYDANCE:
  1335. rate = 5+5*skill_lv;
  1336. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1337. rate += 5+skill;
  1338. #ifdef RENEWAL
  1339. status_zap(bl, 0, 2 * skill_lv + 10); // !TODO: How does caster's DEX/AGI play a role?
  1340. #else
  1341. status_zap(bl, 0, rate);
  1342. #endif
  1343. break;
  1344. case SL_STUN:
  1345. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1346. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1347. break;
  1348. case NPC_PETRIFYATTACK:
  1349. sc_start4(src,bl,status_skill2sc(skill_id),(20*skill_lv),
  1350. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1351. skill_get_time2(skill_id,skill_lv));
  1352. break;
  1353. case NPC_CURSEATTACK:
  1354. case NPC_SLEEPATTACK:
  1355. case NPC_BLINDATTACK:
  1356. case NPC_POISON:
  1357. case NPC_SILENCEATTACK:
  1358. case NPC_STUNATTACK:
  1359. case NPC_BLEEDING:
  1360. sc_start(src,bl,status_skill2sc(skill_id),(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1361. break;
  1362. case NPC_ACIDBREATH:
  1363. case NPC_ICEBREATH:
  1364. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1365. break;
  1366. case NPC_MENTALBREAKER:
  1367. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1368. //equal to Matk*skLevel.
  1369. rate = sstatus->matk_min;
  1370. if (rate < sstatus->matk_max)
  1371. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1372. rate*=skill_lv;
  1373. status_zap(bl, 0, rate);
  1374. break;
  1375. }
  1376. // Equipment breaking monster skills [Celest]
  1377. case NPC_WEAPONBRAKER:
  1378. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1379. break;
  1380. case NPC_ARMORBRAKE:
  1381. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1382. break;
  1383. case NPC_HELMBRAKE:
  1384. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1385. break;
  1386. case NPC_SHIELDBRAKE:
  1387. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1388. break;
  1389. case CH_TIGERFIST: {
  1390. uint16 basetime = skill_get_time(skill_id, skill_lv);
  1391. uint16 mintime = 30 * (status_get_lv(src) + 100);
  1392. if (status_get_class_(bl) == CLASS_BOSS)
  1393. basetime /= 5;
  1394. basetime = min((basetime * status_get_agi(bl)) / -200 + basetime, mintime) / 2;
  1395. sc_start(src, bl, SC_STOP, (1 + skill_lv) * 10, 0, basetime);
  1396. }
  1397. break;
  1398. case LK_SPIRALPIERCE:
  1399. case ML_SPIRALPIERCE:
  1400. if( dstsd || ( dstmd && status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ) //Does not work on status immune
  1401. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1402. break;
  1403. case ST_REJECTSWORD:
  1404. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1405. break;
  1406. case PF_FOGWALL:
  1407. if (src != bl && !tsc->data[SC_DELUGE])
  1408. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1409. break;
  1410. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1411. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1412. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1413. break;
  1414. case ASC_METEORASSAULT:
  1415. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1416. switch(rnd()%3) {
  1417. case 0:
  1418. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1419. break;
  1420. case 1:
  1421. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1422. break;
  1423. default:
  1424. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1425. }
  1426. break;
  1427. case HW_NAPALMVULCAN:
  1428. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1429. break;
  1430. case WS_CARTTERMINATION: // Cart termination
  1431. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1432. break;
  1433. case CR_ACIDDEMONSTRATION:
  1434. case GN_FIRE_EXPANSION_ACID:
  1435. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1436. break;
  1437. case TK_DOWNKICK:
  1438. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1439. break;
  1440. case TK_JUMPKICK:
  1441. // debuff the following statuses
  1442. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1443. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1444. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1445. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1446. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1447. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1448. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1449. // New soul links confirmed to not dispell with this skill
  1450. // but thats likely a bug since soul links can't stack and
  1451. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1452. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  1453. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  1454. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  1455. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  1456. }
  1457. break;
  1458. case TK_TURNKICK:
  1459. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1460. if(attack_type&BF_MISC) //70% base stun chance...
  1461. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1462. break;
  1463. case GS_BULLSEYE: //0.1% coma rate.
  1464. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1465. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1466. break;
  1467. case GS_PIERCINGSHOT:
  1468. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1469. break;
  1470. case NJ_HYOUSYOURAKU:
  1471. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1472. break;
  1473. case GS_FLING:
  1474. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1475. break;
  1476. case GS_DISARM:
  1477. skill_strip_equip(src, bl, skill_id, skill_lv);
  1478. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1479. break;
  1480. case NPC_EVILLAND:
  1481. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1482. break;
  1483. case NPC_HELLJUDGEMENT:
  1484. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1485. break;
  1486. case NPC_CRITICALWOUND:
  1487. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1488. break;
  1489. case RK_DRAGONBREATH:
  1490. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1491. break;
  1492. case RK_DRAGONBREATH_WATER:
  1493. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1494. break;
  1495. case AB_ADORAMUS:
  1496. 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));
  1497. break;
  1498. case WL_CRIMSONROCK:
  1499. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1500. break;
  1501. case WL_COMET:
  1502. case NPC_COMET:
  1503. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1504. break;
  1505. case WL_EARTHSTRAIN:
  1506. if (dmg_lv != ATK_DEF) // Only strip if we make a successful hit.
  1507. break;
  1508. skill_strip_equip(src, bl, skill_id, skill_lv);
  1509. break;
  1510. case WL_JACKFROST:
  1511. case NPC_JACKFROST:
  1512. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1513. break;
  1514. case RA_WUGBITE: {
  1515. 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);
  1516. if (wug_rate < 50)
  1517. wug_rate = 50;
  1518. 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))) );
  1519. }
  1520. break;
  1521. case RA_SENSITIVEKEEN:
  1522. if( rnd()%100 < 8 * skill_lv )
  1523. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1524. break;
  1525. case RA_FIRINGTRAP:
  1526. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1527. break;
  1528. case RA_ICEBOUNDTRAP:
  1529. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1530. break;
  1531. case NC_PILEBUNKER:
  1532. if( rnd()%100 < 25 + 15*skill_lv ) {
  1533. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1534. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1535. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1536. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1537. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1538. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1539. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1540. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1541. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1542. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1543. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1544. }
  1545. break;
  1546. case NC_FLAMELAUNCHER:
  1547. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1548. break;
  1549. case NC_COLDSLOWER:
  1550. // Status chances are applied officially through a check
  1551. // The skill first trys to give the frozen status to targets that are hit
  1552. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1553. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1554. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1555. break;
  1556. case NC_POWERSWING:
  1557. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1558. skill = pc_checkskill(sd, NC_AXEBOOMERANG);
  1559. if (sd && skill > 0 && (sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && rnd() % 100 < 5 * skill_lv)
  1560. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, skill, tick, 1);
  1561. break;
  1562. case GC_WEAPONCRUSH:
  1563. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1564. break;
  1565. case LG_PINPOINTATTACK:
  1566. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1567. switch( skill_lv ) {
  1568. case 1:
  1569. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1570. break;
  1571. case 2:
  1572. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1573. break;
  1574. case 3:
  1575. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1576. break;
  1577. case 4:
  1578. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1579. break;
  1580. case 5:
  1581. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1582. break;
  1583. }
  1584. break;
  1585. case LG_MOONSLASHER:
  1586. rate = 32 + 8 * skill_lv;
  1587. 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.
  1588. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1589. else if( dstmd )
  1590. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv) + 1000 * (rnd()%3));
  1591. break;
  1592. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1593. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1594. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1595. break;
  1596. case LG_EARTHDRIVE:
  1597. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1598. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1599. break;
  1600. case LG_HESPERUSLIT:
  1601. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1602. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
  1603. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1604. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1605. break;
  1606. case SR_DRAGONCOMBO:
  1607. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1608. break;
  1609. case SR_FALLENEMPIRE:
  1610. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1611. break;
  1612. case SR_WINDMILL:
  1613. if( dstsd )
  1614. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1615. else if( dstmd )
  1616. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1617. break;
  1618. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1619. 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));
  1620. break;
  1621. case SR_EARTHSHAKER:
  1622. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1623. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1624. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1625. break;
  1626. case SR_HOWLINGOFLION:
  1627. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1628. break;
  1629. case SO_EARTHGRAVE:
  1630. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1631. break;
  1632. case SO_DIAMONDDUST:
  1633. rate = 5 + 5 * skill_lv;
  1634. if( sc && sc->data[SC_COOLER_OPTION] )
  1635. rate += (sd ? sd->status.job_level / 5 : 0);
  1636. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1637. break;
  1638. case SO_VARETYR_SPEAR:
  1639. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1640. break;
  1641. case GN_SLINGITEM_RANGEMELEEATK:
  1642. if( sd ) {
  1643. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1644. case ITEMID_COCONUT_BOMB:
  1645. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1646. 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);
  1647. break;
  1648. case ITEMID_MELON_BOMB:
  1649. 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);
  1650. break;
  1651. case ITEMID_BANANA_BOMB:
  1652. {
  1653. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1654. 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);
  1655. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1656. break;
  1657. }
  1658. }
  1659. sd->itemid = -1;
  1660. }
  1661. break;
  1662. case GN_HELLS_PLANT_ATK:
  1663. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1664. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1665. break;
  1666. case EL_WIND_SLASH: // Non confirmed rate.
  1667. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1668. break;
  1669. case EL_STONE_HAMMER:
  1670. rate = 10 * skill_lv;
  1671. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1672. break;
  1673. case EL_ROCK_CRUSHER:
  1674. case EL_ROCK_CRUSHER_ATK:
  1675. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1676. break;
  1677. case EL_TYPOON_MIS:
  1678. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1679. break;
  1680. case KO_JYUMONJIKIRI:
  1681. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1682. break;
  1683. case SP_SOULEXPLOSION:
  1684. case KO_SETSUDAN: // Remove soul link when hit.
  1685. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1686. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  1687. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  1688. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  1689. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  1690. break;
  1691. case KO_MAKIBISHI:
  1692. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1693. break;
  1694. case MH_EQC:
  1695. {
  1696. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1697. if (hd) {
  1698. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1699. status_change_end(bl, SC_TINDER_BREAKER2, INVALID_TIMER);
  1700. }
  1701. }
  1702. break;
  1703. case MH_LAVA_SLIDE:
  1704. sc_start4(src,bl, SC_BURNING, 5 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1705. break;
  1706. case MH_STAHL_HORN:
  1707. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1708. break;
  1709. case MH_NEEDLE_OF_PARALYZE:
  1710. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1711. break;
  1712. case MH_XENO_SLASHER:
  1713. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1714. break;
  1715. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1716. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1717. break;
  1718. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1719. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1720. break;
  1721. case GN_ILLUSIONDOPING:
  1722. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1723. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1724. break;
  1725. case RL_MASS_SPIRAL:
  1726. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1727. break;
  1728. case RL_SLUGSHOT:
  1729. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1730. break;
  1731. case RL_BANISHING_BUSTER: {
  1732. uint16 i, n = skill_lv;
  1733. if (!tsc || !tsc->count)
  1734. break;
  1735. if (status_isimmune(bl))
  1736. break;
  1737. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1738. if (sd)
  1739. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1740. break;
  1741. }
  1742. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1743. if (!tsc->data[i])
  1744. continue;
  1745. switch (i) {
  1746. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1747. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1748. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1749. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1750. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1751. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1752. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1753. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  1754. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  1755. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1756. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1757. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1758. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1759. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1760. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1761. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1762. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1763. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1764. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1765. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1766. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1767. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1768. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1769. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1770. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1771. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER:
  1772. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  1773. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  1774. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  1775. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  1776. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  1777. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  1778. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1779. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  1780. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1781. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  1782. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  1783. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  1784. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1785. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  1786. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1787. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  1788. case SC_P_ALTER: case SC_E_CHAIN:
  1789. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  1790. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  1791. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE:
  1792. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  1793. case SC_SPORE_EXPLOSION:
  1794. case SC_NEWMOON: case SC_FLASHKICK: case SC_NOVAEXPLOSING:
  1795. case SC_SOULUNITY: case SC_SOULSHADOW: case SC_SOULFAIRY:
  1796. case SC_SOULFALCON: case SC_SOULGOLEM: case SC_USE_SKILL_SP_SPA:
  1797. case SC_USE_SKILL_SP_SHA: case SC_SP_SHA:
  1798. #ifdef RENEWAL
  1799. case SC_EXTREMITYFIST2:
  1800. #endif
  1801. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  1802. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  1803. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  1804. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  1805. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  1806. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  1807. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  1808. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  1809. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  1810. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  1811. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  1812. case SC_SPRITEMABLE: case SC_BITESCAR:
  1813. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  1814. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  1815. case SC_DAILYSENDMAILCNT:
  1816. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  1817. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  1818. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  1819. case SC_ENTRY_QUEUE_APPLY_DELAY: case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  1820. case SC_REUSE_LIMIT_LUXANIMA: case SC_LUXANIMA: case SC_SOULENERGY:
  1821. continue;
  1822. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1823. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1824. case SC_FORTUNE: case SC_SERVICE4U:
  1825. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  1826. continue; //If in song area don't end it, even if config enabled
  1827. break;
  1828. case SC_ASSUMPTIO:
  1829. if( bl->type == BL_MOB )
  1830. continue;
  1831. break;
  1832. }
  1833. if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
  1834. tsc->data[i]->val2 = 0;
  1835. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1836. n--;
  1837. }
  1838. //Remove bonus_script by Banishing Buster
  1839. if (dstsd)
  1840. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1841. }
  1842. break;
  1843. case RL_S_STORM:
  1844. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1845. 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
  1846. break;
  1847. case RL_AM_BLAST:
  1848. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1849. break;
  1850. case SU_SCRATCH:
  1851. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1852. break;
  1853. case SU_SV_STEMSPEAR:
  1854. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1855. break;
  1856. case SU_CN_METEOR2:
  1857. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1858. break;
  1859. case SU_SCAROFTAROU:
  1860. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1861. break;
  1862. case SU_LUNATICCARROTBEAT2:
  1863. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1864. break;
  1865. case SJ_FULLMOONKICK:
  1866. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1867. break;
  1868. case SJ_STAREMPEROR:
  1869. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1870. break;
  1871. case SP_CURSEEXPLOSION:
  1872. status_change_end(bl, SC_SOULCURSE, INVALID_TIMER);
  1873. break;
  1874. case SP_SHA:
  1875. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1876. break;
  1877. } //end switch skill_id
  1878. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1879. { //Pass heritage to Master for status causing effects. [Skotlex]
  1880. sd = map_id2sd(md->master_id);
  1881. src = sd?&sd->bl:src;
  1882. }
  1883. // Coma
  1884. if (sd && sd->special_state.bonus_coma && (!md || status_get_race2(&md->bl) != RC2_GVG || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) {
  1885. rate = 0;
  1886. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1887. if (!skill_id || !skill_get_nk(skill_id, NK_NODAMAGE)) {
  1888. rate += sd->coma_class[tstatus->class_] + sd->coma_class[CLASS_ALL];
  1889. rate += sd->coma_race[tstatus->race] + sd->coma_race[RC_ALL];
  1890. }
  1891. if (attack_type&BF_WEAPON) {
  1892. rate += sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1893. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1894. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1895. }
  1896. if (rate > 0)
  1897. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1898. }
  1899. if( attack_type&BF_WEAPON )
  1900. { // Breaking Equipment
  1901. if( sd && battle_config.equip_self_break_rate )
  1902. { // Self weapon breaking
  1903. rate = battle_config.equip_natural_break_rate;
  1904. #ifndef RENEWAL
  1905. if( sc )
  1906. {
  1907. if(sc->data[SC_OVERTHRUST])
  1908. rate += 10;
  1909. if(sc->data[SC_MAXOVERTHRUST])
  1910. rate += 10;
  1911. }
  1912. #endif
  1913. if( rate )
  1914. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1915. }
  1916. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1917. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1918. // Target weapon breaking
  1919. rate = 0;
  1920. if( sd )
  1921. rate += sd->bonus.break_weapon_rate;
  1922. if( sc && sc->data[SC_MELTDOWN] )
  1923. rate += sc->data[SC_MELTDOWN]->val2;
  1924. if( rate )
  1925. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1926. // Target armor breaking
  1927. rate = 0;
  1928. if( sd )
  1929. rate += sd->bonus.break_armor_rate;
  1930. if( sc && sc->data[SC_MELTDOWN] )
  1931. rate += sc->data[SC_MELTDOWN]->val3;
  1932. if( rate )
  1933. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1934. }
  1935. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1936. if (sd->def_set_race[tstatus->race].rate)
  1937. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1938. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1939. if (sd->mdef_set_race[tstatus->race].rate)
  1940. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1941. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1942. if (sd->norecover_state_race[tstatus->race].rate)
  1943. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  1944. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  1945. }
  1946. }
  1947. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1948. struct unit_data *ud = unit_bl2ud(src);
  1949. if( sc->data[SC_WILD_STORM_OPTION] )
  1950. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1951. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1952. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1953. else if( sc->data[SC_TROPIC_OPTION] )
  1954. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1955. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1956. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1957. else
  1958. skill = 0;
  1959. if ( rnd()%100 < 25 && skill ){
  1960. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1961. if (ud) {
  1962. rate = skill_delayfix(src, skill, skill_lv);
  1963. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1964. ud->canact_tick = i64max(tick + rate, ud->canact_tick);
  1965. if ( battle_config.display_status_timers )
  1966. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  1967. }
  1968. }
  1969. }
  1970. }
  1971. // Autospell when attacking
  1972. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  1973. {
  1974. struct block_list *tbl;
  1975. struct unit_data *ud;
  1976. int autospl_skill_lv, type;
  1977. for (const auto &it : sd->autospell) {
  1978. if (!(((it.flag)&attack_type)&BF_WEAPONMASK &&
  1979. ((it.flag)&attack_type)&BF_RANGEMASK &&
  1980. ((it.flag)&attack_type)&BF_SKILLMASK))
  1981. continue; // one or more trigger conditions were not fulfilled
  1982. skill = (it.id > 0) ? it.id : -it.id;
  1983. sd->state.autocast = 1;
  1984. if ( skill_isNotOk(skill, sd) ) {
  1985. sd->state.autocast = 0;
  1986. continue;
  1987. }
  1988. sd->state.autocast = 0;
  1989. autospl_skill_lv = it.lv?it.lv:1;
  1990. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1991. rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  1992. if (rnd()%1000 >= rate)
  1993. continue;
  1994. tbl = (it.id < 0) ? src : bl;
  1995. if ((type = skill_get_casttype(skill)) == CAST_GROUND) {
  1996. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  1997. continue;
  1998. }
  1999. if (battle_config.autospell_check_range &&
  2000. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  2001. continue;
  2002. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  2003. type = CAST_GROUND;
  2004. #ifndef RENEWAL
  2005. else if (skill == AS_SONICBLOW)
  2006. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  2007. #endif
  2008. sd->state.autocast = 1;
  2009. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2010. skill_toggle_magicpower(src, skill);
  2011. switch (type) {
  2012. case CAST_GROUND:
  2013. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2014. break;
  2015. case CAST_NODAMAGE:
  2016. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2017. break;
  2018. case CAST_DAMAGE:
  2019. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2020. break;
  2021. }
  2022. sd->state.autocast = 0;
  2023. //Set canact delay. [Skotlex]
  2024. ud = unit_bl2ud(src);
  2025. if (ud) {
  2026. rate = skill_delayfix(src, skill, autospl_skill_lv);
  2027. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  2028. ud->canact_tick = i64max(tick + rate, ud->canact_tick);
  2029. if ( battle_config.display_status_timers && sd )
  2030. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  2031. }
  2032. }
  2033. }
  2034. }
  2035. //Autobonus when attacking
  2036. if( sd && !sd->autobonus.empty() )
  2037. {
  2038. for(auto &it : sd->autobonus) {
  2039. if (rnd()%1000 >= it.rate)
  2040. continue;
  2041. if (!(((it.atk_type)&attack_type)&BF_WEAPONMASK &&
  2042. ((it.atk_type)&attack_type)&BF_RANGEMASK &&
  2043. ((it.atk_type)&attack_type)&BF_SKILLMASK))
  2044. continue; // one or more trigger conditions were not fulfilled
  2045. pc_exeautobonus(sd, &sd->autobonus, &it);
  2046. }
  2047. }
  2048. //Polymorph
  2049. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2050. dstmd && !status_has_mode(tstatus,MD_STATUS_IMMUNE) &&
  2051. (rnd()%10000 < sd->bonus.classchange))
  2052. {
  2053. int class_ = mob_get_random_id(MOBG_Branch_Of_Dead_Tree, RMF_DB_RATE, 0);
  2054. if (class_ != 0 && mobdb_checkid(class_))
  2055. mob_class_change(dstmd,class_);
  2056. }
  2057. return 0;
  2058. }
  2059. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2060. struct block_list *tbl;
  2061. if( sd == NULL || !skill_id )
  2062. return 0;
  2063. for (auto &it : sd->autospell3) {
  2064. int skill, skill_lv, type;
  2065. if (it.flag != skill_id)
  2066. continue;
  2067. if (it.lock)
  2068. continue; // autospell already being executed
  2069. skill = it.id;
  2070. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2071. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) ) {
  2072. sd->state.autocast = 0;
  2073. continue;
  2074. }
  2075. sd->state.autocast = 0;
  2076. if( skill >= 0 && bl == NULL )
  2077. continue; // No target
  2078. if( rnd()%1000 >= it.rate )
  2079. continue;
  2080. skill_lv = it.lv ? it.lv : 1;
  2081. if( skill < 0 ) {
  2082. tbl = &sd->bl;
  2083. skill *= -1;
  2084. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  2085. }
  2086. else
  2087. tbl = bl;
  2088. if ((type = skill_get_casttype(skill)) == CAST_GROUND) {
  2089. if (!skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2090. continue;
  2091. }
  2092. if (battle_config.autospell_check_range &&
  2093. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2094. continue;
  2095. sd->state.autocast = 1;
  2096. it.lock = true;
  2097. skill_consume_requirement(sd,skill,skill_lv,1);
  2098. switch( type ) {
  2099. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  2100. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  2101. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  2102. }
  2103. it.lock = false;
  2104. sd->state.autocast = 0;
  2105. }
  2106. if( sd && !sd->autobonus3.empty() ) {
  2107. for (auto &it : sd->autobonus3) {
  2108. if (rnd()%1000 >= it.rate)
  2109. continue;
  2110. if (it.atk_type != skill_id)
  2111. continue;
  2112. pc_exeautobonus(sd, &sd->autobonus3, &it);
  2113. }
  2114. }
  2115. return 1;
  2116. }
  2117. /* Splitted off from skill_additional_effect, which is never called when the
  2118. * attack skill kills the enemy. Place in this function counter status effects
  2119. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2120. * from cards) that will take effect on the source, not the target. [Skotlex]
  2121. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2122. * type of skills, so not every instance of skill_additional_effect needs a call
  2123. * to this one.
  2124. */
  2125. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, t_tick tick)
  2126. {
  2127. int rate;
  2128. struct map_session_data *sd=NULL;
  2129. struct map_session_data *dstsd=NULL;
  2130. nullpo_ret(src);
  2131. nullpo_ret(bl);
  2132. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2133. sd = BL_CAST(BL_PC, src);
  2134. dstsd = BL_CAST(BL_PC, bl);
  2135. if(dstsd && attack_type&BF_WEAPON) { //Counter effects.
  2136. enum sc_type type;
  2137. unsigned int time;
  2138. for (const auto &it : dstsd->addeff_atked) {
  2139. rate = it.rate;
  2140. if (attack_type&BF_LONG)
  2141. rate += it.arrow_rate;
  2142. if (!rate)
  2143. continue;
  2144. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2145. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2146. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2147. continue; //Range Failed.
  2148. }
  2149. type = it.sc;
  2150. time = it.duration;
  2151. if (it.flag&ATF_TARGET && src != bl)
  2152. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  2153. if (it.flag&ATF_SELF && !status_isdead(bl))
  2154. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  2155. }
  2156. }
  2157. switch(skill_id) {
  2158. case MO_EXTREMITYFIST:
  2159. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2160. break;
  2161. case GS_FULLBUSTER:
  2162. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2163. break;
  2164. case HFLI_SBR44: //[orn]
  2165. case HVAN_EXPLOSION:
  2166. if(src->type == BL_HOM){
  2167. TBL_HOM *hd = (TBL_HOM*)src;
  2168. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  2169. if (hd->master)
  2170. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  2171. }
  2172. break;
  2173. case CR_GRANDCROSS:
  2174. case NPC_GRANDDARKNESS:
  2175. attack_type |= BF_WEAPON;
  2176. break;
  2177. case LG_HESPERUSLIT:
  2178. {
  2179. struct status_change *sc = status_get_sc(src);
  2180. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  2181. for(int i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2182. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2183. }
  2184. }
  2185. break;
  2186. case SP_SPA:
  2187. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2188. break;
  2189. case SP_SHA:
  2190. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2191. break;
  2192. case SP_SWHOO:
  2193. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2194. break;
  2195. }
  2196. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2197. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
  2198. 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);
  2199. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2200. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2201. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2202. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2203. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2204. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2205. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2206. }
  2207. if( sd && status_isdead(bl) ) {
  2208. int sp = 0, hp = 0;
  2209. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2210. sp += sd->bonus.sp_gain_value;
  2211. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  2212. hp += sd->bonus.hp_gain_value;
  2213. }
  2214. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2215. sp += sd->bonus.long_sp_gain_value;
  2216. hp += sd->bonus.long_hp_gain_value;
  2217. }
  2218. if( attack_type&BF_MAGIC ) {
  2219. sp += sd->bonus.magic_sp_gain_value;
  2220. hp += sd->bonus.magic_hp_gain_value;
  2221. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2222. struct status_change *sc = NULL;
  2223. if( ( sc = status_get_sc(src) ) ) {
  2224. if(sc->data[SC_SPIRIT] &&
  2225. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2226. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2227. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2228. }
  2229. }
  2230. }
  2231. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2232. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2233. }
  2234. }
  2235. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2236. struct status_change *sc = status_get_sc(bl);
  2237. if (sc && sc->data[SC_DORAM_SVSP] && attack_type&(BF_MAGIC|BF_LONG))
  2238. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2239. }
  2240. // Trigger counter-spells to retaliate against damage causing skills.
  2241. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2242. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2243. {
  2244. struct block_list *tbl;
  2245. struct unit_data *ud;
  2246. int autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  2247. for (const auto &it : dstsd->autospell2) {
  2248. if (!(((it.flag)&attack_type)&BF_WEAPONMASK &&
  2249. ((it.flag)&attack_type)&BF_RANGEMASK &&
  2250. ((it.flag)&attack_type)&BF_SKILLMASK))
  2251. continue; // one or more trigger conditions were not fulfilled
  2252. autospl_skill_id = (it.id > 0) ? it.id : -it.id;
  2253. autospl_skill_lv = it.lv ? it.lv : 1;
  2254. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  2255. autospl_rate = it.rate;
  2256. //Physical range attacks only trigger autospells half of the time
  2257. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2258. autospl_rate>>=1;
  2259. dstsd->state.autocast = 1;
  2260. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2261. dstsd->state.autocast = 0;
  2262. continue;
  2263. }
  2264. dstsd->state.autocast = 0;
  2265. if (rnd()%1000 >= autospl_rate)
  2266. continue;
  2267. tbl = (it.id < 0) ? bl : src;
  2268. if ((type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND) {
  2269. if (!skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2270. continue;
  2271. }
  2272. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2273. continue;
  2274. dstsd->state.autocast = 1;
  2275. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2276. switch (type) {
  2277. case CAST_GROUND:
  2278. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2279. break;
  2280. case CAST_NODAMAGE:
  2281. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2282. break;
  2283. case CAST_DAMAGE:
  2284. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2285. break;
  2286. }
  2287. dstsd->state.autocast = 0;
  2288. //Set canact delay. [Skotlex]
  2289. ud = unit_bl2ud(bl);
  2290. if (ud) {
  2291. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2292. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  2293. ud->canact_tick = i64max(tick + autospl_rate, ud->canact_tick);
  2294. if ( battle_config.display_status_timers && dstsd )
  2295. clif_status_change(bl, EFST_POSTDELAY, 1, autospl_rate, 0, 0, 0);
  2296. }
  2297. }
  2298. }
  2299. }
  2300. //Autobonus when attacked
  2301. if( dstsd && !status_isdead(bl) && !dstsd->autobonus2.empty() && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)) ) {
  2302. for (auto &it : dstsd->autobonus2) {
  2303. if (rnd()%1000 >= it.rate)
  2304. continue;
  2305. if (!(((it.atk_type)&attack_type)&BF_WEAPONMASK &&
  2306. ((it.atk_type)&attack_type)&BF_RANGEMASK &&
  2307. ((it.atk_type)&attack_type)&BF_SKILLMASK))
  2308. continue; // one or more trigger conditions were not fulfilled
  2309. pc_exeautobonus(dstsd, &dstsd->autobonus2, &it);
  2310. }
  2311. }
  2312. return 0;
  2313. }
  2314. /*=========================================================================
  2315. Breaks equipment. On-non players causes the corresponding strip effect.
  2316. - rate goes from 0 to 10000 (100.00%)
  2317. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2318. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2319. --------------------------------------------------------------------------*/
  2320. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2321. {
  2322. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2323. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2324. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2325. struct status_change *sc = status_get_sc(bl);
  2326. int i;
  2327. TBL_PC *sd;
  2328. sd = BL_CAST(BL_PC, bl);
  2329. if (sc && !sc->count)
  2330. sc = NULL;
  2331. if (sd) {
  2332. if (sd->bonus.unbreakable_equip)
  2333. where &= ~sd->bonus.unbreakable_equip;
  2334. if (sd->bonus.unbreakable)
  2335. rate -= rate*sd->bonus.unbreakable/100;
  2336. if (where&EQP_WEAPON) {
  2337. switch (sd->status.weapon) {
  2338. case W_FIST: //Bare fists should not break :P
  2339. case W_1HAXE:
  2340. case W_2HAXE:
  2341. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2342. case W_2HMACE:
  2343. case W_STAFF:
  2344. case W_2HSTAFF:
  2345. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2346. case W_HUUMA:
  2347. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2348. case W_DOUBLE_DA:
  2349. case W_DOUBLE_SA:
  2350. where &= ~EQP_WEAPON;
  2351. }
  2352. }
  2353. }
  2354. if (flag&BCT_ENEMY) {
  2355. if (battle_config.equip_skill_break_rate != 100)
  2356. rate = rate*battle_config.equip_skill_break_rate/100;
  2357. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2358. if (battle_config.equip_self_break_rate != 100)
  2359. rate = rate*battle_config.equip_self_break_rate/100;
  2360. }
  2361. for (i = 0; i < 4; i++) {
  2362. if (where&where_list[i]) {
  2363. if (sc && sc->count && sc->data[scdef[i]])
  2364. where&=~where_list[i];
  2365. else if (rnd()%10000 >= rate)
  2366. where&=~where_list[i];
  2367. else if (!sd) //Cause Strip effect.
  2368. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2369. }
  2370. }
  2371. if (!where) //Nothing to break.
  2372. return 0;
  2373. if (sd) {
  2374. for (i = 0; i < EQI_MAX; i++) {
  2375. short j = sd->equip_index[i];
  2376. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2377. continue;
  2378. switch(i) {
  2379. case EQI_HEAD_TOP: //Upper Head
  2380. flag = (where&EQP_HELM);
  2381. break;
  2382. case EQI_ARMOR: //Body
  2383. flag = (where&EQP_ARMOR);
  2384. break;
  2385. case EQI_HAND_R: //Left/Right hands
  2386. case EQI_HAND_L:
  2387. flag = (
  2388. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2389. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2390. break;
  2391. case EQI_SHOES:
  2392. flag = (where&EQP_SHOES);
  2393. break;
  2394. case EQI_GARMENT:
  2395. flag = (where&EQP_GARMENT);
  2396. break;
  2397. default:
  2398. continue;
  2399. }
  2400. if (flag) {
  2401. sd->inventory.u.items_inventory[j].attribute = 1;
  2402. pc_unequipitem(sd, j, 3);
  2403. }
  2404. }
  2405. clif_equiplist(sd);
  2406. }
  2407. return where; //Return list of pieces broken.
  2408. }
  2409. /**
  2410. * Strip equipment from a target
  2411. * @param src: Source of call
  2412. * @param target: Target to strip
  2413. * @param skill_id: Skill used
  2414. * @param skill_lv: Skill level used
  2415. * @return True on successful strip or false otherwise
  2416. */
  2417. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2418. {
  2419. nullpo_retr(false, src);
  2420. nullpo_retr(false, target);
  2421. struct status_change *tsc = status_get_sc(target);
  2422. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2423. return false;
  2424. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2425. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2426. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2427. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2428. int rate, time, location, mod = 100;
  2429. switch (skill_id) { // Rate
  2430. case RG_STRIPWEAPON:
  2431. case RG_STRIPARMOR:
  2432. case RG_STRIPSHIELD:
  2433. case RG_STRIPHELM:
  2434. case GC_WEAPONCRUSH:
  2435. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2436. mod = 1000;
  2437. break;
  2438. case ST_FULLSTRIP: {
  2439. int min_rate = 50 + 20 * skill_lv;
  2440. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2441. rate = max(min_rate, rate);
  2442. mod = 1000;
  2443. break;
  2444. }
  2445. case GS_DISARM:
  2446. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2447. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2448. break;
  2449. case WL_EARTHSTRAIN: {
  2450. int job_lv = 0;
  2451. if (src->type == BL_PC)
  2452. job_lv = ((TBL_PC*)src)->status.job_level;
  2453. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2454. break;
  2455. }
  2456. case SC_STRIPACCESSARY:
  2457. rate = 12 + 2 * skill_lv;
  2458. break;
  2459. default:
  2460. return false;
  2461. }
  2462. if (rnd()%mod >= rate)
  2463. return false;
  2464. switch (skill_id) { // Duration
  2465. case SC_STRIPACCESSARY:
  2466. case GS_DISARM:
  2467. time = skill_get_time(skill_id, skill_lv);
  2468. break;
  2469. case WL_EARTHSTRAIN:
  2470. case RG_STRIPWEAPON:
  2471. case RG_STRIPARMOR:
  2472. case RG_STRIPSHIELD:
  2473. case RG_STRIPHELM:
  2474. case GC_WEAPONCRUSH:
  2475. case ST_FULLSTRIP:
  2476. if (skill_id == WL_EARTHSTRAIN)
  2477. time = skill_get_time2(skill_id, skill_lv);
  2478. else
  2479. time = skill_get_time(skill_id, skill_lv);
  2480. if (target->type == BL_PC)
  2481. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2482. else {
  2483. time += 15000;
  2484. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2485. }
  2486. break;
  2487. }
  2488. switch (skill_id) { // Location
  2489. case GC_WEAPONCRUSH:
  2490. case RG_STRIPWEAPON:
  2491. case GS_DISARM:
  2492. location = EQP_WEAPON;
  2493. break;
  2494. case RG_STRIPARMOR:
  2495. location = EQP_ARMOR;
  2496. break;
  2497. case RG_STRIPSHIELD:
  2498. location = EQP_SHIELD;
  2499. break;
  2500. case RG_STRIPHELM:
  2501. location = EQP_HELM;
  2502. break;
  2503. case ST_FULLSTRIP:
  2504. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2505. break;
  2506. case SC_STRIPACCESSARY:
  2507. location = EQP_ACC;
  2508. break;
  2509. case WL_EARTHSTRAIN:
  2510. location = EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2511. if (skill_lv >= 4)
  2512. location |= EQP_WEAPON;
  2513. if (skill_lv >= 5)
  2514. location |= EQP_ACC;
  2515. break;
  2516. }
  2517. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2518. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->data[sc_def[i]])
  2519. location &=~ pos[i];
  2520. }
  2521. if (!location)
  2522. return false;
  2523. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2524. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2525. location &=~ pos[i];
  2526. }
  2527. return location ? true : false;
  2528. }
  2529. /**
  2530. * Used to knock back players, monsters, traps, etc
  2531. * @param src Object that give knock back
  2532. * @param target Object that receive knock back
  2533. * @param count Number of knock back cell requested
  2534. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2535. * @param flag
  2536. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2537. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2538. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2539. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2540. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2541. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2542. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2543. * @return Number of knocked back cells done
  2544. */
  2545. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2546. {
  2547. int dx = 0, dy = 0;
  2548. uint8 checkflag = 0;
  2549. struct status_change *tsc = status_get_sc(target);
  2550. enum e_unit_blown reason = UB_KNOCKABLE;
  2551. nullpo_ret(src);
  2552. nullpo_ret(target);
  2553. if (!count)
  2554. return count; // Actual knockback distance is 0.
  2555. // Create flag needed in unit_blown_immune
  2556. if(src != target)
  2557. checkflag |= 0x1; // Offensive
  2558. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2559. checkflag |= 0x2; // Knockback type
  2560. if(status_get_class_(src) == CLASS_BOSS)
  2561. checkflag |= 0x4; // Boss attack
  2562. // Get reason and check for flags
  2563. reason = unit_blown_immune(target, checkflag);
  2564. switch(reason) {
  2565. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2566. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2567. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2568. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2569. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2570. }
  2571. if (dir == -1) // <optimized>: do the computation here instead of outside
  2572. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2573. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2574. dx = -dirx[dir];
  2575. dy = -diry[dir];
  2576. }
  2577. if (tsc) {
  2578. if (tsc->data[SC_SU_STOOP]) // Any knockback will cancel it.
  2579. status_change_end(target, SC_SU_STOOP, INVALID_TIMER);
  2580. if (tsc->data[SC_ROLLINGCUTTER])
  2581. status_change_end(target, SC_ROLLINGCUTTER, INVALID_TIMER);
  2582. if (tsc->data[SC_SV_ROOTTWIST]) // Shouldn't move.
  2583. return 0;
  2584. }
  2585. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2586. }
  2587. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2588. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2589. // In case of success returns type of reflection, otherwise 0
  2590. // 1 - Regular reflection (Maya)
  2591. // 2 - SL_KAITE reflection
  2592. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2593. {
  2594. struct status_change *sc = status_get_sc(bl);
  2595. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2596. if (!sc || !sc->data[SC_KYOMU]) { // Kyomu doesn't reflect
  2597. // Item-based reflection - Bypasses Boss check
  2598. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2599. return 1;
  2600. }
  2601. // Magic Mirror reflection - Bypasses Boss check
  2602. if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2)
  2603. return 1;
  2604. if( status_get_class_(src) == CLASS_BOSS )
  2605. return 0;
  2606. // status-based reflection
  2607. if( !sc || sc->count == 0 )
  2608. return 0;
  2609. // Kaite reflection - Does not bypass Boss check
  2610. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80)
  2611. #ifdef RENEWAL
  2612. && type // Does not reflect AoE
  2613. #endif
  2614. ) {
  2615. // Kaite only works against non-players if they are low-level.
  2616. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2617. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2618. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2619. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2620. return 2;
  2621. }
  2622. return 0;
  2623. }
  2624. /**
  2625. * Checks whether a skill can be used in combos or not
  2626. * @param skill_id: Target skill
  2627. * @return 0: Skill is not a combo
  2628. * 1: Skill is a normal combo
  2629. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2630. * @author Panikon
  2631. */
  2632. int skill_is_combo(uint16 skill_id) {
  2633. switch(skill_id) {
  2634. case MO_CHAINCOMBO:
  2635. case MO_COMBOFINISH:
  2636. case CH_TIGERFIST:
  2637. case CH_CHAINCRUSH:
  2638. case MO_EXTREMITYFIST:
  2639. case TK_TURNKICK:
  2640. case TK_STORMKICK:
  2641. case TK_DOWNKICK:
  2642. case TK_COUNTER:
  2643. case TK_JUMPKICK:
  2644. case HT_POWER:
  2645. case SR_DRAGONCOMBO:
  2646. return 1;
  2647. case SR_FALLENEMPIRE:
  2648. case SR_TIGERCANNON:
  2649. case SR_GATEOFHELL:
  2650. return 2;
  2651. }
  2652. return 0;
  2653. }
  2654. /*
  2655. * Combo handler, start stop combo status
  2656. */
  2657. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2658. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2659. switch (skill_id) {
  2660. case MH_MIDNIGHT_FRENZY:
  2661. case MH_EQC:
  2662. {
  2663. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2664. short idx = hom_skill_get_index(skill_id2);
  2665. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2666. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2667. if (idx == -1)
  2668. break;
  2669. sd = hd->master;
  2670. hd->homunculus.hskill[idx].flag= flag;
  2671. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2672. }
  2673. break;
  2674. case MO_COMBOFINISH:
  2675. case CH_TIGERFIST:
  2676. case CH_CHAINCRUSH:
  2677. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2678. break;
  2679. case TK_JUMPKICK:
  2680. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2681. break;
  2682. case MO_TRIPLEATTACK:
  2683. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2684. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2685. break;
  2686. case SR_FALLENEMPIRE:
  2687. if (sd){
  2688. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2689. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2690. }
  2691. break;
  2692. }
  2693. }
  2694. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2695. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2696. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2697. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2698. struct status_change_entry *sce;
  2699. TBL_PC *sd = BL_CAST(BL_PC,src);
  2700. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2701. struct status_change *sc = status_get_sc(src);
  2702. if(sc == NULL) return;
  2703. //End previous combo state after skill is invoked
  2704. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2705. switch (skill_id) {
  2706. case TK_TURNKICK:
  2707. case TK_STORMKICK:
  2708. case TK_DOWNKICK:
  2709. case TK_COUNTER:
  2710. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2711. sce->val1 = skill_id; //Update combo-skill
  2712. sce->val3 = skill_id;
  2713. if( sce->timer != INVALID_TIMER )
  2714. delete_timer(sce->timer, status_change_timer);
  2715. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2716. break;
  2717. }
  2718. unit_cancel_combo(src); // Cancel combo wait
  2719. break;
  2720. default:
  2721. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2722. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2723. }
  2724. }
  2725. //start new combo
  2726. if (sd) { //player only
  2727. switch (skill_id) {
  2728. case MO_TRIPLEATTACK:
  2729. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2730. duration = 1;
  2731. target_id = 0; // Will target current auto-target instead
  2732. }
  2733. break;
  2734. case MO_CHAINCOMBO:
  2735. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2736. duration = 1;
  2737. target_id = 0; // Will target current auto-target instead
  2738. }
  2739. break;
  2740. case MO_COMBOFINISH:
  2741. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2742. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2743. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2744. duration = 1;
  2745. target_id = 0; // Will target current auto-target instead
  2746. }
  2747. case CH_TIGERFIST:
  2748. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2749. duration = 1;
  2750. target_id = 0; // Will target current auto-target instead
  2751. }
  2752. case CH_CHAINCRUSH:
  2753. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) {
  2754. duration = 1;
  2755. target_id = 0; // Will target current auto-target instead
  2756. }
  2757. break;
  2758. case AC_DOUBLE:
  2759. if (pc_checkskill(sd, HT_POWER)) {
  2760. duration = 2000;
  2761. nodelay = 1; //Neither gives walk nor attack delay
  2762. target_id = 0; //Does not need to be used on previous target
  2763. }
  2764. break;
  2765. case SR_DRAGONCOMBO:
  2766. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2767. duration = 1;
  2768. break;
  2769. case SR_FALLENEMPIRE:
  2770. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2771. duration = 1;
  2772. break;
  2773. case SJ_PROMINENCEKICK:
  2774. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  2775. duration = 1;
  2776. break;
  2777. }
  2778. }
  2779. else { //other
  2780. switch(skill_id) {
  2781. case MH_TINDER_BREAKER:
  2782. case MH_CBC:
  2783. case MH_SONIC_CRAW:
  2784. case MH_SILVERVEIN_RUSH:
  2785. if(hd->homunculus.spiritball > 0) duration = 2000;
  2786. nodelay = 1;
  2787. break;
  2788. case MH_EQC:
  2789. case MH_MIDNIGHT_FRENZY:
  2790. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2791. nodelay = 1;
  2792. break;
  2793. }
  2794. }
  2795. if (duration) { //Possible to chain
  2796. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2797. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  2798. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2799. clif_combo_delay(src, duration);
  2800. }
  2801. }
  2802. /**
  2803. * Copy skill by Plagiarism or Reproduce
  2804. * @param src: The caster
  2805. * @param bl: The target
  2806. * @param skill_id: Skill that casted
  2807. * @param skill_lv: Skill level of the casted skill
  2808. */
  2809. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2810. {
  2811. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2812. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2813. return;
  2814. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2815. else if (tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2816. return;
  2817. else {
  2818. uint16 idx;
  2819. uint8 lv;
  2820. skill_id = skill_dummy2skill_id(skill_id);
  2821. //Use skill index, avoiding out-of-bound array [Cydh]
  2822. if (!(idx = skill_get_index(skill_id)))
  2823. return;
  2824. switch (skill_isCopyable(tsd,skill_id)) {
  2825. case 1: //Copied by Plagiarism
  2826. {
  2827. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2828. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2829. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2830. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2831. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2832. }
  2833. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2834. tsd->cloneskill_idx = idx;
  2835. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  2836. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  2837. }
  2838. break;
  2839. case 2: //Copied by Reproduce
  2840. {
  2841. struct status_change *tsc = status_get_sc(bl);
  2842. //Already did SC check
  2843. //Skill level copied depends on Reproduce skill that used
  2844. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2845. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2846. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2847. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2848. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2849. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2850. }
  2851. //Level dependent and limitation.
  2852. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2853. lv = min(lv,skill_get_max(skill_id));
  2854. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2855. lv = min(lv,skill_lv);
  2856. tsd->reproduceskill_idx = idx;
  2857. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  2858. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  2859. }
  2860. break;
  2861. default: return;
  2862. }
  2863. tsd->status.skill[idx].id = skill_id;
  2864. tsd->status.skill[idx].lv = lv;
  2865. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2866. clif_addskill(tsd,skill_id);
  2867. }
  2868. }
  2869. /**
  2870. * Knockback the target on skill_attack
  2871. * @param src is the master behind the attack
  2872. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2873. * @param target is the target to be attacked.
  2874. * @param blewcount
  2875. * @param skill_id
  2876. * @param skill_lv
  2877. * @param damage
  2878. * @param tick
  2879. * @param flag can hold a bunch of information:
  2880. */
  2881. 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, t_tick tick, int flag) {
  2882. int8 dir = -1; // Default direction
  2883. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2884. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2885. if (!blewcount || target == dsrc || status_isdead(target))
  2886. return;
  2887. // Skill specific direction
  2888. switch (skill_id) {
  2889. case MG_FIREWALL:
  2890. case EL_FIRE_MANTLE:
  2891. dir = unit_getdir(target); // Backwards
  2892. break;
  2893. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2894. case WZ_STORMGUST:
  2895. if(!battle_config.stormgust_knockback)
  2896. dir = rnd()%8;
  2897. break;
  2898. case MC_CARTREVOLUTION:
  2899. if (battle_config.cart_revo_knockback)
  2900. dir = 6; // Official servers push target to the West
  2901. break;
  2902. case AC_SHOWER:
  2903. case WL_CRIMSONROCK:
  2904. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  2905. dir = map_calc_dir(target, src->x, src->y);
  2906. else
  2907. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  2908. break;
  2909. case HT_PHANTASMIC: // issue #1378
  2910. if (status_get_hp(target) - damage <= 0) return;
  2911. break;
  2912. }
  2913. // Blown-specific handling
  2914. switch( skill_id ) {
  2915. case LG_OVERBRAND_BRANDISH:
  2916. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2917. 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)
  2918. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2919. break;
  2920. case SR_KNUCKLEARROW:
  2921. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2922. // Boss & Immune Knockback stay in place and don't get bonus damage
  2923. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2924. 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)
  2925. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2926. dir_ka = -1;
  2927. break;
  2928. case RL_R_TRIP:
  2929. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  2930. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2931. break;
  2932. default:
  2933. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  2934. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2935. TBL_SKILL *su = (TBL_SKILL*)target;
  2936. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2937. skill_blown(src, target, 3, -1, BLOWN_NONE);
  2938. }
  2939. break;
  2940. }
  2941. clif_fixpos(target);
  2942. }
  2943. /*
  2944. * =========================================================================
  2945. * Does a skill attack with the given properties.
  2946. * @param src is the master behind the attack (player/mob/pet)
  2947. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2948. * @param bl is the target to be attacked.
  2949. * @param flag can hold a bunch of information:
  2950. * flag&1
  2951. * flag&2 - Disable re-triggered by double casting
  2952. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2953. * flag&8 - SC_COMBO state used to deal bonus damage
  2954. *
  2955. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  2956. * (usually holds number of targets, or just 1 for simple splash attacks)
  2957. *
  2958. * flag&0xF000 - Values from enum e_skill_display
  2959. * flag&0x3F0000 - Values from enum e_battle_check_target
  2960. *
  2961. * flag&0x1000000 - Return 0 if damage was reflected
  2962. *-------------------------------------------------------------------------*/
  2963. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  2964. {
  2965. struct Damage dmg;
  2966. struct status_data *sstatus, *tstatus;
  2967. struct status_change *sc, *tsc;
  2968. struct map_session_data *sd, *tsd;
  2969. int64 damage;
  2970. int8 rmdamage = 0;//magic reflected
  2971. int type;
  2972. enum e_damage_type dmg_type;
  2973. bool shadow_flag = false;
  2974. bool additional_effects = true;
  2975. if(skill_id > 0 && !skill_lv)
  2976. return 0;
  2977. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2978. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2979. nullpo_ret(bl); //Target to be attacked.
  2980. if (status_bl_has_mode(bl,MD_SKILL_IMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  2981. return 0;
  2982. if (src != dsrc) {
  2983. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2984. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2985. return 0;
  2986. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  2987. //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]
  2988. if (!status_check_skilluse(src, bl, skill_id, 2))
  2989. return 0;
  2990. }
  2991. sd = BL_CAST(BL_PC, src);
  2992. tsd = BL_CAST(BL_PC, bl);
  2993. sstatus = status_get_status_data(src);
  2994. tstatus = status_get_status_data(bl);
  2995. sc= status_get_sc(src);
  2996. tsc= status_get_sc(bl);
  2997. if (tsc && !tsc->count)
  2998. tsc = NULL; //Don't need it.
  2999. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  3000. if (tsc && tsc->data[SC_TRICKDEAD])
  3001. return 0;
  3002. #ifndef RENEWAL
  3003. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  3004. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  3005. return 0;
  3006. #endif
  3007. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  3008. //If the damage source is a unit, the damage is not delayed
  3009. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  3010. dmg.amotion = 0;
  3011. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  3012. // Adjusted to the new system [Skotlex]
  3013. if( src->type == BL_PET ) { // [Valaris]
  3014. struct pet_data *pd = (TBL_PET*)src;
  3015. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3016. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3017. int element = skill_get_ele(skill_id, skill_lv);
  3018. /*if (skill_id == -1) Does it ever worked?
  3019. element = sstatus->rhw.ele;*/
  3020. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3021. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3022. else
  3023. dmg.damage = pd->a_skill->damage; // Fixed damage
  3024. }
  3025. else
  3026. dmg.damage = 1*pd->a_skill->div_;
  3027. dmg.damage2 = 0;
  3028. dmg.div_= pd->a_skill->div_;
  3029. }
  3030. }
  3031. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3032. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3033. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3034. { //Magic reflection, switch caster/target
  3035. struct block_list *tbl = bl;
  3036. rmdamage = 1;
  3037. bl = src;
  3038. src = tbl;
  3039. dsrc = tbl;
  3040. sd = BL_CAST(BL_PC, src);
  3041. tsd = BL_CAST(BL_PC, bl);
  3042. tsc = status_get_sc(bl);
  3043. if (tsc && !tsc->count)
  3044. tsc = NULL; //Don't need it.
  3045. /* bugreport:2564 flag&2 disables double casting trigger */
  3046. flag |= 2;
  3047. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3048. flag |= 4;
  3049. //Spirit of Wizard blocks Kaite's reflection
  3050. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  3051. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3052. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3053. if (type >= 0) {
  3054. if ( tsd )
  3055. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3056. dmg.damage = dmg.damage2 = 0;
  3057. dmg.dmg_lv = ATK_MISS;
  3058. tsc->data[SC_SPIRIT]->val3 = skill_id;
  3059. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  3060. }
  3061. } else if( type != 2 ) /* Kaite bypasses */
  3062. additional_effects = false;
  3063. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3064. #if MAGIC_REFLECTION_TYPE
  3065. #ifdef RENEWAL
  3066. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3067. #else
  3068. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3069. // regardless of caster's equipment (Aegis 11.1)
  3070. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3071. #endif
  3072. short s_ele = skill_get_ele(skill_id, skill_lv);
  3073. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3074. s_ele = sstatus->rhw.ele;
  3075. else if (s_ele == ELE_ENDOWED) //Use status element
  3076. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3077. else if( s_ele == ELE_RANDOM) //Use random element
  3078. s_ele = rnd()%ELE_ALL;
  3079. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3080. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  3081. struct status_data *status = status_get_status_data(bl);
  3082. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3083. per /=20; //Uses 20% SP intervals.
  3084. //SP Cost: 1% + 0.5% per every 20% SP
  3085. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3086. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  3087. //Reduction: 6% + 6% every 20%
  3088. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3089. }
  3090. }
  3091. #endif
  3092. }
  3093. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  3094. int sp = skill_get_sp(skill_id,skill_lv);
  3095. #ifndef RENEWAL
  3096. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3097. #endif
  3098. dmg.damage = dmg.damage2 = 0;
  3099. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3100. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  3101. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3102. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3103. status_heal(bl, 0, sp, 2);
  3104. }
  3105. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  3106. dmg.damage = dmg.damage2 = 0;
  3107. dmg.dmg_lv = ATK_MISS;
  3108. }
  3109. }
  3110. damage = dmg.damage + dmg.damage2;
  3111. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3112. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3113. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  3114. damage = 1;
  3115. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  3116. struct block_list *nbl;
  3117. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3118. if( nbl ){ // Only one target is chosen.
  3119. damage = damage / 2; // Deflect half of the damage to a target nearby
  3120. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SINGLE);
  3121. }
  3122. }
  3123. //Skill hit type
  3124. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3125. switch( skill_id ) {
  3126. case WL_HELLINFERNO:
  3127. if (dmg.dmg_lv == ATK_DEF && !(flag&ELE_DARK)) // Burning only starts if the fire attack successfully lands
  3128. sc_start4(src, bl, SC_BURNING, 55 + 5 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
  3129. break;
  3130. case SC_TRIANGLESHOT:
  3131. if( rnd()%100 > (1 + skill_lv) )
  3132. dmg.blewcount = 0;
  3133. break;
  3134. default:
  3135. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3136. dmg.blewcount = 0; //only pushback when it hit for other
  3137. break;
  3138. }
  3139. switch( skill_id ) {
  3140. case CR_GRANDCROSS:
  3141. case NPC_GRANDDARKNESS:
  3142. if( battle_config.gx_disptype)
  3143. dsrc = src;
  3144. if( src == bl)
  3145. dmg_type = DMG_ENDURE;
  3146. else
  3147. flag|= SD_ANIMATION;
  3148. break;
  3149. case NJ_TATAMIGAESHI: //For correct knockback.
  3150. dsrc = src;
  3151. flag|= SD_ANIMATION;
  3152. break;
  3153. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3154. int level;
  3155. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3156. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3157. }
  3158. break;
  3159. case SL_STIN:
  3160. case SL_STUN:
  3161. if (skill_lv >= 7) {
  3162. struct status_change *sc_cur = status_get_sc(src);
  3163. if (sc_cur && !sc_cur->data[SC_SMA])
  3164. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3165. }
  3166. break;
  3167. }
  3168. //combo handling
  3169. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3170. //Display damage.
  3171. switch( skill_id ) {
  3172. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3173. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3174. break;
  3175. //Skills that need be passed as a normal attack for the client to display correctly.
  3176. case HVAN_EXPLOSION:
  3177. case NPC_SELFDESTRUCTION:
  3178. if(src->type == BL_PC)
  3179. dmg.blewcount = 10;
  3180. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3181. // fall through
  3182. case KN_AUTOCOUNTER:
  3183. case NPC_CRITICALSLASH:
  3184. case TF_DOUBLE:
  3185. case GS_CHAINACTION:
  3186. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3187. break;
  3188. case AS_SPLASHER:
  3189. if( flag&SD_ANIMATION ) // the surrounding targets
  3190. 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
  3191. else // the central target doesn't display an animation
  3192. 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
  3193. break;
  3194. case WL_HELLINFERNO:
  3195. case SR_EARTHSHAKER:
  3196. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3197. break;
  3198. case WL_SOULEXPANSION:
  3199. case WL_COMET:
  3200. case NPC_COMET:
  3201. case KO_MUCHANAGE:
  3202. #ifndef RENEWAL
  3203. case NJ_HUUMA:
  3204. #endif
  3205. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3206. break;
  3207. case WL_CHAINLIGHTNING_ATK:
  3208. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3209. break;
  3210. case WL_TETRAVORTEX_FIRE:
  3211. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3212. break;
  3213. case LG_SHIELDPRESS:
  3214. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3215. break;
  3216. case LG_OVERBRAND:
  3217. case LG_OVERBRAND_BRANDISH:
  3218. dmg.amotion = status_get_amotion(src) * 2;
  3219. case LG_OVERBRAND_PLUSATK:
  3220. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3221. break;
  3222. case NPC_DARKPIERCING:
  3223. case EL_FIRE_BOMB:
  3224. case EL_FIRE_BOMB_ATK:
  3225. case EL_FIRE_WAVE:
  3226. case EL_FIRE_WAVE_ATK:
  3227. case EL_FIRE_MANTLE:
  3228. case EL_CIRCLE_OF_FIRE:
  3229. case EL_FIRE_ARROW:
  3230. case EL_ICE_NEEDLE:
  3231. case EL_WATER_SCREW:
  3232. case EL_WATER_SCREW_ATK:
  3233. case EL_WIND_SLASH:
  3234. case EL_TIDAL_WEAPON:
  3235. case EL_ROCK_CRUSHER:
  3236. case EL_ROCK_CRUSHER_ATK:
  3237. case EL_HURRICANE:
  3238. case EL_HURRICANE_ATK:
  3239. case KO_BAKURETSU:
  3240. case GN_HELLS_PLANT_ATK:
  3241. case SU_SV_ROOTTWIST_ATK:
  3242. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3243. break;
  3244. case GN_FIRE_EXPANSION_ACID:
  3245. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3246. break;
  3247. case GN_SLINGITEM_RANGEMELEEATK:
  3248. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3249. break;
  3250. case EL_STONE_RAIN:
  3251. 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);
  3252. break;
  3253. case WM_SEVERE_RAINSTORM_MELEE:
  3254. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3255. break;
  3256. case SR_TIGERCANNON:
  3257. dmg.dmotion = clif_skill_damage(src, bl, tick, status_get_amotion(bl), dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SINGLE);
  3258. break;
  3259. case HT_CLAYMORETRAP:
  3260. case HT_BLASTMINE:
  3261. case HT_FLASHER:
  3262. case HT_FREEZINGTRAP:
  3263. case RA_CLUSTERBOMB:
  3264. case RA_FIRINGTRAP:
  3265. case RA_ICEBOUNDTRAP:
  3266. 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);
  3267. if( dsrc != src ) // avoid damage display redundancy
  3268. break;
  3269. //Fall through
  3270. case HT_LANDMINE:
  3271. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3272. break;
  3273. case WZ_SIGHTBLASTER:
  3274. //Sightblaster should never call clif_skill_damage twice
  3275. 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);
  3276. break;
  3277. case RL_R_TRIP_PLUSATK:
  3278. case RL_S_STORM:
  3279. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3280. break;
  3281. case SU_LUNATICCARROTBEAT:
  3282. case SU_LUNATICCARROTBEAT2:
  3283. case SP_CURSEEXPLOSION:
  3284. case SP_SPA:
  3285. case SP_SHA:
  3286. if (dmg.div_ < 2)
  3287. type = DMG_SPLASH;
  3288. if (!(flag&SD_ANIMATION))
  3289. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3290. // Fall through
  3291. case WM_REVERBERATION:
  3292. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3293. break;
  3294. case SJ_FALLINGSTAR_ATK:
  3295. case SJ_FALLINGSTAR_ATK2:
  3296. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3297. break;
  3298. case SJ_NOVAEXPLOSING:
  3299. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3300. break;
  3301. case AB_DUPLELIGHT_MELEE:
  3302. case AB_DUPLELIGHT_MAGIC:
  3303. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3304. default:
  3305. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3306. dmg_type = DMG_SPLASH;
  3307. if (src->type == BL_SKILL) {
  3308. TBL_SKILL *su = (TBL_SKILL*)src;
  3309. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3310. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3311. break;
  3312. }
  3313. }
  3314. 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);
  3315. break;
  3316. }
  3317. map_freeblock_lock();
  3318. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3319. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3320. skill_do_copy(src,bl,skill_id,skill_lv);
  3321. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3322. { //Skills with can't walk delay also stop normal attacking for that
  3323. //duration when the attack connects. [Skotlex]
  3324. struct unit_data *ud = unit_bl2ud(src);
  3325. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3326. ud->attackabletime = tick + type;
  3327. }
  3328. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3329. // Instant damage
  3330. if( !dmg.amotion ) {
  3331. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION])
  3332. #ifndef RENEWAL
  3333. || skill_id == HW_GRAVITATION
  3334. #endif
  3335. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3336. status_fix_damage(src,bl,damage,dmg.dmotion,skill_id); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3337. if( !status_isdead(bl) && additional_effects )
  3338. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3339. if( damage > 0 ) //Counter status effects [Skotlex]
  3340. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3341. }
  3342. // Blow!
  3343. if (!(flag&4))
  3344. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3345. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3346. if( dmg.amotion ) {
  3347. if( shadow_flag ) {
  3348. if( !status_isdead(bl) && additional_effects )
  3349. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3350. if( dmg.flag > ATK_BLOCK )
  3351. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3352. } else
  3353. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3354. }
  3355. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3356. #ifndef RENEWAL
  3357. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3358. #endif
  3359. ) {
  3360. if (tsc->data[SC_DEVOTION]) {
  3361. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3362. struct block_list *d_bl = map_id2bl(sce->val1);
  3363. if (d_bl && (
  3364. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3365. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3366. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3367. {
  3368. if (!rmdamage) {
  3369. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3370. status_fix_damage(NULL, d_bl, damage, 0, 0);
  3371. } else {
  3372. bool isDevotRdamage = false;
  3373. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3374. isDevotRdamage = true;
  3375. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3376. // This check is only for magical skill.
  3377. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3378. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3379. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, damage, 0, 0);
  3380. }
  3381. } else {
  3382. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  3383. if (!dmg.amotion)
  3384. status_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3385. }
  3386. }
  3387. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  3388. struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
  3389. struct block_list *e_bl = map_id2bl(sce->val1);
  3390. if (e_bl) {
  3391. if (!rmdamage) {
  3392. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3393. status_fix_damage(NULL, e_bl, damage, 0, 0);
  3394. } else {
  3395. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3396. status_fix_damage(bl, bl, damage, 0, 0);
  3397. }
  3398. }
  3399. }
  3400. }
  3401. if(damage > 0 && !status_has_mode(tstatus,MD_STATUS_IMMUNE)) {
  3402. if( skill_id == RG_INTIMIDATE ) {
  3403. int rate = 50 + skill_lv * 5;
  3404. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3405. if(rnd()%100 < rate)
  3406. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3407. }
  3408. }
  3409. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3410. dmg.flag |= BF_WEAPON;
  3411. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3412. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3413. {
  3414. if (battle_config.left_cardfix_to_right)
  3415. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3416. else
  3417. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3418. }
  3419. if( damage > 0 ) { // Post-damage effects
  3420. switch( skill_id ) {
  3421. case GC_VENOMPRESSURE: {
  3422. struct status_change *ssc = status_get_sc(src);
  3423. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3424. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  3425. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3426. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3427. }
  3428. }
  3429. break;
  3430. }
  3431. if( sd )
  3432. skill_onskillusage(sd, bl, skill_id, tick);
  3433. }
  3434. if (!(flag&2)) {
  3435. switch (skill_id) {
  3436. case MG_COLDBOLT:
  3437. case MG_FIREBOLT:
  3438. case MG_LIGHTNINGBOLT:
  3439. if (sc && sc->data[SC_DOUBLECAST] && rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
  3440. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3441. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3442. break;
  3443. case SU_BITE:
  3444. case SU_SCRATCH:
  3445. case SU_SV_STEMSPEAR:
  3446. case SU_SCAROFTAROU:
  3447. case SU_PICKYPECK:
  3448. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3449. skill_addtimerskill(src, tick + dmg.amotion + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, attack_type, flag|2);
  3450. break;
  3451. }
  3452. }
  3453. map_freeblock_unlock();
  3454. if ((flag&0x1000000) && rmdamage == 1)
  3455. return 0; //Should return 0 when damage was reflected
  3456. return damage;
  3457. }
  3458. /*==========================================
  3459. * Sub function for recursive skill call.
  3460. * Checking bl battle flag and display damage
  3461. * then call func with source,target,skill_id,skill_lv,tick,flag
  3462. *------------------------------------------*/
  3463. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3464. int skill_area_sub(struct block_list *bl, va_list ap)
  3465. {
  3466. struct block_list *src;
  3467. uint16 skill_id,skill_lv;
  3468. int flag;
  3469. t_tick tick;
  3470. SkillFunc func;
  3471. nullpo_ret(bl);
  3472. src = va_arg(ap,struct block_list *);
  3473. skill_id = va_arg(ap,int);
  3474. skill_lv = va_arg(ap,int);
  3475. tick = va_arg(ap,t_tick);
  3476. flag = va_arg(ap,int);
  3477. func = va_arg(ap,SkillFunc);
  3478. if (flag&BCT_WOS && src == bl)
  3479. return 0;
  3480. if(battle_check_target(src,bl,flag) > 0) {
  3481. // several splash skills need this initial dummy packet to display correctly
  3482. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3483. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3484. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3485. skill_area_temp[2]++;
  3486. return func(src,bl,skill_id,skill_lv,tick,flag);
  3487. }
  3488. return 0;
  3489. }
  3490. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3491. {
  3492. struct skill_unit *unit;
  3493. uint16 skill_id,g_skill_id;
  3494. unit = (struct skill_unit *)bl;
  3495. if(bl->prev == NULL || bl->type != BL_SKILL)
  3496. return 0;
  3497. if(!unit->alive)
  3498. return 0;
  3499. skill_id = va_arg(ap,int);
  3500. g_skill_id = unit->group->skill_id;
  3501. switch (skill_id) {
  3502. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3503. if(g_skill_id == SA_LANDPROTECTOR)
  3504. break;
  3505. //Fall through
  3506. case MH_STEINWAND:
  3507. case MG_SAFETYWALL:
  3508. case SC_MAELSTROM:
  3509. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3510. return 0;
  3511. break;
  3512. case AL_WARP:
  3513. case HT_SKIDTRAP:
  3514. case MA_SKIDTRAP:
  3515. case HT_LANDMINE:
  3516. case MA_LANDMINE:
  3517. case HT_ANKLESNARE:
  3518. case HT_SHOCKWAVE:
  3519. case HT_SANDMAN:
  3520. case MA_SANDMAN:
  3521. case HT_FLASHER:
  3522. case HT_FREEZINGTRAP:
  3523. case MA_FREEZINGTRAP:
  3524. case HT_BLASTMINE:
  3525. case HT_CLAYMORETRAP:
  3526. case HT_TALKIEBOX:
  3527. #ifndef RENEWAL
  3528. case HP_BASILICA:
  3529. #endif
  3530. case RA_ELECTRICSHOCKER:
  3531. case RA_CLUSTERBOMB:
  3532. case RA_MAGENTATRAP:
  3533. case RA_COBALTTRAP:
  3534. case RA_MAIZETRAP:
  3535. case RA_VERDURETRAP:
  3536. case RA_FIRINGTRAP:
  3537. case RA_ICEBOUNDTRAP:
  3538. case SC_DIMENSIONDOOR:
  3539. case SC_BLOODYLUST:
  3540. case NPC_REVERBERATION:
  3541. case GN_THORNS_TRAP:
  3542. case RL_B_TRAP:
  3543. case SC_ESCAPE:
  3544. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3545. if (skill_id != g_skill_id && !skill_get_inf2(g_skill_id, INF2_ISTRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3546. return 0;
  3547. break;
  3548. default: //Avoid stacking with same kind of trap. [Skotlex]
  3549. if (g_skill_id != skill_id)
  3550. return 0;
  3551. break;
  3552. }
  3553. return 1;
  3554. }
  3555. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3556. {
  3557. //Non players do not check for the skill's splash-trigger area.
  3558. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3559. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3560. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3561. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3562. return 0;
  3563. }
  3564. range += layout_type;
  3565. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3566. }
  3567. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3568. {
  3569. uint16 skill_id;
  3570. if(bl->prev == NULL)
  3571. return 0;
  3572. skill_id = va_arg(ap,int);
  3573. if( status_isdead(bl) && skill_id != AL_WARP )
  3574. return 0;
  3575. #ifndef RENEWAL
  3576. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3577. return 0;
  3578. #endif
  3579. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3580. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3581. return 1;
  3582. }
  3583. /**
  3584. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3585. * @param bl Object that casted skill
  3586. * @param x Position x of the target
  3587. * @param y Position y of the target
  3588. * @param skill_id The casted skill
  3589. * @param skill_lv The skill Lv
  3590. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3591. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3592. */
  3593. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3594. {
  3595. int range = 0, type;
  3596. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3597. if (isNearNPC)
  3598. range = skill_get_splash(skill_id,skill_lv);
  3599. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3600. if (!isNearNPC || !range) {
  3601. switch (skill_id) { // to be expanded later
  3602. case WZ_ICEWALL:
  3603. range = 2;
  3604. break;
  3605. case SC_MANHOLE:
  3606. range = 0;
  3607. break;
  3608. default: {
  3609. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3610. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3611. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3612. return 0;
  3613. }
  3614. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3615. }
  3616. break;
  3617. }
  3618. }
  3619. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3620. //Check the additional range [Cydh]
  3621. if (isNearNPC && skill_npc_range > 0)
  3622. range += skill_npc_range;
  3623. if (!isNearNPC) { //Doesn't check the NPC range
  3624. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3625. if (bl->type&battle_config.skill_nofootset)
  3626. type = BL_CHAR;
  3627. else if(bl->type == BL_MOB)
  3628. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3629. else
  3630. return 0; //Don't check
  3631. } else
  3632. type = BL_NPC;
  3633. return (!isNearNPC) ?
  3634. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3635. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3636. //isNearNPC is used to check range from NPC
  3637. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3638. }
  3639. /*==========================================
  3640. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3641. * Flag:
  3642. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3643. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3644. *------------------------------------------*/
  3645. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3646. {
  3647. struct status_data *status;
  3648. struct map_session_data *sd = NULL;
  3649. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3650. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3651. nullpo_retr(0, bl);
  3652. switch( bl->type )
  3653. {
  3654. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3655. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3656. }
  3657. status = status_get_status_data(bl);
  3658. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3659. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3660. if (skill == nullptr)
  3661. return 0;
  3662. // Requirements
  3663. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3664. {
  3665. itemid[i] = skill->require.itemid[i];
  3666. amount[i] = skill->require.amount[i];
  3667. }
  3668. hp = skill->require.hp[skill_lv - 1];
  3669. sp = skill->require.sp[skill_lv - 1];
  3670. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3671. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3672. state = skill->require.state;
  3673. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3674. hp += (status->max_hp * mhp) / 100;
  3675. if( hp_rate > 0 )
  3676. hp += (status->hp * hp_rate) / 100;
  3677. else
  3678. hp += (status->max_hp * (-hp_rate)) / 100;
  3679. if( sp_rate > 0 )
  3680. sp += (status->sp * sp_rate) / 100;
  3681. else
  3682. sp += (status->max_sp * (-sp_rate)) / 100;
  3683. if( !(type&2) )
  3684. {
  3685. if( hp > 0 && status->hp <= (unsigned int)hp )
  3686. {
  3687. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3688. return 0;
  3689. }
  3690. if( sp > 0 && status->sp <= (unsigned int)sp )
  3691. {
  3692. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3693. return 0;
  3694. }
  3695. }
  3696. if( !type )
  3697. switch( state )
  3698. {
  3699. case ST_MOVE_ENABLE:
  3700. if( !unit_can_move(bl) )
  3701. {
  3702. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3703. return 0;
  3704. }
  3705. break;
  3706. }
  3707. if( !(type&1) )
  3708. return 1;
  3709. // Check item existences
  3710. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3711. {
  3712. index[i] = -1;
  3713. if( itemid[i] < 1 ) continue; // No item
  3714. index[i] = pc_search_inventory(sd, itemid[i]);
  3715. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  3716. {
  3717. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3718. return 0;
  3719. }
  3720. }
  3721. // Consume items
  3722. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3723. {
  3724. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3725. }
  3726. if( type&2 )
  3727. return 1;
  3728. if( sp || hp )
  3729. status_zap(bl, hp, sp);
  3730. return 1;
  3731. }
  3732. /*==========================================
  3733. *
  3734. *------------------------------------------*/
  3735. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3736. {
  3737. switch (skill_id) {
  3738. case RL_QD_SHOT:
  3739. {
  3740. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3741. struct unit_data *ud = unit_bl2ud(src);
  3742. if (ud && ud->target == target->id)
  3743. return 1;
  3744. }
  3745. }
  3746. }
  3747. return 1;
  3748. }
  3749. /*==========================================
  3750. *
  3751. *------------------------------------------*/
  3752. static TIMER_FUNC(skill_timerskill){
  3753. struct block_list *src = map_id2bl(id),*target;
  3754. struct unit_data *ud = unit_bl2ud(src);
  3755. struct skill_timerskill *skl;
  3756. struct skill_unit *unit = NULL;
  3757. int range;
  3758. nullpo_ret(src);
  3759. nullpo_ret(ud);
  3760. skl = ud->skilltimerskill[data];
  3761. nullpo_ret(skl);
  3762. ud->skilltimerskill[data] = NULL;
  3763. do {
  3764. if(src->prev == NULL)
  3765. break; // Source not on Map
  3766. if(skl->target_id) {
  3767. target = map_id2bl(skl->target_id);
  3768. if( ( skl->skill_id == RG_INTIMIDATE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3769. target = src; //Required since it has to warp.
  3770. if (skl->skill_id == SR_SKYNETBLOW) {
  3771. skill_area_temp[1] = 0;
  3772. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  3773. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  3774. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  3775. break;
  3776. }
  3777. if(target == NULL)
  3778. break; // Target offline?
  3779. if(target->prev == NULL)
  3780. break; // Target not on Map
  3781. if(src->m != target->m)
  3782. break; // Different Maps
  3783. if(status_isdead(src)) {
  3784. switch(skl->skill_id) {
  3785. case WL_CHAINLIGHTNING_ATK:
  3786. case WL_TETRAVORTEX_FIRE:
  3787. case WL_TETRAVORTEX_WATER:
  3788. case WL_TETRAVORTEX_WIND:
  3789. case WL_TETRAVORTEX_GROUND:
  3790. // For SR_FLASHCOMBO
  3791. case SR_DRAGONCOMBO:
  3792. case SR_FALLENEMPIRE:
  3793. case SR_TIGERCANNON:
  3794. case SR_SKYNETBLOW:
  3795. if (src->type != BL_PC)
  3796. continue;
  3797. break; // Exceptions
  3798. default:
  3799. continue; // Caster is Dead
  3800. }
  3801. }
  3802. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3803. break;
  3804. switch(skl->skill_id) {
  3805. case KN_AUTOCOUNTER:
  3806. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3807. break;
  3808. case RG_INTIMIDATE:
  3809. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3810. short x,y;
  3811. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3812. if (target != src && !status_isdead(target))
  3813. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3814. }
  3815. break;
  3816. case BA_FROSTJOKER:
  3817. case DC_SCREAM:
  3818. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3819. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3820. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3821. break;
  3822. case PR_LEXDIVINA:
  3823. if (src->type == BL_MOB) {
  3824. // Monsters use the default duration when casting Lex Divina
  3825. 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));
  3826. break;
  3827. }
  3828. // Fall through
  3829. case PR_STRECOVERY:
  3830. case BS_HAMMERFALL:
  3831. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  3832. break;
  3833. case NPC_EARTHQUAKE:
  3834. if( skl->type > 1 )
  3835. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3836. 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);
  3837. skill_area_temp[1] = src->id;
  3838. skill_area_temp[2] = 0;
  3839. 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);
  3840. break;
  3841. case WZ_WATERBALL:
  3842. {
  3843. //Get the next waterball cell to consume
  3844. struct s_skill_unit_layout *layout;
  3845. int i;
  3846. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  3847. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  3848. int ux = skl->x + layout->dx[i];
  3849. int uy = skl->y + layout->dy[i];
  3850. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  3851. if (unit)
  3852. break;
  3853. }
  3854. } // Fall through
  3855. case WZ_JUPITEL:
  3856. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3857. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  3858. // Apply canact delay here to prevent hacks (unlimited casting)
  3859. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  3860. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3861. }
  3862. if (unit && !status_isdead(target) && !status_isdead(src)) {
  3863. skill_delunit(unit); // Consume unit for next waterball
  3864. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3865. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  3866. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  3867. } else {
  3868. struct status_change *sc = status_get_sc(src);
  3869. if(sc) {
  3870. if(sc->data[SC_SPIRIT] &&
  3871. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3872. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3873. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3874. }
  3875. }
  3876. break;
  3877. case WL_CHAINLIGHTNING_ATK: {
  3878. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3879. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  3880. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3881. { // Remaining Chains Hit
  3882. struct block_list *nbl = NULL; // Next Target of Chain
  3883. 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.
  3884. splash_target(src), target->id); // Search for a new Target around current one...
  3885. if( nbl == NULL )
  3886. skl->x++;
  3887. else
  3888. skl->x = 0;
  3889. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  3890. }
  3891. }
  3892. break;
  3893. case WL_TETRAVORTEX_FIRE:
  3894. case WL_TETRAVORTEX_WATER:
  3895. case WL_TETRAVORTEX_WIND:
  3896. case WL_TETRAVORTEX_GROUND:
  3897. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3898. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  3899. if (skl->type >= 3) { // Final Hit
  3900. if (!status_isdead(target)) { // Final Status Effect
  3901. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3902. applyeffects[4] = { 0, 0, 0, 0 },
  3903. i, j = 0, k = 0;
  3904. for(i = 1; i <= 8; i = i + i) {
  3905. if (skl->x&i) {
  3906. applyeffects[j] = effects[k];
  3907. j++;
  3908. }
  3909. k++;
  3910. }
  3911. if (j) {
  3912. i = applyeffects[rnd()%j];
  3913. status_change_start(src, target, static_cast<sc_type>(i), 10000, skl->skill_lv,
  3914. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3915. (i == SC_BURNING ? src->id : 0), 0,
  3916. (i == SC_BURNING ? 15000 : (i == SC_FREEZING ? 40000 :
  3917. (i == SC_BLEEDING ? 120000 : 5000))), SCSTART_NONE);
  3918. }
  3919. }
  3920. }
  3921. break;
  3922. case NPC_REVERBERATION_ATK:
  3923. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  3924. break;
  3925. case LG_MOONSLASHER:
  3926. case SR_WINDMILL:
  3927. if( target->type == BL_PC ) {
  3928. struct map_session_data *tsd = NULL;
  3929. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3930. pc_setsit(tsd);
  3931. skill_sit(tsd, true);
  3932. clif_sitting(&tsd->bl);
  3933. }
  3934. }
  3935. break;
  3936. case SR_KNUCKLEARROW:
  3937. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3938. break;
  3939. case CH_PALMSTRIKE:
  3940. {
  3941. struct status_change* tsc = status_get_sc(target);
  3942. struct status_change* sc = status_get_sc(src);
  3943. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3944. ( sc && sc->option&OPTION_HIDE ) ){
  3945. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  3946. break;
  3947. }
  3948. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3949. break;
  3950. }
  3951. // For SR_FLASHCOMBO
  3952. case SR_DRAGONCOMBO:
  3953. case SR_FALLENEMPIRE:
  3954. case SR_TIGERCANNON:
  3955. case SR_SKYNETBLOW:
  3956. if( src->type == BL_PC ) {
  3957. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  3958. break;
  3959. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  3960. }
  3961. break;
  3962. case SU_SV_ROOTTWIST_ATK: {
  3963. struct status_change *tsc = status_get_sc(target);
  3964. if (tsc && tsc->data[SC_SV_ROOTTWIST]) {
  3965. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  3966. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3967. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  3968. }
  3969. }
  3970. break;
  3971. default:
  3972. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3973. break;
  3974. }
  3975. }
  3976. else {
  3977. if(src->m != skl->map)
  3978. break;
  3979. switch( skl->skill_id )
  3980. {
  3981. case GN_CRAZYWEED_ATK:
  3982. {
  3983. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3984. 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);
  3985. }
  3986. case WL_EARTHSTRAIN:
  3987. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3988. break;
  3989. case LG_OVERBRAND_BRANDISH: {
  3990. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3991. int x = src->x, y = src->y;
  3992. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3993. for( i = 0; i < layout->count; i++ )
  3994. 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);
  3995. }
  3996. break;
  3997. case RL_FIRE_RAIN: {
  3998. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3999. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  4000. 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);
  4001. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4002. }
  4003. break;
  4004. case NC_MAGMA_ERUPTION:
  4005. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4006. break;
  4007. }
  4008. }
  4009. } while (0);
  4010. //Free skl now that it is no longer needed.
  4011. ers_free(skill_timer_ers, skl);
  4012. return 0;
  4013. }
  4014. /*==========================================
  4015. *
  4016. *------------------------------------------*/
  4017. int skill_addtimerskill (struct block_list *src, t_tick tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  4018. {
  4019. int i;
  4020. struct unit_data *ud;
  4021. nullpo_retr(1, src);
  4022. if (src->prev == NULL)
  4023. return 0;
  4024. ud = unit_bl2ud(src);
  4025. nullpo_retr(1, ud);
  4026. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4027. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4028. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4029. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4030. ud->skilltimerskill[i]->src_id = src->id;
  4031. ud->skilltimerskill[i]->target_id = target;
  4032. ud->skilltimerskill[i]->skill_id = skill_id;
  4033. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4034. ud->skilltimerskill[i]->map = src->m;
  4035. ud->skilltimerskill[i]->x = x;
  4036. ud->skilltimerskill[i]->y = y;
  4037. ud->skilltimerskill[i]->type = type;
  4038. ud->skilltimerskill[i]->flag = flag;
  4039. return 0;
  4040. }
  4041. /*==========================================
  4042. *
  4043. *------------------------------------------*/
  4044. int skill_cleartimerskill (struct block_list *src)
  4045. {
  4046. int i;
  4047. struct unit_data *ud;
  4048. nullpo_ret(src);
  4049. ud = unit_bl2ud(src);
  4050. nullpo_ret(ud);
  4051. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4052. if(ud->skilltimerskill[i]) {
  4053. switch(ud->skilltimerskill[i]->skill_id) {
  4054. case WL_TETRAVORTEX_FIRE:
  4055. case WL_TETRAVORTEX_WATER:
  4056. case WL_TETRAVORTEX_WIND:
  4057. case WL_TETRAVORTEX_GROUND:
  4058. // For SR_FLASHCOMBO
  4059. case SR_DRAGONCOMBO:
  4060. case SR_FALLENEMPIRE:
  4061. case SR_TIGERCANNON:
  4062. case SR_SKYNETBLOW:
  4063. if (src->type != BL_PC)
  4064. break;
  4065. continue;
  4066. }
  4067. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4068. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4069. ud->skilltimerskill[i]=NULL;
  4070. }
  4071. }
  4072. return 1;
  4073. }
  4074. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4075. struct skill_unit *su = (TBL_SKILL*)bl;
  4076. struct skill_unit_group *sg = NULL;
  4077. nullpo_ret(su);
  4078. if (bl->type != BL_SKILL)
  4079. return 0;
  4080. if (su->alive && (sg = su->group) && sg->skill_id == NPC_REVERBERATION) {
  4081. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4082. su->limit = DIFF_TICK(gettick(), sg->tick);
  4083. sg->unit_id = UNT_USED_TRAPS;
  4084. }
  4085. return 1;
  4086. }
  4087. /**
  4088. * Reveal hidden trap
  4089. **/
  4090. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4091. {
  4092. TBL_SKILL *su = (TBL_SKILL*)bl;
  4093. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4094. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4095. //clif_changetraplook(bl, su->group->unit_id);
  4096. su->hidden = false;
  4097. skill_getareachar_skillunit_visibilty(su, AREA);
  4098. return 1;
  4099. }
  4100. return 0;
  4101. }
  4102. /**
  4103. * Attempt to reveal trap in area
  4104. * @param src Skill caster
  4105. * @param range Affected range
  4106. * @param x
  4107. * @param y
  4108. * TODO: Remove hardcode usages for this function
  4109. **/
  4110. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4111. if (!battle_config.traps_setting)
  4112. return;
  4113. nullpo_retv(src);
  4114. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4115. }
  4116. /*========================================== [Playtester]
  4117. * Process tarot card's effects
  4118. * @param src: Source of the tarot card effect
  4119. * @param target: Target of the tartor card effect
  4120. * @param skill_id: ID of the skill used
  4121. * @param skill_lv: Level of the skill used
  4122. * @param tick: Processing tick time
  4123. * @return Card number
  4124. *------------------------------------------*/
  4125. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4126. {
  4127. int card = 0;
  4128. if (battle_config.tarotcard_equal_chance) {
  4129. //eAthena equal chances
  4130. card = rnd() % 14 + 1;
  4131. }
  4132. else {
  4133. //Official chances
  4134. int rate = rnd() % 100;
  4135. if (rate < 10) card = 1; // THE FOOL
  4136. else if (rate < 20) card = 2; // THE MAGICIAN
  4137. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4138. else if (rate < 37) card = 4; // THE CHARIOT
  4139. else if (rate < 47) card = 5; // STRENGTH
  4140. else if (rate < 62) card = 6; // THE LOVERS
  4141. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4142. else if (rate < 69) card = 8; // THE HANGED MAN
  4143. else if (rate < 74) card = 9; // DEATH
  4144. else if (rate < 82) card = 10; // TEMPERANCE
  4145. else if (rate < 83) card = 11; // THE DEVIL
  4146. else if (rate < 85) card = 12; // THE TOWER
  4147. else if (rate < 90) card = 13; // THE STAR
  4148. else card = 14; // THE SUN
  4149. }
  4150. switch (card) {
  4151. case 1: // THE FOOL - heals SP to 0
  4152. {
  4153. status_percent_damage(src, target, 0, 100, false);
  4154. break;
  4155. }
  4156. case 2: // THE MAGICIAN - matk halved
  4157. {
  4158. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4159. break;
  4160. }
  4161. case 3: // THE HIGH PRIESTESS - all buffs removed
  4162. {
  4163. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4164. break;
  4165. }
  4166. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4167. {
  4168. status_fix_damage(src, target, 1000, 0, skill_id);
  4169. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4170. if (!status_isdead(target))
  4171. {
  4172. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4173. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4174. }
  4175. break;
  4176. }
  4177. case 5: // STRENGTH - atk halved
  4178. {
  4179. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4180. break;
  4181. }
  4182. case 6: // THE LOVERS - 2000HP heal, random teleported
  4183. {
  4184. status_heal(target, 2000, 0, 0);
  4185. if (!map_flag_vs(target->m))
  4186. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4187. break;
  4188. }
  4189. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4190. {
  4191. // Recursive call
  4192. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4193. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4194. break;
  4195. }
  4196. case 8: // THE HANGED MAN - stop, freeze or stoned
  4197. {
  4198. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4199. uint8 rand_eff = rnd() % 3;
  4200. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_sc2skill(sc[rand_eff]), 1));
  4201. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4202. break;
  4203. }
  4204. case 9: // DEATH - curse, coma and poison
  4205. {
  4206. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4207. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4208. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_sc2skill(SC_POISON), 1));
  4209. break;
  4210. }
  4211. case 10: // TEMPERANCE - confusion
  4212. {
  4213. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4214. break;
  4215. }
  4216. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4217. {
  4218. status_fix_damage(src, target, 6666, 0, skill_id);
  4219. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4220. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4221. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4222. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4223. break;
  4224. }
  4225. case 12: // THE TOWER - 4444 damage
  4226. {
  4227. status_fix_damage(src, target, 4444, 0, skill_id);
  4228. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4229. break;
  4230. }
  4231. case 13: // THE STAR - stun
  4232. {
  4233. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_sc2skill(SC_STUN), 1));
  4234. break;
  4235. }
  4236. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4237. {
  4238. #ifdef RENEWAL
  4239. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4240. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4241. #endif
  4242. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4243. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4244. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4245. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4246. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4247. return 14; //To make sure a valid number is returned
  4248. }
  4249. }
  4250. return card;
  4251. }
  4252. /*==========================================
  4253. *
  4254. *
  4255. *------------------------------------------*/
  4256. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4257. {
  4258. struct map_session_data *sd = NULL;
  4259. struct status_data *tstatus;
  4260. struct status_change *sc, *tsc;
  4261. if (skill_id > 0 && !skill_lv) return 0;
  4262. nullpo_retr(1, src);
  4263. nullpo_retr(1, bl);
  4264. if (src->m != bl->m)
  4265. return 1;
  4266. if (bl->prev == NULL)
  4267. return 1;
  4268. sd = BL_CAST(BL_PC, src);
  4269. if (status_isdead(bl))
  4270. return 1;
  4271. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4272. { //GTB makes all targetted magic display miss with a single bolt.
  4273. sc_type sct = status_skill2sc(skill_id);
  4274. if(sct != SC_NONE)
  4275. status_change_end(bl, sct, INVALID_TIMER);
  4276. 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));
  4277. return 1;
  4278. }
  4279. sc = status_get_sc(src);
  4280. tsc = status_get_sc(bl);
  4281. if (sc && !sc->count)
  4282. sc = NULL; //Unneeded
  4283. if (tsc && !tsc->count)
  4284. tsc = NULL;
  4285. tstatus = status_get_status_data(bl);
  4286. map_freeblock_lock();
  4287. switch(skill_id) {
  4288. case MER_CRASH:
  4289. case SM_BASH:
  4290. case MS_BASH:
  4291. case MC_MAMMONITE:
  4292. case TF_DOUBLE:
  4293. case AC_DOUBLE:
  4294. case MA_DOUBLE:
  4295. case AS_SONICBLOW:
  4296. case KN_PIERCE:
  4297. case ML_PIERCE:
  4298. case KN_SPEARBOOMERANG:
  4299. case TF_POISON:
  4300. case TF_SPRINKLESAND:
  4301. case AC_CHARGEARROW:
  4302. case MA_CHARGEARROW:
  4303. case RG_INTIMIDATE:
  4304. case AM_ACIDTERROR:
  4305. case BA_MUSICALSTRIKE:
  4306. case DC_THROWARROW:
  4307. case BA_DISSONANCE:
  4308. case CR_HOLYCROSS:
  4309. case NPC_DARKCROSS:
  4310. case CR_SHIELDCHARGE:
  4311. case CR_SHIELDBOOMERANG:
  4312. case NPC_PIERCINGATT:
  4313. case NPC_MENTALBREAKER:
  4314. case NPC_RANGEATTACK:
  4315. case NPC_CRITICALSLASH:
  4316. case NPC_COMBOATTACK:
  4317. case NPC_GUIDEDATTACK:
  4318. case NPC_POISON:
  4319. case NPC_RANDOMATTACK:
  4320. case NPC_WATERATTACK:
  4321. case NPC_GROUNDATTACK:
  4322. case NPC_FIREATTACK:
  4323. case NPC_WINDATTACK:
  4324. case NPC_POISONATTACK:
  4325. case NPC_HOLYATTACK:
  4326. case NPC_DARKNESSATTACK:
  4327. case NPC_TELEKINESISATTACK:
  4328. case NPC_UNDEADATTACK:
  4329. case NPC_ARMORBRAKE:
  4330. case NPC_WEAPONBRAKER:
  4331. case NPC_HELMBRAKE:
  4332. case NPC_SHIELDBRAKE:
  4333. case NPC_BLINDATTACK:
  4334. case NPC_SILENCEATTACK:
  4335. case NPC_STUNATTACK:
  4336. case NPC_PETRIFYATTACK:
  4337. case NPC_CURSEATTACK:
  4338. case NPC_SLEEPATTACK:
  4339. #ifdef RENEWAL
  4340. case CR_ACIDDEMONSTRATION:
  4341. #endif
  4342. case LK_AURABLADE:
  4343. case LK_SPIRALPIERCE:
  4344. case ML_SPIRALPIERCE:
  4345. case LK_HEADCRUSH:
  4346. case CG_ARROWVULCAN:
  4347. case HW_MAGICCRASHER:
  4348. case ITM_TOMAHAWK:
  4349. case CH_CHAINCRUSH:
  4350. case CH_TIGERFIST:
  4351. case PA_SHIELDCHAIN: // Shield Chain
  4352. case PA_SACRIFICE:
  4353. case WS_CARTTERMINATION: // Cart Termination
  4354. case AS_VENOMKNIFE:
  4355. case HT_PHANTASMIC:
  4356. case TK_DOWNKICK:
  4357. case TK_COUNTER:
  4358. case GS_CHAINACTION:
  4359. case GS_TRIPLEACTION:
  4360. #ifndef RENEWAL
  4361. case GS_MAGICALBULLET:
  4362. #endif
  4363. case GS_TRACKING:
  4364. case GS_PIERCINGSHOT:
  4365. case GS_RAPIDSHOWER:
  4366. case GS_DUST:
  4367. case GS_DISARM: // Added disarm. [Reddozen]
  4368. case GS_FULLBUSTER:
  4369. case NJ_SYURIKEN:
  4370. case NJ_KUNAI:
  4371. case ASC_BREAKER:
  4372. case HFLI_MOON: //[orn]
  4373. case HFLI_SBR44: //[orn]
  4374. case NPC_BLEEDING:
  4375. case NPC_CRITICALWOUND:
  4376. case NPC_HELLPOWER:
  4377. case RK_SONICWAVE:
  4378. case AB_DUPLELIGHT_MELEE:
  4379. case RA_AIMEDBOLT:
  4380. case NC_BOOSTKNUCKLE:
  4381. case NC_PILEBUNKER:
  4382. case NC_AXEBOOMERANG:
  4383. case NC_POWERSWING:
  4384. case NC_MAGMA_ERUPTION:
  4385. case GC_WEAPONCRUSH:
  4386. case GC_VENOMPRESSURE:
  4387. case SC_TRIANGLESHOT:
  4388. case SC_FEINTBOMB:
  4389. case LG_BANISHINGPOINT:
  4390. case LG_SHIELDPRESS:
  4391. case LG_RAGEBURST:
  4392. case LG_HESPERUSLIT:
  4393. case LG_OVERBRAND:
  4394. case LG_OVERBRAND_BRANDISH:
  4395. case SR_FALLENEMPIRE:
  4396. case SR_CRESCENTELBOW_AUTOSPELL:
  4397. case SR_GATEOFHELL:
  4398. case SR_GENTLETOUCH_QUIET:
  4399. case WM_SEVERE_RAINSTORM_MELEE:
  4400. case WM_GREAT_ECHO:
  4401. case GN_SLINGITEM_RANGEMELEEATK:
  4402. case KO_SETSUDAN:
  4403. case RL_MASS_SPIRAL:
  4404. case RL_BANISHING_BUSTER:
  4405. case RL_SLUGSHOT:
  4406. case RL_AM_BLAST:
  4407. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4408. break;
  4409. case MO_TRIPLEATTACK:
  4410. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4411. break;
  4412. case LK_JOINTBEAT:
  4413. flag = 1 << rnd() % 6;
  4414. if (flag != BREAK_NECK && tsc && tsc->data[SC_JOINTBEAT] && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)
  4415. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4416. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4417. sc_start4(src, bl, SC_JOINTBEAT, 50 + (skill_lv + 1), skill_lv, flag&BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv));
  4418. break;
  4419. case MO_COMBOFINISH:
  4420. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  4421. { //Becomes a splash attack when Soul Linked.
  4422. map_foreachinshootrange(skill_area_sub, bl,
  4423. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4424. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4425. skill_castend_damage_id);
  4426. } else
  4427. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4428. break;
  4429. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4430. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4431. skill_area_temp[1] = 0;
  4432. map_foreachinshootrange(skill_attack_area, src,
  4433. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4434. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4435. break;
  4436. case KN_CHARGEATK:
  4437. {
  4438. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4439. unsigned int dist = distance_bl(src, bl);
  4440. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4441. // teleport to target (if not on WoE grounds)
  4442. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4443. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4444. // cause damage and knockback if the path to target was a straight one
  4445. if (path) {
  4446. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist))
  4447. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4448. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4449. // make the caster look in the direction of the target
  4450. unit_setdir(src, (dir+4)%8);
  4451. }
  4452. }
  4453. break;
  4454. case NC_FLAMELAUNCHER:
  4455. case LG_CANNONSPEAR:
  4456. if(skill_id == LG_CANNONSPEAR)
  4457. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  4458. skill_area_temp[1] = bl->id;
  4459. if (battle_config.skill_eightpath_algorithm) {
  4460. //Use official AoE algorithm
  4461. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4462. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4463. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4464. } else {
  4465. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4466. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4467. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4468. }
  4469. break;
  4470. case SN_SHARPSHOOTING:
  4471. case MA_SHARPSHOOTING:
  4472. case NJ_KAMAITACHI:
  4473. case NPC_DARKPIERCING:
  4474. case NPC_ACIDBREATH:
  4475. case NPC_DARKNESSBREATH:
  4476. case NPC_FIREBREATH:
  4477. case NPC_ICEBREATH:
  4478. case NPC_THUNDERBREATH:
  4479. skill_area_temp[1] = bl->id;
  4480. if (battle_config.skill_eightpath_algorithm) {
  4481. //Use official AoE algorithm
  4482. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4483. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4484. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4485. //These skills hit at least the target if the AoE doesn't hit
  4486. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4487. }
  4488. } else {
  4489. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4490. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4491. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4492. }
  4493. if (skill_id == SN_SHARPSHOOTING)
  4494. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4495. break;
  4496. case MO_INVESTIGATE:
  4497. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4498. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4499. break;
  4500. case RG_BACKSTAP:
  4501. {
  4502. if (!check_distance_bl(src, bl, 0)) {
  4503. #ifdef RENEWAL
  4504. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4505. short x, y;
  4506. if (dir > 0 && dir < 4)
  4507. x = -1;
  4508. else if (dir > 4)
  4509. x = 1;
  4510. else
  4511. x = 0;
  4512. if (dir > 2 && dir < 6)
  4513. y = -1;
  4514. else if (dir == 7 || dir < 2)
  4515. y = 1;
  4516. else
  4517. y = 0;
  4518. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4519. #else
  4520. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4521. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4522. #endif
  4523. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4524. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4525. unit_setdir(bl,dir);
  4526. #ifdef RENEWAL
  4527. clif_blown(src);
  4528. #endif
  4529. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4530. }
  4531. else if (sd)
  4532. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4533. }
  4534. }
  4535. break;
  4536. case MO_FINGEROFFENSIVE:
  4537. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4538. if (battle_config.finger_offensive_type && sd) {
  4539. for (int i = 1; i < sd->spiritball_old; i++)
  4540. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4541. }
  4542. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4543. break;
  4544. case MO_CHAINCOMBO:
  4545. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4546. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4547. break;
  4548. #ifndef RENEWAL
  4549. case NJ_ISSEN:
  4550. #endif
  4551. case MO_EXTREMITYFIST:
  4552. {
  4553. struct block_list *mbl = bl; // For NJ_ISSEN
  4554. short x, y, i = 2; // Move 2 cells (From target)
  4555. short dir = map_calc_dir(src,bl->x,bl->y);
  4556. #ifdef RENEWAL
  4557. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4558. flag |= 1; // Give +100% damage increase
  4559. #endif
  4560. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4561. if (skill_id == MO_EXTREMITYFIST) {
  4562. status_set_sp(src, 0, 0);
  4563. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  4564. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4565. #ifdef RENEWAL
  4566. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4567. #endif
  4568. } else {
  4569. status_set_hp(src, 1, 0);
  4570. status_change_end(src, SC_NEN, INVALID_TIMER);
  4571. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4572. }
  4573. if (skill_id == MO_EXTREMITYFIST) {
  4574. mbl = src; // For MO_EXTREMITYFIST
  4575. i = 3; // Move 3 cells (From caster)
  4576. }
  4577. if (dir > 0 && dir < 4)
  4578. x = -i;
  4579. else if (dir > 4)
  4580. x = i;
  4581. else
  4582. x = 0;
  4583. if (dir > 2 && dir < 6)
  4584. y = -i;
  4585. else if (dir == 7 || dir < 2)
  4586. y = i;
  4587. else
  4588. y = 0;
  4589. // Ashura Strike still has slide effect in GVG
  4590. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  4591. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4592. clif_blown(src);
  4593. clif_spiritball(src);
  4594. }
  4595. }
  4596. break;
  4597. case HT_POWER:
  4598. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  4599. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4600. break;
  4601. case SU_PICKYPECK:
  4602. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4603. case SU_BITE:
  4604. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4605. break;
  4606. case SU_SVG_SPIRIT:
  4607. skill_area_temp[1] = bl->id;
  4608. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4609. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4610. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4611. break;
  4612. //Splash attack skills.
  4613. case AS_GRIMTOOTH:
  4614. case MC_CARTREVOLUTION:
  4615. case NPC_SPLASHATTACK:
  4616. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4617. case AS_SPLASHER:
  4618. case HT_BLITZBEAT:
  4619. case AC_SHOWER:
  4620. case MA_SHOWER:
  4621. case MG_NAPALMBEAT:
  4622. case MG_FIREBALL:
  4623. case RG_RAID:
  4624. case HW_NAPALMVULCAN:
  4625. case NJ_HUUMA:
  4626. case ASC_METEORASSAULT:
  4627. case GS_SPREADATTACK:
  4628. case NPC_EARTHQUAKE:
  4629. case NPC_PULSESTRIKE:
  4630. case NPC_HELLJUDGEMENT:
  4631. case NPC_VAMPIRE_GIFT:
  4632. case NPC_MAXPAIN_ATK:
  4633. case NPC_JACKFROST:
  4634. case NPC_REVERBERATION_ATK:
  4635. case NPC_ARROWSTORM:
  4636. case RK_IGNITIONBREAK:
  4637. case RK_HUNDREDSPEAR:
  4638. case AB_JUDEX:
  4639. case AB_ADORAMUS:
  4640. case WL_SOULEXPANSION:
  4641. case WL_CRIMSONROCK:
  4642. case WL_JACKFROST:
  4643. case RA_ARROWSTORM:
  4644. case RA_WUGDASH:
  4645. case NC_VULCANARM:
  4646. case NC_COLDSLOWER:
  4647. case NC_SELFDESTRUCTION:
  4648. case NC_AXETORNADO:
  4649. case GC_ROLLINGCUTTER:
  4650. case GC_COUNTERSLASH:
  4651. case LG_MOONSLASHER:
  4652. case LG_EARTHDRIVE:
  4653. case SR_RAMPAGEBLASTER:
  4654. case SR_SKYNETBLOW:
  4655. case SR_WINDMILL:
  4656. case SR_RIDEINLIGHTNING:
  4657. case SO_VARETYR_SPEAR:
  4658. case GN_CART_TORNADO:
  4659. case GN_CARTCANNON:
  4660. case GN_SPORE_EXPLOSION:
  4661. case GN_DEMONIC_FIRE:
  4662. case GN_FIRE_EXPANSION_ACID:
  4663. case GN_HELLS_PLANT_ATK:
  4664. case KO_HAPPOKUNAI:
  4665. case KO_HUUMARANKA:
  4666. case KO_MUCHANAGE:
  4667. case KO_BAKURETSU:
  4668. case GN_ILLUSIONDOPING:
  4669. case RL_FIREDANCE:
  4670. case RL_S_STORM:
  4671. case RL_R_TRIP:
  4672. case MH_XENO_SLASHER:
  4673. case NC_ARMSCANNON:
  4674. case SU_SCRATCH:
  4675. case SU_LUNATICCARROTBEAT:
  4676. case SU_LUNATICCARROTBEAT2:
  4677. case SJ_FULLMOONKICK:
  4678. case SJ_NEWMOONKICK:
  4679. case SJ_SOLARBURST:
  4680. case SJ_PROMINENCEKICK:
  4681. case SJ_STAREMPEROR:
  4682. case SJ_FALLINGSTAR_ATK2:
  4683. case SP_CURSEEXPLOSION:
  4684. case SP_SHA:
  4685. case SP_SWHOO:
  4686. if( flag&1 ) {//Recursive invocation
  4687. int sflag = skill_area_temp[0] & 0xFFF;
  4688. int heal = 0;
  4689. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  4690. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  4691. break; // Under Hovering characters are immune to select trap and ground target skills.
  4692. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  4693. break; // No damage should happen if the target is on Land Protector
  4694. if( flag&SD_LEVEL )
  4695. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4696. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  4697. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4698. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  4699. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  4700. break;
  4701. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4702. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  4703. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4704. status_heal(src,heal,0,0);
  4705. }
  4706. if (skill_id == SJ_PROMINENCEKICK) // Trigger the 2nd hit. (100% fire damage.)
  4707. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  4708. } else {
  4709. int starget = BL_CHAR|BL_SKILL;
  4710. skill_area_temp[0] = 0;
  4711. skill_area_temp[1] = bl->id;
  4712. skill_area_temp[2] = 0;
  4713. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4714. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  4715. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  4716. break;
  4717. }
  4718. if (skill_id == SP_SWHOO)
  4719. status_change_end(src, SC_USE_SKILL_SP_SPA, INVALID_TIMER);
  4720. switch ( skill_id ) {
  4721. case LG_EARTHDRIVE:
  4722. case GN_CARTCANNON:
  4723. case SU_SCRATCH:
  4724. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4725. break;
  4726. #ifdef RENEWAL
  4727. case NJ_HUUMA:
  4728. #endif
  4729. case LG_MOONSLASHER:
  4730. case MH_XENO_SLASHER:
  4731. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  4732. break;
  4733. case NPC_EARTHQUAKE: //FIXME: Isn't EarthQuake a ground skill after all?
  4734. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  4735. break;
  4736. case NPC_REVERBERATION_ATK:
  4737. case NC_ARMSCANNON:
  4738. skill_area_temp[1] = 0;
  4739. starget = splash_target(src);
  4740. break;
  4741. case WL_CRIMSONROCK:
  4742. skill_area_temp[4] = bl->x;
  4743. skill_area_temp[5] = bl->y;
  4744. break;
  4745. case SU_LUNATICCARROTBEAT:
  4746. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  4747. skill_id = SU_LUNATICCARROTBEAT2;
  4748. break;
  4749. }
  4750. // if skill damage should be split among targets, count them
  4751. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4752. //special case: Venom Splasher uses a different range for searching than for splashing
  4753. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  4754. 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);
  4755. // recursive invocation of skill_castend_damage_id() with flag|1
  4756. 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);
  4757. if (skill_id == RA_ARROWSTORM)
  4758. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4759. if( skill_id == AS_SPLASHER ) {
  4760. map_freeblock_unlock(); // Don't consume a second gemstone.
  4761. return 0;
  4762. }
  4763. }
  4764. break;
  4765. //Place units around target
  4766. case NJ_BAKUENRYU:
  4767. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4768. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  4769. break;
  4770. case WL_COMET:
  4771. case NPC_COMET:
  4772. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  4773. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4774. break;
  4775. case SM_MAGNUM:
  4776. case MS_MAGNUM:
  4777. if( flag&1 ) {
  4778. // For players, damage depends on distance, so add it to flag if it is > 1
  4779. // Cannot hit hidden targets
  4780. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  4781. }
  4782. break;
  4783. #ifdef RENEWAL
  4784. case KN_BRANDISHSPEAR:
  4785. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4786. break;
  4787. #else
  4788. case KN_BRANDISHSPEAR:
  4789. #endif
  4790. case ML_BRANDISH:
  4791. //Coded apart for it needs the flag passed to the damage calculation.
  4792. if (skill_area_temp[1] != bl->id)
  4793. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4794. else
  4795. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4796. break;
  4797. case KN_BOWLINGBASH:
  4798. case MS_BOWLINGBASH:
  4799. {
  4800. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4801. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4802. c = (skill_lv-(flag&0xFFF)+1)/2;
  4803. // Determine the Bowling Bash area depending on configuration
  4804. if (battle_config.bowling_bash_area == 0) {
  4805. // Gutter line system
  4806. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4807. if(min_x < 0) min_x = 0;
  4808. max_x = min_x + 39;
  4809. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4810. if(min_y < 0) min_y = 0;
  4811. max_y = min_y + 39;
  4812. } else if (battle_config.bowling_bash_area == 1) {
  4813. // Gutter line system without demi gutter bug
  4814. min_x = src->x - (src->x)%40;
  4815. max_x = min_x + 39;
  4816. min_y = src->y - (src->y)%40;
  4817. max_y = min_y + 39;
  4818. } else {
  4819. // Area around caster
  4820. min_x = src->x - battle_config.bowling_bash_area;
  4821. max_x = src->x + battle_config.bowling_bash_area;
  4822. min_y = src->y - battle_config.bowling_bash_area;
  4823. max_y = src->y + battle_config.bowling_bash_area;
  4824. }
  4825. // Initialization, break checks, direction
  4826. if((flag&0xFFF) > 0) {
  4827. // Ignore monsters outside area
  4828. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4829. break;
  4830. // Ignore monsters already in list
  4831. if(idb_exists(bowling_db, bl->id))
  4832. break;
  4833. // Random direction
  4834. dir = rnd()%8;
  4835. } else {
  4836. // Create an empty list of already hit targets
  4837. db_clear(bowling_db);
  4838. // Direction is walkpath
  4839. dir = (unit_getdir(src)+4)%8;
  4840. }
  4841. // Add current target to the list of already hit targets
  4842. idb_put(bowling_db, bl->id, bl);
  4843. // Keep moving target in direction square by square
  4844. tx = bl->x;
  4845. ty = bl->y;
  4846. for(i=0;i<c;i++) {
  4847. // Target coordinates (get changed even if knockback fails)
  4848. tx -= dirx[dir];
  4849. ty -= diry[dir];
  4850. // If target cell is a wall then break
  4851. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4852. break;
  4853. skill_blown(src,bl,1,dir,BLOWN_NONE);
  4854. int count;
  4855. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4856. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4857. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4858. (count = 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))) {
  4859. // Recursive call
  4860. 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);
  4861. // Self-collision
  4862. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4863. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  4864. break;
  4865. }
  4866. }
  4867. #ifndef RENEWAL
  4868. // Original hit or chain hit depending on flag
  4869. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4870. #endif
  4871. }
  4872. break;
  4873. case KN_SPEARSTAB:
  4874. if(flag&1) {
  4875. if (bl->id==skill_area_temp[1])
  4876. break;
  4877. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4878. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4879. } else {
  4880. int x=bl->x,y=bl->y,i,dir;
  4881. dir = map_calc_dir(bl,src->x,src->y);
  4882. skill_area_temp[1] = bl->id;
  4883. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4884. // all the enemies between the caster and the target are hit, as well as the target
  4885. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4886. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4887. for (i=0;i<4;i++) {
  4888. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4889. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4890. x += dirx[dir];
  4891. y += diry[dir];
  4892. }
  4893. }
  4894. break;
  4895. case TK_TURNKICK:
  4896. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4897. {
  4898. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4899. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4900. map_foreachinallrange(skill_area_sub,bl,
  4901. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4902. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4903. skill_castend_nodamage_id);
  4904. }
  4905. break;
  4906. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4907. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4908. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  4909. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4910. break;
  4911. case PR_TURNUNDEAD:
  4912. case ALL_RESURRECTION:
  4913. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4914. break;
  4915. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4916. break;
  4917. case AL_HOLYLIGHT:
  4918. status_change_end(bl, SC_P_ALTER, INVALID_TIMER);
  4919. case MG_SOULSTRIKE:
  4920. case NPC_DARKSTRIKE:
  4921. case MG_COLDBOLT:
  4922. case MG_FIREBOLT:
  4923. case MG_LIGHTNINGBOLT:
  4924. case WZ_EARTHSPIKE:
  4925. case AL_HEAL:
  4926. case NPC_DARKTHUNDER:
  4927. case PR_ASPERSIO:
  4928. case MG_FROSTDIVER:
  4929. case WZ_SIGHTBLASTER:
  4930. case WZ_SIGHTRASHER:
  4931. #ifdef RENEWAL
  4932. case PA_PRESSURE:
  4933. #endif
  4934. case NJ_KOUENKA:
  4935. case NJ_HYOUSENSOU:
  4936. case NJ_HUUJIN:
  4937. case AB_HIGHNESSHEAL:
  4938. case AB_DUPLELIGHT_MAGIC:
  4939. case LG_RAYOFGENESIS:
  4940. case WM_METALICSOUND:
  4941. case KO_KAIHOU:
  4942. case MH_ERASER_CUTTER:
  4943. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4944. break;
  4945. case NPC_MAGICALATTACK:
  4946. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4947. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4948. break;
  4949. case HVAN_CAPRICE: //[blackhole89]
  4950. {
  4951. int ran=rnd()%4;
  4952. int sid = 0;
  4953. switch(ran)
  4954. {
  4955. case 0: sid=MG_COLDBOLT; break;
  4956. case 1: sid=MG_FIREBOLT; break;
  4957. case 2: sid=MG_LIGHTNINGBOLT; break;
  4958. case 3: sid=WZ_EARTHSPIKE; break;
  4959. }
  4960. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4961. }
  4962. break;
  4963. case WZ_WATERBALL:
  4964. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  4965. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  4966. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  4967. break;
  4968. case WZ_JUPITEL:
  4969. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  4970. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  4971. break;
  4972. case PR_BENEDICTIO:
  4973. //Should attack undead and demons. [Skotlex]
  4974. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4975. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4976. break;
  4977. case SJ_NOVAEXPLOSING:
  4978. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4979. // We can end Dimension here since the cooldown code is processed before this point.
  4980. if (sc && sc->data[SC_DIMENSION])
  4981. status_change_end(src, SC_DIMENSION, INVALID_TIMER);
  4982. else // Dimension not active? Activate the 2 second skill block penalty.
  4983. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4984. break;
  4985. case SP_SOULEXPLOSION:
  4986. if (!(tsc && (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP.
  4987. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  4988. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  4989. if (sd)
  4990. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4991. break;
  4992. }
  4993. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4994. break;
  4995. case SL_SMA:
  4996. status_change_end(src, SC_SMA, INVALID_TIMER);
  4997. case SL_STIN:
  4998. case SL_STUN:
  4999. case SP_SPA:
  5000. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5001. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5002. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5003. break;
  5004. }
  5005. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5006. break;
  5007. case NPC_DARKBREATH:
  5008. clif_emotion(src,ET_ANGER);
  5009. if (rnd() % 2 == 0)
  5010. break; // 50% chance
  5011. case SN_FALCONASSAULT:
  5012. #ifndef RENEWAL
  5013. case PA_PRESSURE:
  5014. case CR_ACIDDEMONSTRATION:
  5015. #endif
  5016. case TF_THROWSTONE:
  5017. case NPC_SMOKING:
  5018. case GS_FLING:
  5019. case NJ_ZENYNAGE:
  5020. case GN_THORNS_TRAP:
  5021. case RL_B_TRAP:
  5022. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5023. break;
  5024. #ifdef RENEWAL
  5025. case NJ_ISSEN: {
  5026. short x, y;
  5027. short dir = map_calc_dir(src, bl->x, bl->y);
  5028. // Move 2 cells (From target)
  5029. if (dir > 0 && dir < 4)
  5030. x = -2;
  5031. else if (dir > 4)
  5032. x = 2;
  5033. else
  5034. x = 0;
  5035. if (dir > 2 && dir < 6)
  5036. y = -2;
  5037. else if (dir == 7 || dir < 2)
  5038. y = 2;
  5039. else
  5040. y = 0;
  5041. // Doesn't have slide effect in GVG
  5042. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5043. clif_blown(src);
  5044. clif_spiritball(src);
  5045. }
  5046. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5047. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5048. status_change_end(src, SC_NEN, INVALID_TIMER);
  5049. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5050. }
  5051. break;
  5052. #endif
  5053. case RK_DRAGONBREATH_WATER:
  5054. case RK_DRAGONBREATH:
  5055. if( tsc && tsc->data[SC_HIDING] )
  5056. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5057. else {
  5058. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5059. }
  5060. break;
  5061. case NPC_SELFDESTRUCTION:
  5062. if( tsc && tsc->data[SC_HIDING] )
  5063. break;
  5064. case HVAN_EXPLOSION:
  5065. if (src != bl)
  5066. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5067. break;
  5068. // Celest
  5069. case PF_SOULBURN:
  5070. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5071. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5072. if (skill_lv == 5)
  5073. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5074. status_percent_damage(src, bl, 0, 100, false);
  5075. } else {
  5076. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5077. if (skill_lv == 5)
  5078. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5079. status_percent_damage(src, src, 0, 100, false);
  5080. }
  5081. break;
  5082. case NPC_BLOODDRAIN:
  5083. case NPC_ENERGYDRAIN:
  5084. {
  5085. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5086. src, src, bl, skill_id, skill_lv, tick, flag);
  5087. if (heal > 0){
  5088. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5089. status_heal(src, heal, 0, 0);
  5090. }
  5091. }
  5092. break;
  5093. case GS_BULLSEYE:
  5094. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5095. break;
  5096. case NJ_KASUMIKIRI:
  5097. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5098. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5099. break;
  5100. case NJ_KIRIKAGE:
  5101. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5102. { //You don't move on GVG grounds.
  5103. short x, y;
  5104. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5105. if (unit_movepos(src, x, y, 0, 0)) {
  5106. clif_blown(src);
  5107. }
  5108. }
  5109. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5110. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5111. break;
  5112. case RK_PHANTOMTHRUST:
  5113. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5114. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5115. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5116. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5117. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5118. break;
  5119. case RK_WINDCUTTER:
  5120. case RK_STORMBLAST:
  5121. if( flag&1 )
  5122. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5123. else {
  5124. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5125. 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);
  5126. }
  5127. break;
  5128. case GC_DARKILLUSION:
  5129. {
  5130. short x, y;
  5131. short dir = map_calc_dir(src,bl->x,bl->y);
  5132. if( dir > 0 && dir < 4) x = 2;
  5133. else if( dir > 4 ) x = -2;
  5134. else x = 0;
  5135. if( dir > 2 && dir < 6 ) y = 2;
  5136. else if( dir == 7 || dir < 2 ) y = -2;
  5137. else y = 0;
  5138. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5139. clif_blown(src);
  5140. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5141. if( rnd()%100 < 4 * skill_lv )
  5142. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5143. }
  5144. }
  5145. break;
  5146. case GC_CROSSRIPPERSLASHER:
  5147. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  5148. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  5149. else
  5150. {
  5151. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5152. }
  5153. break;
  5154. case GC_CROSSIMPACT: {
  5155. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5156. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5157. skill_blown(src, src, 1, (dir + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  5158. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5159. }
  5160. break;
  5161. case GC_PHANTOMMENACE:
  5162. if (flag&1) { // Only Hits Invisible Targets
  5163. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5164. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5165. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5166. }
  5167. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5168. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5169. }
  5170. break;
  5171. case GC_DARKCROW:
  5172. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5173. sc_start(src, bl, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5174. break;
  5175. case WL_DRAINLIFE:
  5176. {
  5177. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5178. int rate = 70 + 5 * skill_lv;
  5179. heal = heal * (5 + 5 * skill_lv) / 100;
  5180. if( bl->type == BL_SKILL )
  5181. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5182. if( heal && rnd()%100 < rate )
  5183. {
  5184. status_heal(src, heal, 0, 0);
  5185. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5186. }
  5187. }
  5188. break;
  5189. case WL_TETRAVORTEX_FIRE:
  5190. case WL_TETRAVORTEX_WATER:
  5191. case WL_TETRAVORTEX_WIND:
  5192. case WL_TETRAVORTEX_GROUND:
  5193. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5194. break;
  5195. case WL_TETRAVORTEX:
  5196. if( sc ) { // No SC? No spheres
  5197. int spheres[5] = { 0, 0, 0, 0, 0 },
  5198. positions[5] = {-1,-1,-1,-1,-1 },
  5199. i, j = 0, k, subskill = 0;
  5200. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  5201. if( sc->data[i] ) {
  5202. spheres[j] = i;
  5203. positions[j] = sc->data[i]->val2;
  5204. j++;
  5205. }
  5206. // Sphere Sort, this time from new to old
  5207. for( i = 0; i <= j - 2; i++ )
  5208. for( k = i + 1; k <= j - 1; k++ )
  5209. if( positions[i] < positions[k] ) {
  5210. SWAP(positions[i],positions[k]);
  5211. SWAP(spheres[i],spheres[k]);
  5212. }
  5213. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  5214. status_change_end(src, static_cast<sc_type>(spheres[4]), INVALID_TIMER);
  5215. j = 4;
  5216. }
  5217. k = 0;
  5218. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5219. switch( sc->data[spheres[i]]->val1 ) {
  5220. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  5221. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  5222. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  5223. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  5224. }
  5225. if (skill_lv > 5) {
  5226. skill_area_temp[0] = i;
  5227. skill_area_temp[1] = k;
  5228. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, subskill, skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5229. } else
  5230. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  5231. status_change_end(src, static_cast<sc_type>(spheres[i]), INVALID_TIMER);
  5232. }
  5233. }
  5234. break;
  5235. case WL_RELEASE:
  5236. if( sd )
  5237. {
  5238. int i;
  5239. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5240. // Priority is to release SpellBook
  5241. if( sc && sc->data[SC_FREEZE_SP] )
  5242. { // SpellBook
  5243. uint16 pres_skill_id, pres_skill_lv, point, s = 0;
  5244. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  5245. int cooldown;
  5246. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  5247. if( sc->data[i] ) spell[s++] = i;
  5248. if ( s == 0 )
  5249. break;
  5250. i = spell[s==1?0:rnd()%s];// Random select of spell to be released.
  5251. if(sc->data[i] ){// Now extract the data from the preserved spell
  5252. pres_skill_id = sc->data[i]->val1;
  5253. pres_skill_lv = sc->data[i]->val2;
  5254. point = sc->data[i]->val3;
  5255. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER);
  5256. }else //something went wrong :(
  5257. break;
  5258. if( sc->data[SC_FREEZE_SP]->val2 > point )
  5259. sc->data[SC_FREEZE_SP]->val2 -= point;
  5260. else // Last spell to be released
  5261. status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
  5262. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  5263. clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
  5264. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5265. break;
  5266. // Get the requirement for the preserved skill
  5267. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5268. switch( skill_get_casttype(pres_skill_id) )
  5269. {
  5270. case CAST_GROUND:
  5271. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5272. break;
  5273. case CAST_NODAMAGE:
  5274. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5275. break;
  5276. case CAST_DAMAGE:
  5277. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5278. break;
  5279. }
  5280. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5281. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5282. cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5283. if( cooldown )
  5284. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5285. }
  5286. else
  5287. { // Summon Balls
  5288. int j = 0, k;
  5289. int spheres[5] = { 0, 0, 0, 0, 0 },
  5290. positions[5] = {-1,-1,-1,-1,-1 };
  5291. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  5292. if( sc && sc->data[i] )
  5293. {
  5294. spheres[j] = i;
  5295. positions[j] = sc->data[i]->val2;
  5296. sc->data[i]->val2--; // Prepares for next position
  5297. j++;
  5298. }
  5299. if( j == 0 )
  5300. { // No Spheres
  5301. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  5302. break;
  5303. }
  5304. // Sphere Sort
  5305. for( i = 0; i <= j - 2; i++ )
  5306. for( k = i + 1; k <= j - 1; k++ )
  5307. if( positions[i] > positions[k] )
  5308. {
  5309. SWAP(positions[i],positions[k]);
  5310. SWAP(spheres[i],spheres[k]);
  5311. }
  5312. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  5313. for( i = 0; i < j; i++ )
  5314. {
  5315. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5316. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5317. skill_addtimerskill(src,tick+(t_tick)status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  5318. status_change_end(src, static_cast<sc_type>(spheres[i]), INVALID_TIMER); // Eliminate ball
  5319. }
  5320. clif_skill_nodamage(src,bl,skill_id,0,1);
  5321. }
  5322. }
  5323. break;
  5324. case WL_FROSTMISTY:
  5325. // Causes Freezing status through walls.
  5326. 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));
  5327. // Doesn't deal damage through non-shootable walls.
  5328. 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)) )
  5329. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5330. break;
  5331. case WL_HELLINFERNO:
  5332. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5333. skill_addtimerskill(src,tick + 200,bl->id,0,0,skill_id,skill_lv,BF_MAGIC,flag|ELE_DARK);
  5334. break;
  5335. case RA_WUGSTRIKE:
  5336. if( sd && pc_isridingwug(sd) ){
  5337. short x[8]={0,-1,-1,-1,0,1,1,1};
  5338. short y[8]={1,1,0,-1,-1,-1,0,1};
  5339. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5340. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5341. clif_blown(src);
  5342. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5343. }
  5344. break;
  5345. }
  5346. case RA_WUGBITE:
  5347. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5348. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5349. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5350. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5351. break;
  5352. case RA_SENSITIVEKEEN:
  5353. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5354. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5355. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5356. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5357. }
  5358. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5359. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5360. } else {
  5361. struct skill_unit *su = NULL;
  5362. struct skill_unit_group* sg;
  5363. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  5364. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5365. {
  5366. struct item item_tmp;
  5367. memset(&item_tmp,0,sizeof(item_tmp));
  5368. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5369. item_tmp.identify = 1;
  5370. if( item_tmp.nameid )
  5371. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5372. }
  5373. skill_delunit(su);
  5374. }
  5375. }
  5376. break;
  5377. case NC_INFRAREDSCAN:
  5378. if( flag&1 ) {
  5379. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  5380. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  5381. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5382. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  5383. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  5384. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5385. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5386. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5387. } else {
  5388. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5389. 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);
  5390. }
  5391. break;
  5392. case NC_MAGNETICFIELD:
  5393. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  5394. break;
  5395. case SC_FATALMENACE:
  5396. if( flag&1 )
  5397. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5398. else {
  5399. 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);
  5400. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5401. }
  5402. break;
  5403. case LG_PINPOINTATTACK:
  5404. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5405. clif_blown(src);
  5406. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5407. break;
  5408. case LG_SHIELDSPELL:
  5409. if (skill_lv == 1)
  5410. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5411. else if (skill_lv == 2)
  5412. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5413. break;
  5414. case SR_DRAGONCOMBO:
  5415. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5416. break;
  5417. case SR_KNUCKLEARROW:
  5418. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  5419. dir_ka = map_calc_dir(bl, src->x, src->y);
  5420. // Has slide effect
  5421. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5422. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  5423. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  5424. break;
  5425. case SR_HOWLINGOFLION:
  5426. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  5427. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  5428. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  5429. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  5430. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  5431. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  5432. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  5433. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  5434. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  5435. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  5436. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  5437. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  5438. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  5439. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  5440. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  5441. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  5442. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  5443. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  5444. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  5445. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5446. break;
  5447. case SR_EARTHSHAKER:
  5448. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  5449. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5450. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5451. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5452. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5453. } else {
  5454. 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);
  5455. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5456. }
  5457. break;
  5458. case SR_TIGERCANNON:
  5459. if (flag&1) {
  5460. if (skill_area_temp[1] != bl->id && skill_area_temp[3] == skill_id)
  5461. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5462. } else if (sd) {
  5463. skill_area_temp[1] = bl->id;
  5464. skill_area_temp[3] = skill_id;
  5465. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE && !sc->data[SC_FLASHCOMBO])
  5466. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  5467. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5468. 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);
  5469. }
  5470. break;
  5471. case WM_REVERBERATION:
  5472. if (flag & 1)
  5473. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5474. else {
  5475. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5476. 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|SD_SPLASH|1, skill_castend_damage_id);
  5477. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  5478. }
  5479. break;
  5480. case SO_POISON_BUSTER:
  5481. if( tsc && tsc->data[SC_POISON] ) {
  5482. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5483. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5484. }
  5485. else if( sd )
  5486. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5487. break;
  5488. case KO_JYUMONJIKIRI: {
  5489. short x, y;
  5490. short dir = map_calc_dir(src,bl->x,bl->y);
  5491. if (dir > 0 && dir < 4)
  5492. x = 2;
  5493. else if (dir > 4)
  5494. x = -2;
  5495. else
  5496. x = 0;
  5497. if (dir > 2 && dir < 6)
  5498. y = 2;
  5499. else if (dir == 7 || dir < 2)
  5500. y = -2;
  5501. else
  5502. y = 0;
  5503. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  5504. clif_blown(src);
  5505. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5506. }
  5507. }
  5508. break;
  5509. case EL_FIRE_BOMB:
  5510. case EL_FIRE_WAVE:
  5511. case EL_WATER_SCREW:
  5512. case EL_HURRICANE:
  5513. case EL_TYPOON_MIS:
  5514. if( flag&1 )
  5515. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  5516. else {
  5517. int i = skill_get_splash(skill_id,skill_lv);
  5518. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5519. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5520. if( rnd()%100 < 30 )
  5521. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5522. else
  5523. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5524. }
  5525. break;
  5526. case EL_ROCK_CRUSHER:
  5527. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5528. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5529. if( rnd()%100 < 50 )
  5530. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5531. else
  5532. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  5533. break;
  5534. case EL_STONE_RAIN:
  5535. if( flag&1 )
  5536. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5537. else {
  5538. int i = skill_get_splash(skill_id,skill_lv);
  5539. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5540. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5541. if( rnd()%100 < 30 )
  5542. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5543. else
  5544. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5545. }
  5546. break;
  5547. case EL_FIRE_ARROW:
  5548. case EL_ICE_NEEDLE:
  5549. case EL_WIND_SLASH:
  5550. case EL_STONE_HAMMER:
  5551. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5552. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5553. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5554. break;
  5555. case EL_TIDAL_WEAPON:
  5556. if( src->type == BL_ELEM ) {
  5557. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  5558. struct status_change *tsc_ele = status_get_sc(&ele->bl);
  5559. sc_type type = status_skill2sc(skill_id), type2;
  5560. type2 = static_cast<sc_type>(type - 1);
  5561. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5562. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5563. if( (tsc_ele && tsc_ele->data[type2]) || (tsc && tsc->data[type]) ) {
  5564. elemental_clean_single_effect(ele, skill_id);
  5565. }
  5566. if( rnd()%100 < 50 )
  5567. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5568. else {
  5569. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5570. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  5571. }
  5572. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5573. }
  5574. break;
  5575. //recursive homon skill
  5576. case MH_MAGMA_FLOW:
  5577. case MH_HEILIGE_STANGE:
  5578. if(flag&1){
  5579. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  5580. break;//chance to not trigger atk for magma
  5581. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5582. }
  5583. else
  5584. 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);
  5585. break;
  5586. case MH_STAHL_HORN:
  5587. case MH_NEEDLE_OF_PARALYZE:
  5588. case MH_SONIC_CRAW:
  5589. case MH_MIDNIGHT_FRENZY:
  5590. case MH_SILVERVEIN_RUSH:
  5591. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5592. break;
  5593. case MH_TINDER_BREAKER:
  5594. case MH_CBC:
  5595. case MH_EQC:
  5596. {
  5597. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5598. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  5599. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  5600. clif_blown(src);
  5601. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  5602. }
  5603. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5604. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  5605. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5606. }
  5607. break;
  5608. case RL_H_MINE:
  5609. if (!(flag&1)) {
  5610. // Direct attack
  5611. if (!sd || !sd->flicker) {
  5612. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  5613. 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);
  5614. break;
  5615. }
  5616. // Triggered by RL_FLICKER
  5617. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  5618. // Splash damage around it!
  5619. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  5620. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5621. flag |= 1; // Don't consume requirement
  5622. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  5623. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  5624. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  5625. }
  5626. }
  5627. else
  5628. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5629. if (sd && sd->flicker)
  5630. flag |= 1; // Don't consume requirement
  5631. break;
  5632. case RL_QD_SHOT:
  5633. if (skill_area_temp[1] == bl->id)
  5634. break;
  5635. if (flag&1 && tsc && tsc->data[SC_C_MARKER])
  5636. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5637. break;
  5638. case RL_D_TAIL:
  5639. case RL_HAMMER_OF_GOD:
  5640. if (flag&1)
  5641. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5642. else {
  5643. if (sd && tsc && tsc->data[SC_C_MARKER]) {
  5644. int i;
  5645. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  5646. if (i < MAX_SKILL_CRIMSON_MARKER)
  5647. flag |= 8;
  5648. }
  5649. if (skill_id == RL_HAMMER_OF_GOD)
  5650. clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
  5651. else
  5652. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5653. 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|1, skill_castend_damage_id);
  5654. }
  5655. break;
  5656. case SU_SCAROFTAROU:
  5657. case SU_SV_STEMSPEAR:
  5658. if (skill_id == SU_SCAROFTAROU)
  5659. 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?
  5660. else {
  5661. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  5662. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  5663. }
  5664. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5665. break;
  5666. case 0:/* no skill - basic/normal attack */
  5667. if(sd) {
  5668. if (flag & 3){
  5669. if (bl->id != skill_area_temp[1])
  5670. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5671. } else {
  5672. skill_area_temp[1] = bl->id;
  5673. map_foreachinallrange(skill_area_sub, bl,
  5674. sd->bonus.splash_range, BL_CHAR,
  5675. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5676. skill_castend_damage_id);
  5677. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5678. }
  5679. }
  5680. break;
  5681. case SJ_FALLINGSTAR_ATK:
  5682. if (sd) { // If a player used the skill it will search for targets marked by that player.
  5683. if (tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 1) { // Mark placed by a player.
  5684. int8 i = 0;
  5685. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  5686. if (i < MAX_STELLAR_MARKS) {
  5687. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5688. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  5689. }
  5690. }
  5691. } else if ( tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 2 ) { // Mark placed by a monster.
  5692. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  5693. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5694. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  5695. }
  5696. break;
  5697. case SJ_FLASHKICK: {
  5698. struct map_session_data *tsd = BL_CAST(BL_PC, bl);
  5699. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  5700. // Only players and monsters can be tagged....I think??? [Rytech]
  5701. // Lets only allow players and monsters to use this skill for safety reasons.
  5702. if ((!tsd && !tmd) || !sd && !md) {
  5703. if (sd)
  5704. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5705. break;
  5706. }
  5707. // Check if the target is already tagged by another source.
  5708. if ((tsd && tsd->sc.data[SC_FLASHKICK] && tsd->sc.data[SC_FLASHKICK]->val1 != src->id) || (tmd && tmd->sc.data[SC_FLASHKICK] && tmd->sc.data[SC_FLASHKICK]->val1 != src->id)) { // Same as the above check, but for monsters.
  5709. // Can't tag a player that was already tagged from another source.
  5710. if (sd)
  5711. clif_skill_fail(sd,skill_id, USESKILL_FAIL, 0);
  5712. map_freeblock_unlock();
  5713. return 1;
  5714. }
  5715. // Attack the target and return the damage result for the upcoming check.
  5716. int64 fk_damage = skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5717. if (sd) { // Tagging the target.
  5718. int i;
  5719. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  5720. if (i == MAX_STELLAR_MARKS) {
  5721. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  5722. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  5723. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5724. map_freeblock_unlock();
  5725. return 1;
  5726. }
  5727. }
  5728. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  5729. // Note: Not sure if it works like this in official but you can't mark on something you can't
  5730. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  5731. if (fk_damage > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
  5732. sd->stellar_mark[i] = bl->id;
  5733. // Val4 flags if the status was applied by a player or a monster.
  5734. // This will be important for other skills that work together with this one.
  5735. // 1 = Player, 2 = Monster.
  5736. // Note: Because the attacker's ID and the slot number is handled here, we have to
  5737. // apply the status here. We can't pass this data to skill_additional_effect.
  5738. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  5739. }
  5740. } else if (md) { // Monster's cant track with this skill. Just give the status.
  5741. if (fk_damage > 0)
  5742. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  5743. }
  5744. }
  5745. break;
  5746. default:
  5747. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5748. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5749. 0, abs(skill_get_num(skill_id, skill_lv)),
  5750. skill_id, skill_lv, skill_get_hit(skill_id));
  5751. map_freeblock_unlock();
  5752. return 1;
  5753. }
  5754. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5755. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5756. map_freeblock_unlock();
  5757. if( sd && !(flag&1) )
  5758. {// ensure that the skill last-cast tick is recorded
  5759. sd->canskill_tick = gettick();
  5760. if( sd->state.arrow_atk )
  5761. {// consume arrow on last invocation to this skill.
  5762. battle_consume_ammo(sd, skill_id, skill_lv);
  5763. }
  5764. // perform skill requirement consumption
  5765. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5766. }
  5767. return 0;
  5768. }
  5769. /**
  5770. * Give a song's buff/debuff or damage to all targets around
  5771. * @param target: Target
  5772. * @param ap: Argument list
  5773. * @return 1 on success or 0 otherwise
  5774. */
  5775. static int skill_apply_songs(struct block_list* target, va_list ap)
  5776. {
  5777. int flag = va_arg(ap, int);
  5778. struct block_list* src = va_arg(ap, struct block_list*);
  5779. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  5780. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  5781. t_tick tick = va_arg(ap, t_tick);
  5782. if (flag & BCT_WOS && src == target)
  5783. return 0;
  5784. if (battle_check_target(src, target, flag) > 0) {
  5785. switch (skill_id) {
  5786. // Attack type songs
  5787. case BA_DISSONANCE:
  5788. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  5789. return 1;
  5790. case DC_UGLYDANCE:
  5791. case BD_LULLABY:
  5792. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  5793. default: // Buff/Debuff type songs
  5794. if (skill_id == CG_HERMODE && src->id != target->id)
  5795. status_change_clear_buffs(target, SCCB_BUFFS); // Should dispell only allies.
  5796. return sc_start(src, target, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5797. }
  5798. }
  5799. return 0;
  5800. }
  5801. /**
  5802. * Calculate a song's bonus values
  5803. * @param src: Caster
  5804. * @param skill_id: Song skill ID
  5805. * @param skill_lv: Song skill level
  5806. * @param tick: Timer tick
  5807. * @return Number of targets or 0 otherwise
  5808. */
  5809. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  5810. {
  5811. nullpo_ret(src);
  5812. if (src->type != BL_PC) {
  5813. ShowWarning("skill_castend_song: Expected player type for src!\n");
  5814. return 0;
  5815. }
  5816. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  5817. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  5818. return 0;
  5819. }
  5820. struct map_session_data* sd = BL_CAST(BL_PC, src);
  5821. int flag = BCT_PARTY;
  5822. switch (skill_id) {
  5823. case BD_ROKISWEIL:
  5824. flag = BCT_ENEMY | BCT_WOS;
  5825. break;
  5826. case BD_LULLABY:
  5827. case BD_ETERNALCHAOS:
  5828. case BA_DISSONANCE:
  5829. case DC_UGLYDANCE:
  5830. case DC_DONTFORGETME:
  5831. flag = BCT_ENEMY;
  5832. break;
  5833. case CG_HERMODE:
  5834. flag |= BCT_GUILD;
  5835. break;
  5836. }
  5837. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  5838. sd->skill_id_dance = skill_id;
  5839. sd->skill_lv_dance = skill_lv;
  5840. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  5841. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  5842. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  5843. }
  5844. /**
  5845. * Use no-damage skill from 'src' to 'bl
  5846. * @param src Caster
  5847. * @param bl Target of the skill, bl maybe same with src for self skill
  5848. * @param skill_id
  5849. * @param skill_lv
  5850. * @param tick
  5851. * @param flag Various value, &1: Recursive effect
  5852. **/
  5853. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  5854. {
  5855. struct map_session_data *sd, *dstsd;
  5856. struct mob_data *md, *dstmd;
  5857. struct homun_data *hd;
  5858. struct mercenary_data *mer;
  5859. struct status_data *sstatus, *tstatus;
  5860. struct status_change *tsc;
  5861. struct status_change_entry *tsce;
  5862. int i = 0;
  5863. enum sc_type type;
  5864. if(skill_id > 0 && !skill_lv) return 0; // celest
  5865. nullpo_retr(1, src);
  5866. nullpo_retr(1, bl);
  5867. if (src->m != bl->m)
  5868. return 1;
  5869. sd = BL_CAST(BL_PC, src);
  5870. hd = BL_CAST(BL_HOM, src);
  5871. md = BL_CAST(BL_MOB, src);
  5872. mer = BL_CAST(BL_MER, src);
  5873. dstsd = BL_CAST(BL_PC, bl);
  5874. dstmd = BL_CAST(BL_MOB, bl);
  5875. if(bl->prev == NULL)
  5876. return 1;
  5877. if(status_isdead(src))
  5878. return 1;
  5879. if( src != bl && status_isdead(bl) ) {
  5880. switch( skill_id ) { // Skills that may be cast on dead targets
  5881. case NPC_WIDESOULDRAIN:
  5882. case PR_REDEMPTIO:
  5883. case ALL_RESURRECTION:
  5884. case WM_DEADHILLHERE:
  5885. case WE_ONEFOREVER:
  5886. break;
  5887. default:
  5888. return 1;
  5889. }
  5890. }
  5891. tstatus = status_get_status_data(bl);
  5892. sstatus = status_get_status_data(src);
  5893. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5894. switch (skill_id) {
  5895. case HLIF_HEAL: //[orn]
  5896. if (bl->type != BL_HOM) {
  5897. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5898. break ;
  5899. }
  5900. case AL_HEAL:
  5901. case ALL_RESURRECTION:
  5902. case PR_ASPERSIO:
  5903. case AB_HIGHNESSHEAL:
  5904. //Apparently only player casted skills can be offensive like this.
  5905. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5906. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5907. //Offensive heal does not works on non-enemies. [Skotlex]
  5908. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5909. return 0;
  5910. }
  5911. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5912. }
  5913. break;
  5914. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5915. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5916. case MH_STEINWAND: {
  5917. struct block_list *s_src = battle_get_master(src);
  5918. short ret = 0;
  5919. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5920. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5921. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5922. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5923. if (hd)
  5924. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5925. return ret;
  5926. }
  5927. break;
  5928. default:
  5929. //Skill is actually ground placed.
  5930. if (src == bl && skill_get_unit_id(skill_id))
  5931. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5932. }
  5933. type = status_skill2sc(skill_id);
  5934. tsc = status_get_sc(bl);
  5935. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5936. if (src!=bl && type > -1 &&
  5937. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  5938. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5939. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5940. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5941. map_freeblock_lock();
  5942. switch(skill_id)
  5943. {
  5944. case HLIF_HEAL: //[orn]
  5945. case AL_HEAL:
  5946. case AB_HIGHNESSHEAL:
  5947. {
  5948. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5949. int heal_get_jobexp;
  5950. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  5951. heal = 0;
  5952. if( tsc && tsc->count ) {
  5953. if( tsc->data[SC_KAITE] && !status_has_mode(sstatus,MD_STATUS_IMMUNE) ) { //Bounce back heal
  5954. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5955. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5956. if (src == bl)
  5957. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5958. else {
  5959. bl = src;
  5960. dstsd = sd;
  5961. }
  5962. }
  5963. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5964. heal = 0; //Needed so that it actually displays 0 when healing.
  5965. }
  5966. if (skill_id == AL_HEAL)
  5967. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  5968. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5969. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5970. heal = ~heal + 1;
  5971. heal_get_jobexp = status_heal(bl,heal,0,0);
  5972. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5973. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5974. if (heal_get_jobexp <= 0)
  5975. heal_get_jobexp = 1;
  5976. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  5977. }
  5978. }
  5979. break;
  5980. case PR_REDEMPTIO:
  5981. if (sd && !(flag&1)) {
  5982. if (sd->status.party_id == 0) {
  5983. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5984. break;
  5985. }
  5986. skill_area_temp[0] = 0;
  5987. party_foreachsamemap(skill_area_sub,
  5988. sd,skill_get_splash(skill_id, skill_lv),
  5989. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5990. skill_castend_nodamage_id);
  5991. if (skill_area_temp[0] == 0) {
  5992. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5993. break;
  5994. }
  5995. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  5996. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  5997. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  5998. pc_lostexp(sd, u64min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  5999. }
  6000. status_set_hp(src, 1, 0);
  6001. status_set_sp(src, 0, 0);
  6002. break;
  6003. } else if (status_isdead(bl) && flag&1) { //Revive
  6004. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  6005. skill_lv = 3; //Resurrection level 3 is used
  6006. } else //Invalid target, skip resurrection.
  6007. break;
  6008. case ALL_RESURRECTION:
  6009. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  6010. { //No reviving in WoE grounds!
  6011. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6012. break;
  6013. }
  6014. if (!status_isdead(bl))
  6015. break;
  6016. {
  6017. int per = 0, sper = 0;
  6018. if (tsc && tsc->data[SC_HELLPOWER]) {
  6019. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  6020. break;
  6021. }
  6022. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  6023. break;
  6024. switch(skill_lv){
  6025. case 1: per=10; break;
  6026. case 2: per=30; break;
  6027. case 3: per=50; break;
  6028. case 4: per=80; break;
  6029. }
  6030. if(dstsd && dstsd->special_state.restart_full_recover)
  6031. per = sper = 100;
  6032. if (status_revive(bl, per, sper))
  6033. {
  6034. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  6035. if(sd && dstsd && battle_config.resurrection_exp > 0)
  6036. {
  6037. t_exp exp = 0,jexp = 0;
  6038. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  6039. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  6040. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  6041. if (exp < 1) exp = 1;
  6042. }
  6043. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  6044. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  6045. if (jexp < 1) jexp = 1;
  6046. }
  6047. if(exp > 0 || jexp > 0)
  6048. pc_gainexp (sd, bl, exp, jexp, 0);
  6049. }
  6050. }
  6051. }
  6052. break;
  6053. case AL_DECAGI:
  6054. case MER_DECAGI:
  6055. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  6056. 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)));
  6057. break;
  6058. case AL_CRUCIS:
  6059. if (flag&1)
  6060. 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));
  6061. else {
  6062. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6063. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6064. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6065. }
  6066. break;
  6067. case SP_SOULCURSE:
  6068. if (flag&1)
  6069. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6070. else {
  6071. 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);
  6072. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6073. }
  6074. break;
  6075. case PR_LEXDIVINA:
  6076. case MER_LEXDIVINA:
  6077. if (tsce)
  6078. status_change_end(bl, type, INVALID_TIMER);
  6079. else
  6080. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6081. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6082. break;
  6083. case SA_ABRACADABRA:
  6084. if (abra_db.empty()) {
  6085. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6086. break;
  6087. }
  6088. else {
  6089. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = abra_db.size() * 3;
  6090. do {
  6091. auto abra_spell = abra_db.random();
  6092. abra_skill_id = abra_spell->skill_id;
  6093. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6094. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6095. break;
  6096. }
  6097. } while (checked++ < checked_max);
  6098. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6099. if( sd )
  6100. {// player-casted
  6101. sd->state.abra_flag = 1;
  6102. sd->skillitem = abra_skill_id;
  6103. sd->skillitemlv = abra_skill_lv;
  6104. sd->skillitem_keep_requirement = false;
  6105. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6106. }
  6107. else
  6108. {// mob-casted
  6109. struct unit_data *ud = unit_bl2ud(src);
  6110. int inf = skill_get_inf(abra_skill_id);
  6111. if (!ud) break;
  6112. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6113. if (src->type == BL_PET)
  6114. bl = (struct block_list*)((TBL_PET*)src)->master;
  6115. if (!bl) bl = src;
  6116. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6117. } else { //Assume offensive skills
  6118. int target_id = 0;
  6119. if (ud->target)
  6120. target_id = ud->target;
  6121. else switch (src->type) {
  6122. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6123. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6124. }
  6125. if (!target_id)
  6126. break;
  6127. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6128. bl = map_id2bl(target_id);
  6129. if (!bl) bl = src;
  6130. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6131. } else
  6132. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6133. }
  6134. }
  6135. }
  6136. break;
  6137. case SA_COMA:
  6138. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6139. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6140. break;
  6141. case SA_FULLRECOVERY:
  6142. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6143. if (status_isimmune(bl))
  6144. break;
  6145. status_percent_heal(bl, 100, 100);
  6146. break;
  6147. case NPC_ALLHEAL:
  6148. {
  6149. int heal;
  6150. if( status_isimmune(bl) )
  6151. break;
  6152. heal = status_percent_heal(bl, 100, 0);
  6153. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  6154. if( dstmd )
  6155. { // Reset Damage Logs
  6156. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6157. dstmd->tdmg = 0;
  6158. }
  6159. }
  6160. break;
  6161. case SA_SUMMONMONSTER:
  6162. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6163. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6164. break;
  6165. case SA_LEVELUP:
  6166. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6167. if (sd && pc_nextbaseexp(sd))
  6168. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6169. break;
  6170. case SA_INSTANTDEATH:
  6171. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6172. status_kill(src);
  6173. break;
  6174. case SA_QUESTION:
  6175. clif_emotion(src,ET_QUESTION);
  6176. case SA_GRAVITY:
  6177. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6178. break;
  6179. case SA_CLASSCHANGE:
  6180. case SA_MONOCELL:
  6181. if (dstmd)
  6182. {
  6183. int class_;
  6184. if ( sd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  6185. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6186. break;
  6187. }
  6188. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_ClassChange, RMF_DB_RATE, 0));
  6189. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6190. mob_class_change(dstmd,class_);
  6191. if( tsc && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  6192. 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 };
  6193. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6194. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6195. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6196. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  6197. }
  6198. }
  6199. break;
  6200. case SA_DEATH:
  6201. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  6202. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6203. break;
  6204. }
  6205. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6206. status_kill(bl);
  6207. break;
  6208. case SA_REVERSEORCISH:
  6209. case ALL_REVERSEORCISH:
  6210. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6211. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6212. break;
  6213. case SA_FORTUNE:
  6214. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6215. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  6216. break;
  6217. case SA_TAMINGMONSTER:
  6218. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6219. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6220. pet_catch_process1(sd, dstmd->mob_id);
  6221. }
  6222. break;
  6223. case CR_PROVIDENCE:
  6224. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6225. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6226. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6227. map_freeblock_unlock();
  6228. return 1;
  6229. }
  6230. }
  6231. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6232. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6233. break;
  6234. case CG_MARIONETTE:
  6235. {
  6236. struct status_change* sc = status_get_sc(src);
  6237. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  6238. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  6239. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6240. map_freeblock_unlock();
  6241. return 1;
  6242. }
  6243. if( sc && tsc )
  6244. {
  6245. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  6246. {
  6247. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6248. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6249. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6250. }
  6251. else
  6252. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  6253. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  6254. {
  6255. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  6256. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  6257. }
  6258. else
  6259. {
  6260. if( sd )
  6261. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6262. map_freeblock_unlock();
  6263. return 1;
  6264. }
  6265. }
  6266. }
  6267. break;
  6268. case RG_CLOSECONFINE:
  6269. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6270. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  6271. break;
  6272. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  6273. case SA_FROSTWEAPON:
  6274. case SA_LIGHTNINGLOADER:
  6275. case SA_SEISMICWEAPON:
  6276. if (dstsd && dstsd->status.weapon == W_FIST) {
  6277. if (sd)
  6278. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6279. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6280. break;
  6281. }
  6282. #ifdef RENEWAL
  6283. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6284. #else
  6285. // 100% success rate at lv4 & 5, but lasts longer at lv5
  6286. 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)))) {
  6287. if (dstsd){
  6288. short index = dstsd->equip_index[EQI_HAND_R];
  6289. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6290. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  6291. }
  6292. if (sd)
  6293. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6294. }
  6295. #endif
  6296. break;
  6297. case PR_ASPERSIO:
  6298. if (sd && dstmd) {
  6299. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6300. break;
  6301. }
  6302. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6303. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6304. break;
  6305. case ITEM_ENCHANTARMS:
  6306. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_get_ele(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)));
  6307. break;
  6308. case TK_SEVENWIND:
  6309. switch(skill_get_ele(skill_id,skill_lv)) {
  6310. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  6311. case ELE_WIND : type = SC_WINDWEAPON; break;
  6312. case ELE_WATER : type = SC_WATERWEAPON; break;
  6313. case ELE_FIRE : type = SC_FIREWEAPON; break;
  6314. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  6315. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  6316. case ELE_HOLY : type = SC_ASPERSIO; break;
  6317. }
  6318. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6319. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6320. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6321. break;
  6322. case PR_KYRIE:
  6323. case MER_KYRIE:
  6324. case SU_TUNAPARTY:
  6325. case SU_GROOMING:
  6326. case SU_CHATTERING:
  6327. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6328. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6329. break;
  6330. //Passive Magnum, should had been casted on yourself.
  6331. case SM_MAGNUM:
  6332. case MS_MAGNUM:
  6333. skill_area_temp[1] = 0;
  6334. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  6335. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6336. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  6337. // Initiate 20% of your damage becomes fire element.
  6338. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  6339. break;
  6340. case TK_JUMPKICK:
  6341. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  6342. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  6343. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  6344. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6345. clif_blown(src);
  6346. }
  6347. } else
  6348. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6349. break;
  6350. case PR_BENEDICTIO:
  6351. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  6352. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6353. break;
  6354. case AL_INCAGI:
  6355. case AL_BLESSING:
  6356. case MER_INCAGI:
  6357. case MER_BLESSING:
  6358. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  6359. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  6360. break;
  6361. }
  6362. case PR_SLOWPOISON:
  6363. case PR_LEXAETERNA:
  6364. #ifndef RENEWAL
  6365. case PR_IMPOSITIO:
  6366. case PR_SUFFRAGIUM:
  6367. #endif
  6368. case LK_BERSERK:
  6369. case MS_BERSERK:
  6370. case KN_TWOHANDQUICKEN:
  6371. case KN_ONEHAND:
  6372. case MER_QUICKEN:
  6373. case CR_SPEARQUICKEN:
  6374. case CR_REFLECTSHIELD:
  6375. case MS_REFLECTSHIELD:
  6376. case AS_POISONREACT:
  6377. #ifndef RENEWAL
  6378. case MC_LOUD:
  6379. #endif
  6380. case MG_ENERGYCOAT:
  6381. case MO_EXPLOSIONSPIRITS:
  6382. case MO_STEELBODY:
  6383. case MO_BLADESTOP:
  6384. case LK_AURABLADE:
  6385. case LK_PARRYING:
  6386. case MS_PARRYING:
  6387. case LK_CONCENTRATION:
  6388. #ifdef RENEWAL
  6389. case HP_BASILICA:
  6390. #endif
  6391. case WS_CARTBOOST:
  6392. case SN_SIGHT:
  6393. case WS_MELTDOWN:
  6394. case WS_OVERTHRUSTMAX:
  6395. case ST_REJECTSWORD:
  6396. case HW_MAGICPOWER:
  6397. case PF_MEMORIZE:
  6398. case PA_SACRIFICE:
  6399. case ASC_EDP:
  6400. case PF_DOUBLECASTING:
  6401. case SG_SUN_COMFORT:
  6402. case SG_MOON_COMFORT:
  6403. case SG_STAR_COMFORT:
  6404. case GS_MADNESSCANCEL:
  6405. case GS_ADJUSTMENT:
  6406. case GS_INCREASING:
  6407. #ifdef RENEWAL
  6408. case GS_MAGICALBULLET:
  6409. #endif
  6410. case NJ_KASUMIKIRI:
  6411. case NJ_UTSUSEMI:
  6412. case NJ_NEN:
  6413. case NPC_DEFENDER:
  6414. case NPC_MAGICMIRROR:
  6415. case ST_PRESERVE:
  6416. case NPC_KEEPING:
  6417. case NPC_BARRIER:
  6418. case NPC_INVINCIBLE:
  6419. case NPC_INVINCIBLEOFF:
  6420. case MER_INVINCIBLEOFF2:
  6421. case RK_DEATHBOUND:
  6422. case AB_EXPIATIO:
  6423. case AB_DUPLELIGHT:
  6424. case AB_SECRAMENT:
  6425. case AB_OFFERTORIUM:
  6426. case NC_ACCELERATION:
  6427. case NC_HOVERING:
  6428. case NC_SHAPESHIFT:
  6429. case WL_MARSHOFABYSS:
  6430. case WL_RECOGNIZEDSPELL:
  6431. case GC_VENOMIMPRESS:
  6432. case SC_DEADLYINFECT:
  6433. case LG_EXEEDBREAK:
  6434. case LG_PRESTIGE:
  6435. case SR_CRESCENTELBOW:
  6436. case SR_LIGHTNINGWALK:
  6437. case GN_CARTBOOST:
  6438. case GN_HELLS_PLANT:
  6439. case KO_MEIKYOUSISUI:
  6440. case ALL_ODINS_POWER:
  6441. case ALL_FULL_THROTTLE:
  6442. case RA_UNLIMIT:
  6443. case WL_TELEKINESIS_INTENSE:
  6444. case RL_HEAT_BARREL:
  6445. case RL_P_ALTER:
  6446. case RL_E_CHAIN:
  6447. case SU_FRESHSHRIMP:
  6448. case SU_ARCLOUSEDASH:
  6449. case NPC_MAXPAIN:
  6450. case SP_SOULREAPER:
  6451. case SJ_LIGHTOFMOON:
  6452. case SJ_LIGHTOFSTAR:
  6453. case SJ_FALLINGSTAR:
  6454. case SJ_LIGHTOFSUN:
  6455. case SJ_BOOKOFDIMENSION:
  6456. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6457. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6458. break;
  6459. case SJ_GRAVITYCONTROL: {
  6460. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  6461. if (bl->type == BL_PC)
  6462. fall_damage += dstsd->weight / 10 - tstatus->def;
  6463. else // Monster's don't have weight. Put something in its place.
  6464. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  6465. fall_damage = max(1, fall_damage);
  6466. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, fall_damage, skill_get_time(skill_id, skill_lv)));
  6467. }
  6468. break;
  6469. case NPC_HALLUCINATION:
  6470. case NPC_HELLPOWER:
  6471. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6472. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  6473. break;
  6474. case KN_AUTOCOUNTER:
  6475. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6476. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  6477. break;
  6478. case SO_STRIKING:
  6479. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  6480. int bonus = 0;
  6481. if (dstsd) {
  6482. short index = dstsd->equip_index[EQI_HAND_R];
  6483. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6484. bonus = (8 + 2 * skill_lv) * dstsd->inventory_data[index]->wlv;
  6485. }
  6486. if (sd)
  6487. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER) + pc_checkskill(sd, SA_FROSTWEAPON) + pc_checkskill(sd, SA_LIGHTNINGLOADER) + pc_checkskill(sd, SA_SEISMICWEAPON)) * 5;
  6488. 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)));
  6489. } else if (sd)
  6490. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  6491. break;
  6492. case NPC_STOP:
  6493. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6494. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  6495. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  6496. break;
  6497. case HP_ASSUMPTIO:
  6498. if( sd && dstmd )
  6499. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6500. else
  6501. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6502. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6503. break;
  6504. case MG_SIGHT:
  6505. case MER_SIGHT:
  6506. case AL_RUWACH:
  6507. case WZ_SIGHTBLASTER:
  6508. case NPC_WIDESIGHT:
  6509. case NPC_STONESKIN:
  6510. case NPC_ANTIMAGIC:
  6511. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6512. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  6513. break;
  6514. case HLIF_AVOID:
  6515. case HAMI_DEFENCE:
  6516. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  6517. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); // Homunc
  6518. break;
  6519. case NJ_BUNSINJYUTSU:
  6520. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  6521. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6522. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6523. status_change_end(bl, SC_NEN, INVALID_TIMER);
  6524. break;
  6525. /* Was modified to only affect targetted char. [Skotlex]
  6526. case HP_ASSUMPTIO:
  6527. if (flag&1)
  6528. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6529. else
  6530. {
  6531. map_foreachinallrange(skill_area_sub, bl,
  6532. skill_get_splash(skill_id, skill_lv), BL_PC,
  6533. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  6534. skill_castend_nodamage_id);
  6535. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6536. }
  6537. break;
  6538. */
  6539. case SM_ENDURE:
  6540. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6541. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6542. break;
  6543. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  6544. if (sd && dstsd && dstsd->sc.count) {
  6545. if (dstsd->sc.data[SC_FIREWEAPON] ||
  6546. dstsd->sc.data[SC_WATERWEAPON] ||
  6547. dstsd->sc.data[SC_WINDWEAPON] ||
  6548. dstsd->sc.data[SC_EARTHWEAPON] ||
  6549. dstsd->sc.data[SC_SHADOWWEAPON] ||
  6550. dstsd->sc.data[SC_GHOSTWEAPON]
  6551. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  6552. ) {
  6553. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6554. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6555. break;
  6556. }
  6557. }
  6558. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6559. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6560. break;
  6561. case LK_TENSIONRELAX:
  6562. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6563. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  6564. skill_get_time(skill_id,skill_lv)));
  6565. break;
  6566. case MC_CHANGECART:
  6567. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6568. break;
  6569. case MC_CARTDECORATE:
  6570. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6571. if( sd ) {
  6572. clif_SelectCart(sd);
  6573. }
  6574. break;
  6575. case TK_MISSION:
  6576. if (sd) {
  6577. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  6578. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  6579. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6580. break;
  6581. }
  6582. int id = mob_get_random_id(MOBG_Taekwon_Mission, RMF_NONE, 0);
  6583. if (!id) {
  6584. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6585. break;
  6586. }
  6587. sd->mission_mobid = id;
  6588. sd->mission_count = 0;
  6589. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  6590. clif_mission_info(sd, id, 0);
  6591. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6592. }
  6593. break;
  6594. case AC_CONCENTRATION:
  6595. {
  6596. int splash = skill_get_splash(skill_id, skill_lv);
  6597. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6598. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6599. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  6600. map_foreachinallrange( status_change_timer_sub, src,
  6601. splash, BL_CHAR, src, NULL, type, tick);
  6602. }
  6603. break;
  6604. case SM_PROVOKE:
  6605. case SM_SELFPROVOKE:
  6606. case MER_PROVOKE:
  6607. if( status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  6608. map_freeblock_unlock();
  6609. return 1;
  6610. }
  6611. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  6612. 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))))
  6613. {
  6614. if( sd )
  6615. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6616. map_freeblock_unlock();
  6617. return 0;
  6618. }
  6619. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  6620. unit_skillcastcancel(bl, 2);
  6621. if( tsc && tsc->count )
  6622. {
  6623. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6624. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  6625. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6626. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6627. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  6628. }
  6629. if( dstmd )
  6630. {
  6631. dstmd->state.provoke_flag = src->id;
  6632. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  6633. }
  6634. break;
  6635. case ML_DEVOTION:
  6636. case CR_DEVOTION:
  6637. {
  6638. int count, lv;
  6639. if( !dstsd || (!sd && !mer) )
  6640. { // Only players can be devoted
  6641. if( sd )
  6642. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6643. break;
  6644. }
  6645. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  6646. lv = -lv;
  6647. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  6648. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  6649. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  6650. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  6651. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWER cannot be devoted.
  6652. {
  6653. if( sd )
  6654. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6655. map_freeblock_unlock();
  6656. return 1;
  6657. }
  6658. i = 0;
  6659. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  6660. if( sd )
  6661. { // Player Devoting Player
  6662. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  6663. if( i == count )
  6664. {
  6665. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  6666. if( i == count )
  6667. { // No free slots, skill Fail
  6668. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6669. map_freeblock_unlock();
  6670. return 1;
  6671. }
  6672. }
  6673. sd->devotion[i] = bl->id;
  6674. }
  6675. else
  6676. mer->devotion_flag = 1; // Mercenary Devoting Owner
  6677. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6678. 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)));
  6679. clif_devotion(src, NULL);
  6680. }
  6681. break;
  6682. case SP_SOULUNITY: {
  6683. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  6684. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  6685. if (!dstsd || !sd) { // Only put player's souls in unity.
  6686. if (sd)
  6687. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6688. break;
  6689. }
  6690. if (dstsd->sc.data[type] && dstsd->sc.data[type]->val2 != src->id) { // Fail if a player is in unity with another source.
  6691. if (sd)
  6692. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6693. map_freeblock_unlock();
  6694. return 1;
  6695. }
  6696. if (sd) { // Unite player's soul with caster's soul.
  6697. i = 0;
  6698. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  6699. if (i == count) {
  6700. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  6701. if(i == count) { // No more free slots? Fail the skill.
  6702. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6703. map_freeblock_unlock();
  6704. return 1;
  6705. }
  6706. }
  6707. sd->united_soul[i] = bl->id;
  6708. }
  6709. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, src->id, i, 0, skill_get_time(skill_id, skill_lv)));
  6710. } else if (sd)
  6711. 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);
  6712. }
  6713. break;
  6714. case MO_CALLSPIRITS:
  6715. if(sd) {
  6716. int limit = skill_lv;
  6717. if( sd->sc.data[SC_RAISINGDRAGON] )
  6718. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6719. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6720. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6721. }
  6722. break;
  6723. case CH_SOULCOLLECT:
  6724. if(sd) {
  6725. int limit = 5;
  6726. if( sd->sc.data[SC_RAISINGDRAGON] )
  6727. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6728. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6729. for (i = 0; i < limit; i++)
  6730. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6731. }
  6732. break;
  6733. case MO_KITRANSLATION:
  6734. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  6735. //Require will define how many spiritballs will be transferred
  6736. struct s_skill_condition require;
  6737. require = skill_get_requirement(sd,skill_id,skill_lv);
  6738. pc_delspiritball(sd,require.spiritball,0);
  6739. for (i = 0; i < require.spiritball; i++)
  6740. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  6741. } else {
  6742. if(sd)
  6743. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6744. map_freeblock_unlock();
  6745. return 0;
  6746. }
  6747. break;
  6748. case TK_TURNKICK:
  6749. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  6750. if (skill_area_temp[1] != bl->id) {
  6751. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  6752. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  6753. }
  6754. break;
  6755. case MO_ABSORBSPIRITS:
  6756. i = 0;
  6757. if (dstsd && (battle_check_target(src, bl, BCT_SELF) > 0 || (battle_check_target(src, bl, BCT_ENEMY) > 0 && (map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)))) && // Only works on self and enemies
  6758. ((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]
  6759. if (dstsd->spiritball > 0) {
  6760. i = dstsd->spiritball * 7;
  6761. pc_delspiritball(dstsd,dstsd->spiritball,0);
  6762. }
  6763. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  6764. i += dstsd->spiritcharm * 7;
  6765. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  6766. }
  6767. } 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]
  6768. i = 2 * dstmd->level;
  6769. mob_target(dstmd,src,0);
  6770. } else {
  6771. if (sd)
  6772. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6773. break;
  6774. }
  6775. if (i) status_heal(src, 0, i, 3);
  6776. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  6777. break;
  6778. case AC_MAKINGARROW:
  6779. if(sd) {
  6780. clif_arrow_create_list(sd);
  6781. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6782. }
  6783. break;
  6784. case AM_PHARMACY:
  6785. if(sd) {
  6786. clif_skill_produce_mix_list(sd,skill_id,22);
  6787. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6788. }
  6789. break;
  6790. case SA_CREATECON:
  6791. if(sd) {
  6792. clif_elementalconverter_list(sd);
  6793. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6794. }
  6795. break;
  6796. case BS_HAMMERFALL:
  6797. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  6798. break;
  6799. case RG_RAID:
  6800. skill_area_temp[1] = 0;
  6801. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6802. map_foreachinrange(skill_area_sub, bl,
  6803. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6804. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6805. skill_castend_damage_id);
  6806. status_change_end(src, SC_HIDING, INVALID_TIMER);
  6807. break;
  6808. //List of self skills that give damage around caster
  6809. case ASC_METEORASSAULT:
  6810. case GS_SPREADATTACK:
  6811. case RK_WINDCUTTER:
  6812. case RK_STORMBLAST:
  6813. case NC_AXETORNADO:
  6814. case GC_COUNTERSLASH:
  6815. case SR_SKYNETBLOW:
  6816. case SR_RAMPAGEBLASTER:
  6817. case SR_HOWLINGOFLION:
  6818. case KO_HAPPOKUNAI:
  6819. case RL_FIREDANCE:
  6820. case RL_R_TRIP:
  6821. case SJ_FULLMOONKICK:
  6822. case SJ_NEWMOONKICK:
  6823. case SJ_SOLARBURST:
  6824. case SJ_STAREMPEROR:
  6825. case SJ_FALLINGSTAR_ATK:
  6826. {
  6827. struct status_change *sc = status_get_sc(src);
  6828. int starget = BL_CHAR|BL_SKILL;
  6829. if (skill_id == SR_HOWLINGOFLION)
  6830. starget = splash_target(src);
  6831. if (skill_id == SJ_NEWMOONKICK) {
  6832. if (tsce) {
  6833. status_change_end(bl, type, INVALID_TIMER);
  6834. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6835. break;
  6836. } else
  6837. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6838. }
  6839. if (skill_id == SJ_STAREMPEROR && sc && sc->data[SC_DIMENSION]) {
  6840. if (sd) {
  6841. // Remove old shields if any exist.
  6842. pc_delspiritball(sd, sd->spiritball, 0);
  6843. for (i = 0; i < 2; i++) {
  6844. pc_addspiritball(sd, skill_get_time2(SJ_BOOKOFDIMENSION, 1), 2);
  6845. sc_start2(src, bl, static_cast<sc_type>(SC_DIMENSION1 + i), 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  6846. }
  6847. }
  6848. status_change_end(src, SC_DIMENSION, INVALID_TIMER);
  6849. }
  6850. skill_area_temp[1] = 0;
  6851. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6852. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  6853. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6854. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6855. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6856. }
  6857. break;
  6858. case RK_IGNITIONBREAK:
  6859. skill_area_temp[1] = 0;
  6860. #if PACKETVER >= 20180207
  6861. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6862. #else
  6863. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6864. #endif
  6865. 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);
  6866. break;
  6867. case SR_WINDMILL:
  6868. case GN_CART_TORNADO:
  6869. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6870. case SR_EARTHSHAKER:
  6871. case NC_INFRAREDSCAN:
  6872. case NPC_EARTHQUAKE:
  6873. case NPC_VAMPIRE_GIFT:
  6874. case NPC_HELLJUDGEMENT:
  6875. case NPC_PULSESTRIKE:
  6876. case LG_MOONSLASHER:
  6877. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6878. break;
  6879. #ifdef RENEWAL
  6880. case KN_BRANDISHSPEAR:
  6881. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6882. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  6883. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6884. skill_castend_damage_id);
  6885. break;
  6886. #else
  6887. case KN_BRANDISHSPEAR:
  6888. #endif
  6889. case ML_BRANDISH:
  6890. skill_area_temp[1] = bl->id;
  6891. if(skill_lv >= 10)
  6892. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6893. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  6894. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  6895. skill_castend_damage_id);
  6896. if(skill_lv >= 7)
  6897. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6898. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  6899. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  6900. skill_castend_damage_id);
  6901. if(skill_lv >= 4)
  6902. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6903. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  6904. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  6905. skill_castend_damage_id);
  6906. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6907. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  6908. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6909. skill_castend_damage_id);
  6910. break;
  6911. case WZ_SIGHTRASHER:
  6912. //Passive side of the attack.
  6913. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6914. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6915. map_foreachinshootrange(skill_area_sub,src,
  6916. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6917. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  6918. skill_castend_damage_id);
  6919. break;
  6920. case WZ_FROSTNOVA:
  6921. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6922. skill_area_temp[1] = 0;
  6923. map_foreachinshootrange(skill_attack_area, src,
  6924. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6925. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6926. break;
  6927. case HVAN_EXPLOSION: //[orn]
  6928. case NPC_SELFDESTRUCTION:
  6929. //Self Destruction hits everyone in range (allies+enemies)
  6930. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6931. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6932. BCT_ENEMY:BCT_ALL;
  6933. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6934. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6935. map_foreachinshootrange(skill_area_sub, bl,
  6936. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6937. src, skill_id, skill_lv, tick, flag|i,
  6938. skill_castend_damage_id);
  6939. if(map_addblock(src)) {
  6940. map_freeblock_unlock();
  6941. return 1;
  6942. }
  6943. status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
  6944. break;
  6945. case AL_ANGELUS:
  6946. #ifdef RENEWAL
  6947. case PR_SUFFRAGIUM:
  6948. case PR_IMPOSITIO:
  6949. #endif
  6950. case PR_MAGNIFICAT:
  6951. case PR_GLORIA:
  6952. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6953. // Animations don't play when outside visible range
  6954. if (check_distance_bl(src, bl, AREA_SIZE))
  6955. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  6956. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6957. }
  6958. else if (sd)
  6959. 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);
  6960. break;
  6961. #ifdef RENEWAL
  6962. case MC_LOUD:
  6963. #endif
  6964. case SN_WINDWALK:
  6965. case CASH_BLESSING:
  6966. case CASH_INCAGI:
  6967. case CASH_ASSUMPTIO:
  6968. case WM_FRIGG_SONG:
  6969. case NV_HELPANGEL:
  6970. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6971. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6972. else if( sd )
  6973. 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);
  6974. break;
  6975. case MER_MAGNIFICAT:
  6976. if( mer != NULL )
  6977. {
  6978. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6979. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6980. 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);
  6981. else if( mer->master && !(flag&1) )
  6982. 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)));
  6983. }
  6984. break;
  6985. case BS_ADRENALINE:
  6986. case BS_ADRENALINE2:
  6987. case BS_WEAPONPERFECT:
  6988. case BS_OVERTHRUST:
  6989. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6990. int weapontype = skill_get_weapontype(skill_id);
  6991. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  6992. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  6993. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  6994. }
  6995. } else if (sd) {
  6996. party_foreachsamemap(skill_area_sub,
  6997. sd,skill_get_splash(skill_id, skill_lv),
  6998. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6999. skill_castend_nodamage_id);
  7000. }
  7001. break;
  7002. case BS_MAXIMIZE:
  7003. case NV_TRICKDEAD:
  7004. case CR_DEFENDER:
  7005. case ML_DEFENDER:
  7006. case CR_AUTOGUARD:
  7007. case ML_AUTOGUARD:
  7008. case TK_READYSTORM:
  7009. case TK_READYDOWN:
  7010. case TK_READYTURN:
  7011. case TK_READYCOUNTER:
  7012. case TK_DODGE:
  7013. case CR_SHRINK:
  7014. case SG_FUSION:
  7015. case GS_GATLINGFEVER:
  7016. case SJ_LUNARSTANCE:
  7017. case SJ_STARSTANCE:
  7018. case SJ_UNIVERSESTANCE:
  7019. case SJ_SUNSTANCE:
  7020. case SP_SOULCOLLECT:
  7021. if( tsce )
  7022. {
  7023. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  7024. map_freeblock_unlock();
  7025. return 0;
  7026. }
  7027. if( skill_id == SP_SOULCOLLECT ){
  7028. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, pc_checkskill(sd, SP_SOULENERGY), max(1000, skill_get_time(skill_id, skill_lv))));
  7029. }else{
  7030. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7031. }
  7032. break;
  7033. case SL_KAITE:
  7034. case SL_KAAHI:
  7035. case SL_KAIZEL:
  7036. case SL_KAUPE:
  7037. case SP_KAUTE:
  7038. if (sd) {
  7039. if (!dstsd || !(
  7040. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  7041. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  7042. dstsd->status.char_id == sd->status.char_id ||
  7043. dstsd->status.char_id == sd->status.partner_id ||
  7044. dstsd->status.char_id == sd->status.child ||
  7045. (skill_id == SP_KAUTE && dstsd->sc.data[SC_SOULUNITY])
  7046. )) {
  7047. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  7048. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7049. break;
  7050. }
  7051. }
  7052. if (skill_id == SP_KAUTE) {
  7053. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  7054. if (sd)
  7055. clif_skill_fail(sd,skill_id, USESKILL_FAIL,0);
  7056. break;
  7057. }
  7058. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7059. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  7060. } else
  7061. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7062. break;
  7063. case SM_AUTOBERSERK:
  7064. case MER_AUTOBERSERK:
  7065. if( tsce )
  7066. i = status_change_end(bl, type, INVALID_TIMER);
  7067. else
  7068. i = sc_start(src,bl,type,100,skill_lv,60000);
  7069. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7070. break;
  7071. case TF_HIDING:
  7072. case ST_CHASEWALK:
  7073. case KO_YAMIKUMO:
  7074. if (tsce)
  7075. {
  7076. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  7077. map_freeblock_unlock();
  7078. return 0;
  7079. }
  7080. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7081. break;
  7082. case TK_RUN:
  7083. if (tsce)
  7084. {
  7085. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  7086. map_freeblock_unlock();
  7087. return 0;
  7088. }
  7089. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  7090. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  7091. clif_walkok(sd); // So aegis has to resend the walk ok.
  7092. break;
  7093. case AS_CLOAKING:
  7094. case GC_CLOAKINGEXCEED:
  7095. case LG_FORCEOFVANGUARD:
  7096. case SC_REPRODUCE:
  7097. case SC_INVISIBILITY:
  7098. case RA_CAMOUFLAGE:
  7099. if (tsce) {
  7100. i = status_change_end(bl, type, INVALID_TIMER);
  7101. if( i )
  7102. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7103. else if( sd )
  7104. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7105. map_freeblock_unlock();
  7106. return 0;
  7107. }
  7108. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7109. if( i )
  7110. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7111. else if( sd )
  7112. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7113. break;
  7114. case CG_SPECIALSINGER:
  7115. if (tsc && tsc->data[SC_ENSEMBLEFATIGUE]) {
  7116. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7117. status_change_end(bl, SC_ENSEMBLEFATIGUE, INVALID_TIMER);
  7118. }
  7119. break;
  7120. case BD_ADAPTATION:
  7121. #ifdef RENEWAL
  7122. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7123. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7124. #else
  7125. if(tsc && tsc->data[SC_DANCING]){
  7126. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7127. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  7128. }
  7129. #endif
  7130. break;
  7131. case BA_FROSTJOKER:
  7132. case DC_SCREAM:
  7133. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7134. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  7135. if (md) {
  7136. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  7137. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  7138. char temp[70];
  7139. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  7140. clif_disp_overhead(&md->bl,temp);
  7141. }
  7142. break;
  7143. case BA_PANGVOICE:
  7144. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  7145. break;
  7146. case DC_WINKCHARM:
  7147. if( dstsd )
  7148. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  7149. else
  7150. if( dstmd )
  7151. {
  7152. if( status_get_lv(src) > status_get_lv(bl)
  7153. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  7154. && !status_has_mode(tstatus,MD_STATUS_IMMUNE) )
  7155. 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)));
  7156. else
  7157. {
  7158. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7159. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7160. }
  7161. }
  7162. break;
  7163. #ifdef RENEWAL
  7164. case BD_LULLABY:
  7165. case BD_RICHMANKIM:
  7166. case BD_ETERNALCHAOS:
  7167. case BD_DRUMBATTLEFIELD:
  7168. case BD_RINGNIBELUNGEN:
  7169. case BD_ROKISWEIL:
  7170. case BD_INTOABYSS:
  7171. case BD_SIEGFRIED:
  7172. case BA_DISSONANCE:
  7173. case BA_POEMBRAGI:
  7174. case BA_WHISTLE:
  7175. case BA_ASSASSINCROSS:
  7176. case BA_APPLEIDUN:
  7177. case DC_UGLYDANCE:
  7178. case DC_HUMMING:
  7179. case DC_DONTFORGETME:
  7180. case DC_FORTUNEKISS:
  7181. case DC_SERVICEFORYOU:
  7182. skill_castend_song(src, skill_id, skill_lv, tick);
  7183. break;
  7184. #endif
  7185. case TF_STEAL:
  7186. if(sd) {
  7187. if(pc_steal_item(sd,bl,skill_lv))
  7188. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7189. else
  7190. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  7191. }
  7192. break;
  7193. case RG_STEALCOIN:
  7194. if(sd) {
  7195. if(pc_steal_coin(sd,bl))
  7196. {
  7197. dstmd->state.provoke_flag = src->id;
  7198. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7199. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7200. }
  7201. else
  7202. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7203. }
  7204. break;
  7205. case MG_STONECURSE:
  7206. {
  7207. int brate = 0;
  7208. if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) {
  7209. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7210. break;
  7211. }
  7212. if(status_isimmune(bl) || !tsc)
  7213. break;
  7214. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  7215. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  7216. if (tsc && tsc->data[type]) {
  7217. status_change_end(bl, type, INVALID_TIMER);
  7218. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7219. break;
  7220. }
  7221. if (sc_start4(src,bl,type,(skill_lv*4+20)+brate,
  7222. skill_lv, src->id, skill_get_time(skill_id, skill_lv), 0,
  7223. skill_get_time2(skill_id,skill_lv)))
  7224. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7225. else if(sd) {
  7226. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7227. // Level 6-10 doesn't consume a red gem if it fails [celest]
  7228. if (skill_lv > 5)
  7229. { // not to consume items
  7230. map_freeblock_unlock();
  7231. return 0;
  7232. }
  7233. }
  7234. }
  7235. break;
  7236. case NV_FIRSTAID:
  7237. clif_skill_nodamage(src,bl,skill_id,5,1);
  7238. status_heal(bl,5,0,0);
  7239. break;
  7240. case AL_CURE:
  7241. if(status_isimmune(bl)) {
  7242. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7243. break;
  7244. }
  7245. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7246. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7247. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  7248. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  7249. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7250. break;
  7251. case TF_DETOXIFY:
  7252. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7253. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7254. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  7255. break;
  7256. case PR_STRECOVERY:
  7257. if(status_isimmune(bl)) {
  7258. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7259. break;
  7260. }
  7261. if (tsc && tsc->opt1) {
  7262. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7263. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7264. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7265. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7266. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  7267. }
  7268. status_change_end(bl, SC_STASIS, INVALID_TIMER);
  7269. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  7270. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  7271. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  7272. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7273. if(dstmd)
  7274. mob_unlocktarget(dstmd,tick);
  7275. break;
  7276. // Mercenary Supportive Skills
  7277. case MER_BENEDICTION:
  7278. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  7279. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7280. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7281. break;
  7282. case MER_COMPRESS:
  7283. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  7284. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7285. break;
  7286. case MER_MENTALCURE:
  7287. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  7288. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7289. break;
  7290. case MER_RECUPERATE:
  7291. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7292. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  7293. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7294. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7295. break;
  7296. case MER_REGAIN:
  7297. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7298. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7299. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7300. break;
  7301. case MER_TENDER:
  7302. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7303. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7304. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7305. break;
  7306. case MER_SCAPEGOAT:
  7307. if( mer && mer->master )
  7308. {
  7309. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  7310. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  7311. }
  7312. break;
  7313. case MER_ESTIMATION:
  7314. if( !mer )
  7315. break;
  7316. sd = mer->master;
  7317. case WZ_ESTIMATION:
  7318. if( sd == NULL )
  7319. break;
  7320. if( dstsd )
  7321. { // Fail on Players
  7322. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7323. break;
  7324. }
  7325. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7326. clif_skill_estimation(sd, bl);
  7327. if( skill_id == MER_ESTIMATION )
  7328. sd = NULL;
  7329. break;
  7330. case BS_REPAIRWEAPON:
  7331. if(sd && dstsd)
  7332. clif_item_repair_list(sd,dstsd,skill_lv);
  7333. break;
  7334. case MC_IDENTIFY:
  7335. if(sd) {
  7336. clif_item_identify_list(sd);
  7337. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  7338. map_freeblock_unlock();
  7339. return 1;
  7340. }
  7341. else { // consume sp only if succeeded
  7342. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  7343. status_zap(src,0,req.sp);
  7344. }
  7345. }
  7346. break;
  7347. // Weapon Refining [Celest]
  7348. case WS_WEAPONREFINE:
  7349. if(sd)
  7350. clif_item_refine_list(sd);
  7351. break;
  7352. case MC_VENDING:
  7353. if(sd)
  7354. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  7355. if ( !pc_can_give_items(sd) )
  7356. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7357. else {
  7358. sd->state.prevend = 1;
  7359. sd->state.workinprogress = WIP_DISABLE_ALL;
  7360. sd->vend_skill_lv = skill_lv;
  7361. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  7362. if (i < MAX_CART)
  7363. intif_storage_save(sd, &sd->cart);
  7364. else
  7365. clif_openvendingreq(sd,2+skill_lv);
  7366. }
  7367. }
  7368. break;
  7369. case AL_TELEPORT:
  7370. case ALL_ODINS_RECALL:
  7371. if(sd)
  7372. {
  7373. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  7374. clif_skill_teleportmessage(sd,0);
  7375. break;
  7376. }
  7377. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  7378. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  7379. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  7380. break;
  7381. }
  7382. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
  7383. sd->hd->blockskill.clear();
  7384. sd->hd->blockskill.shrink_to_fit();
  7385. }
  7386. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  7387. {
  7388. if( skill_lv == 1 )
  7389. pc_randomwarp(sd,CLR_TELEPORT);
  7390. else
  7391. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  7392. break;
  7393. }
  7394. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7395. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  7396. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  7397. else
  7398. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  7399. } else
  7400. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  7401. break;
  7402. case NPC_EXPULSION:
  7403. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7404. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  7405. break;
  7406. case AL_HOLYWATER:
  7407. if(sd) {
  7408. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  7409. struct skill_unit* su;
  7410. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  7411. skill_delunit(su);
  7412. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7413. }
  7414. else
  7415. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7416. }
  7417. break;
  7418. case TF_PICKSTONE:
  7419. if(sd) {
  7420. unsigned char eflag;
  7421. struct item item_tmp;
  7422. struct block_list tbl;
  7423. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7424. memset(&item_tmp,0,sizeof(item_tmp));
  7425. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  7426. item_tmp.nameid = ITEMID_STONE;
  7427. item_tmp.identify = 1;
  7428. tbl.id = 0;
  7429. // Commented because of duplicate animation [Lemongrass]
  7430. // At the moment this displays the pickup animation a second time
  7431. // If this is required in older clients, we need to add a version check here
  7432. //clif_takeitem(&sd->bl,&tbl);
  7433. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  7434. if(eflag) {
  7435. clif_additem(sd,0,0,eflag);
  7436. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  7437. }
  7438. }
  7439. break;
  7440. case ASC_CDP:
  7441. if(sd) {
  7442. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  7443. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7444. else
  7445. clif_skill_fail(sd,skill_id,USESKILL_FAIL_STUFF_INSUFFICIENT,0);
  7446. }
  7447. break;
  7448. case RG_STRIPWEAPON:
  7449. case RG_STRIPSHIELD:
  7450. case RG_STRIPARMOR:
  7451. case RG_STRIPHELM:
  7452. case ST_FULLSTRIP:
  7453. case GC_WEAPONCRUSH:
  7454. case SC_STRIPACCESSARY: {
  7455. bool i;
  7456. //Special message when trying to use strip on FCP [Jobbie]
  7457. 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])
  7458. {
  7459. clif_gospel_info(sd, 0x28);
  7460. break;
  7461. }
  7462. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  7463. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7464. //Nothing stripped.
  7465. if( sd && !i )
  7466. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7467. break;
  7468. }
  7469. case AM_BERSERKPITCHER:
  7470. case AM_POTIONPITCHER:
  7471. {
  7472. int j,hp = 0,sp = 0;
  7473. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  7474. map_freeblock_unlock();
  7475. return 1;
  7476. }
  7477. if( sd ) {
  7478. int x,bonus=100;
  7479. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  7480. x = skill_lv%11 - 1;
  7481. j = pc_search_inventory(sd, require.itemid[x]);
  7482. if (j < 0 || require.itemid[x] <= 0) {
  7483. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7484. map_freeblock_unlock();
  7485. return 1;
  7486. }
  7487. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  7488. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7489. map_freeblock_unlock();
  7490. return 1;
  7491. }
  7492. if( skill_id == AM_BERSERKPITCHER ) {
  7493. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  7494. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7495. map_freeblock_unlock();
  7496. return 1;
  7497. }
  7498. }
  7499. potion_flag = 1;
  7500. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  7501. potion_target = bl->id;
  7502. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  7503. potion_flag = potion_target = 0;
  7504. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  7505. bonus += sd->status.base_level;
  7506. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  7507. hp = tstatus->max_hp * potion_per_hp / 100;
  7508. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7509. if( dstsd ) {
  7510. sp = dstsd->status.max_sp * potion_per_sp / 100;
  7511. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7512. }
  7513. } else {
  7514. if( potion_hp > 0 ) {
  7515. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7516. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7517. if( dstsd )
  7518. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7519. }
  7520. if( potion_sp > 0 ) {
  7521. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7522. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  7523. if( dstsd )
  7524. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  7525. }
  7526. }
  7527. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  7528. hp += hp * bonus / 100;
  7529. sp += sp * bonus / 100;
  7530. }
  7531. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  7532. hp += hp * j / 100;
  7533. sp += sp * j / 100;
  7534. }
  7535. } else {
  7536. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  7537. switch (skill_lv) {
  7538. case 1: hp = 45; break;
  7539. case 2: hp = 105; break;
  7540. case 3: hp = 175; break;
  7541. default: hp = 325; break;
  7542. }
  7543. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  7544. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7545. if( dstsd )
  7546. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7547. }
  7548. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  7549. hp += hp * j / 100;
  7550. sp += sp * j / 100;
  7551. }
  7552. if (tsc && tsc->count) {
  7553. uint8 penalty = 0;
  7554. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7555. hp += hp / 10;
  7556. sp += sp / 10;
  7557. }
  7558. if (tsc->data[SC_CRITICALWOUND])
  7559. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7560. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3)
  7561. penalty += 20;
  7562. if (tsc->data[SC_NORECOVER_STATE])
  7563. penalty = 100;
  7564. if (penalty > 0) {
  7565. hp -= hp * penalty / 100;
  7566. sp -= sp * penalty / 100;
  7567. }
  7568. }
  7569. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7570. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  7571. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7572. if( sp > 0 )
  7573. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7574. if (tsc) {
  7575. #ifdef RENEWAL
  7576. if (tsc->data[SC_EXTREMITYFIST2])
  7577. sp = 0;
  7578. #endif
  7579. if (tsc->data[SC_NORECOVER_STATE]) {
  7580. hp = 0;
  7581. sp = 0;
  7582. }
  7583. }
  7584. status_heal(bl,hp,sp,0);
  7585. }
  7586. break;
  7587. case AM_CP_WEAPON:
  7588. case AM_CP_SHIELD:
  7589. case AM_CP_ARMOR:
  7590. case AM_CP_HELM:
  7591. {
  7592. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7593. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  7594. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7595. map_freeblock_unlock(); // Don't consume item requirements
  7596. return 0;
  7597. }
  7598. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7599. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7600. }
  7601. break;
  7602. case AM_TWILIGHT1:
  7603. if (sd) {
  7604. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7605. //Prepare 200 White Potions.
  7606. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  7607. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7608. }
  7609. break;
  7610. case AM_TWILIGHT2:
  7611. if (sd) {
  7612. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7613. //Prepare 200 Slim White Potions.
  7614. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  7615. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7616. }
  7617. break;
  7618. case AM_TWILIGHT3:
  7619. if (sd) {
  7620. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  7621. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  7622. if( ebottle >= 0 )
  7623. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  7624. //check if you can produce all three, if not, then fail:
  7625. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  7626. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  7627. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  7628. || ebottle < 200 //200 empty bottle are required at total.
  7629. ) {
  7630. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7631. break;
  7632. }
  7633. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7634. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  7635. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  7636. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  7637. }
  7638. break;
  7639. case SA_DISPELL:
  7640. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  7641. 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))
  7642. break; // Outside PvP it should only affect party members and no skill fail message
  7643. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7644. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7645. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  7646. || rnd()%100 >= 50+10*skill_lv)
  7647. {
  7648. if (sd)
  7649. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7650. break;
  7651. }
  7652. if(status_isimmune(bl))
  7653. break;
  7654. //Remove bonus_script by Dispell
  7655. if (dstsd)
  7656. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  7657. if(!tsc || !tsc->count)
  7658. break;
  7659. for(i=0;i<SC_MAX;i++) {
  7660. if (!tsc->data[i])
  7661. continue;
  7662. switch (i) {
  7663. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7664. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7665. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7666. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7667. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7668. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7669. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7670. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  7671. case SC_DANCING: case SC_EDP: case SC_AUTOBERSERK:
  7672. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7673. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7674. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7675. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7676. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7677. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7678. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7679. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  7680. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7681. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7682. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7683. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7684. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7685. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7686. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  7687. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  7688. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  7689. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  7690. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  7691. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  7692. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7693. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  7694. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  7695. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  7696. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  7697. case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS:
  7698. case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION:
  7699. case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN:
  7700. case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE:
  7701. case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD:
  7702. case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO:
  7703. case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER:
  7704. case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  7705. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  7706. case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR:
  7707. case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD:
  7708. case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED:
  7709. case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  7710. case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER:
  7711. case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS:
  7712. case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2:
  7713. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  7714. case SC_SPORE_EXPLOSION:
  7715. case SC_NEWMOON: case SC_FLASHKICK: case SC_NOVAEXPLOSING:
  7716. case SC_SOULUNITY: case SC_SOULSHADOW: case SC_SOULFAIRY:
  7717. case SC_SOULFALCON: case SC_SOULGOLEM: case SC_USE_SKILL_SP_SPA:
  7718. case SC_USE_SKILL_SP_SHA: case SC_SP_SHA:
  7719. #ifdef RENEWAL
  7720. case SC_EXTREMITYFIST2:
  7721. #endif
  7722. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  7723. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  7724. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  7725. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  7726. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  7727. case SC_ATTHASTE_CASH: case SC_ARMOR_ELEMENT_WATER: case SC_REUSE_REFRESH:
  7728. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  7729. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  7730. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  7731. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  7732. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  7733. case SC_SPRITEMABLE: case SC_BITESCAR: case SC_CRUSHSTRIKE:
  7734. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  7735. case SC_ARMOR_ELEMENT_EARTH: case SC_ARMOR_ELEMENT_FIRE: case SC_ARMOR_ELEMENT_WIND:
  7736. case SC_ENTRY_QUEUE_APPLY_DELAY: case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  7737. // Clans
  7738. case SC_CLAN_INFO:
  7739. case SC_SWORDCLAN:
  7740. case SC_ARCWANDCLAN:
  7741. case SC_GOLDENMACECLAN:
  7742. case SC_CROSSBOWCLAN:
  7743. case SC_JUMPINGCLAN:
  7744. case SC_DAILYSENDMAILCNT:
  7745. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  7746. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  7747. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  7748. case SC_REUSE_LIMIT_LUXANIMA: case SC_LUXANIMA: case SC_SOULENERGY:
  7749. continue;
  7750. case SC_WHISTLE:
  7751. case SC_ASSNCROS:
  7752. case SC_POEMBRAGI:
  7753. case SC_APPLEIDUN:
  7754. case SC_HUMMING:
  7755. case SC_DONTFORGETME:
  7756. case SC_FORTUNE:
  7757. case SC_SERVICE4U:
  7758. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  7759. continue; //If in song area don't end it, even if config enabled
  7760. break;
  7761. case SC_ASSUMPTIO:
  7762. if( bl->type == BL_MOB )
  7763. continue;
  7764. break;
  7765. }
  7766. 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.
  7767. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  7768. }
  7769. break;
  7770. }
  7771. //Affect all targets on splash area.
  7772. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  7773. src, skill_id, skill_lv, tick, flag|1,
  7774. skill_castend_damage_id);
  7775. break;
  7776. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  7777. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
  7778. #ifdef RENEWAL
  7779. |BLOWN_DONT_SEND_PACKET
  7780. #endif
  7781. ));
  7782. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7783. #ifdef RENEWAL
  7784. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  7785. #else
  7786. clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
  7787. #endif
  7788. break;
  7789. case TK_HIGHJUMP:
  7790. {
  7791. int x,y, dir = unit_getdir(src);
  7792. struct map_data *mapdata = &map[src->m];
  7793. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  7794. if( mapdata->flag[MF_NOTELEPORT] &&
  7795. !(mapdata->flag[MF_BATTLEGROUND] || mapdata_flag_gvg2(mapdata) )
  7796. ) {
  7797. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  7798. break;
  7799. } else if(dir%2) {
  7800. //Diagonal
  7801. x = src->x + dirx[dir]*(skill_lv*4)/3;
  7802. y = src->y + diry[dir]*(skill_lv*4)/3;
  7803. } else {
  7804. x = src->x + dirx[dir]*skill_lv*2;
  7805. y = src->y + diry[dir]*skill_lv*2;
  7806. }
  7807. int x1 = x + dirx[dir];
  7808. int y1 = y + diry[dir];
  7809. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  7810. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  7811. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  7812. unit_movepos(src, x, y, 1, 0))
  7813. clif_blown(src);
  7814. }
  7815. break;
  7816. case SA_CASTCANCEL:
  7817. case SO_SPELLFIST:
  7818. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7819. unit_skillcastcancel(src,1);
  7820. if(sd) {
  7821. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  7822. if( skill_id == SO_SPELLFIST ){
  7823. sc_start4(src,src,type,100,skill_lv * 3,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
  7824. sd->skill_id_old = sd->skill_lv_old = 0;
  7825. break;
  7826. }
  7827. sp = sp * (90 - (skill_lv-1)*20) / 100;
  7828. if(sp < 0) sp = 0;
  7829. status_zap(src, 0, sp);
  7830. }
  7831. break;
  7832. case SA_SPELLBREAKER:
  7833. {
  7834. int sp;
  7835. if(tsc && tsc->data[SC_MAGICROD]) {
  7836. sp = skill_get_sp(skill_id,skill_lv);
  7837. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  7838. if(sp < 1) sp = 1;
  7839. status_heal(bl,0,sp,2);
  7840. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  7841. } else {
  7842. struct unit_data *ud = unit_bl2ud(bl);
  7843. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  7844. if (!ud || ud->skilltimer == INVALID_TIMER)
  7845. break; //Nothing to cancel.
  7846. bl_skill_id = ud->skill_id;
  7847. bl_skill_lv = ud->skill_lv;
  7848. if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  7849. if (rnd()%100 < 90)
  7850. {
  7851. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7852. break;
  7853. }
  7854. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  7855. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  7856. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7857. unit_skillcastcancel(bl,0);
  7858. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  7859. status_zap(bl, hp, sp);
  7860. if (hp && skill_lv >= 5)
  7861. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  7862. else
  7863. hp = 0;
  7864. if (sp) //Recover some of the SP used
  7865. sp = sp*(25*(skill_lv-1))/100;
  7866. if(hp || sp)
  7867. status_heal(src, hp, sp, 2);
  7868. }
  7869. }
  7870. break;
  7871. case SA_MAGICROD:
  7872. #ifdef RENEWAL
  7873. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  7874. #endif
  7875. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7876. break;
  7877. case SA_AUTOSPELL:
  7878. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7879. if (sd) {
  7880. sd->state.workinprogress = WIP_DISABLE_ALL;
  7881. clif_autospell(sd,skill_lv);
  7882. } else {
  7883. int maxlv=1,spellid=0;
  7884. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  7885. if(skill_lv >= 10) {
  7886. spellid = MG_FROSTDIVER;
  7887. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  7888. // maxlv = 10;
  7889. // else
  7890. maxlv = skill_lv - 9;
  7891. }
  7892. else if(skill_lv >=8) {
  7893. spellid = MG_FIREBALL;
  7894. maxlv = skill_lv - 7;
  7895. }
  7896. else if(skill_lv >=5) {
  7897. spellid = MG_SOULSTRIKE;
  7898. maxlv = skill_lv - 4;
  7899. }
  7900. else if(skill_lv >=2) {
  7901. int i_rnd = rnd()%3;
  7902. spellid = spellarray[i_rnd];
  7903. maxlv = skill_lv - 1;
  7904. }
  7905. else if(skill_lv > 0) {
  7906. spellid = MG_NAPALMBEAT;
  7907. maxlv = 3;
  7908. }
  7909. if(spellid > 0)
  7910. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  7911. skill_get_time(SA_AUTOSPELL,skill_lv));
  7912. }
  7913. break;
  7914. case BS_GREED:
  7915. if(sd){
  7916. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7917. map_foreachinallrange(skill_greed,bl,
  7918. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  7919. }
  7920. break;
  7921. case SA_ELEMENTWATER:
  7922. case SA_ELEMENTFIRE:
  7923. case SA_ELEMENTGROUND:
  7924. case SA_ELEMENTWIND:
  7925. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUS_IMMUNE))) // Only works on monsters (Except status immune monsters).
  7926. break;
  7927. case NPC_ATTRICHANGE:
  7928. case NPC_CHANGEWATER:
  7929. case NPC_CHANGEGROUND:
  7930. case NPC_CHANGEFIRE:
  7931. case NPC_CHANGEWIND:
  7932. case NPC_CHANGEPOISON:
  7933. case NPC_CHANGEHOLY:
  7934. case NPC_CHANGEDARKNESS:
  7935. case NPC_CHANGETELEKINESIS:
  7936. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7937. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7938. skill_get_time(skill_id, skill_lv)));
  7939. break;
  7940. case NPC_CHANGEUNDEAD:
  7941. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  7942. //TO-DO This is ugly, fix it
  7943. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  7944. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7945. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7946. skill_get_time(skill_id, skill_lv)));
  7947. break;
  7948. case NPC_PROVOCATION:
  7949. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7950. if (md) mob_unlocktarget(md, tick);
  7951. break;
  7952. case NPC_REBIRTH:
  7953. if( md && md->state.rebirth )
  7954. break; // only works once
  7955. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  7956. break;
  7957. case NPC_DARKBLESSING:
  7958. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7959. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7960. break;
  7961. case NPC_LICK:
  7962. status_zap(bl, 0, 100);
  7963. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7964. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  7965. break;
  7966. case NPC_SUICIDE:
  7967. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7968. status_kill(src); //When suiciding, neither exp nor drops is given.
  7969. break;
  7970. case NPC_SUMMONSLAVE:
  7971. case NPC_SUMMONMONSTER:
  7972. case NPC_DEATHSUMMON:
  7973. if(md && md->skill_idx >= 0)
  7974. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  7975. break;
  7976. case NPC_CALLSLAVE:
  7977. mob_warpslave(src,MOB_SLAVEDISTANCE);
  7978. break;
  7979. case NPC_RANDOMMOVE:
  7980. if (md) {
  7981. md->next_walktime = tick - 1;
  7982. mob_randomwalk(md,tick);
  7983. }
  7984. break;
  7985. case NPC_SPEEDUP:
  7986. {
  7987. // or does it increase casting rate? just a guess xD
  7988. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  7989. if (i_type > SC_ASPDPOTION3)
  7990. i_type = SC_ASPDPOTION3;
  7991. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7992. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  7993. }
  7994. break;
  7995. case NPC_REVENGE:
  7996. // not really needed... but adding here anyway ^^
  7997. if (md && md->master_id > 0) {
  7998. struct block_list *mbl, *tbl;
  7999. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  8000. (tbl = battle_gettargeted(mbl)) == NULL)
  8001. break;
  8002. md->state.provoke_flag = tbl->id;
  8003. mob_target(md, tbl, sstatus->rhw.range);
  8004. }
  8005. break;
  8006. case NPC_RUN:
  8007. if (md) {
  8008. block_list* tbl = map_id2bl(md->target_id);
  8009. if (tbl) {
  8010. mob_unlocktarget(md, tick);
  8011. unit_escape(src, tbl, skill_lv > 1 ? skill_lv : AREA_SIZE, 2); // Send distance in skill level > 1
  8012. }
  8013. }
  8014. break;
  8015. case NPC_TRANSFORMATION:
  8016. case NPC_METAMORPHOSIS:
  8017. if(md && md->skill_idx >= 0) {
  8018. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  8019. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  8020. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  8021. if (class_) mob_class_change(md, class_);
  8022. }
  8023. break;
  8024. case NPC_EMOTION_ON:
  8025. case NPC_EMOTION:
  8026. //val[0] is the emotion to use.
  8027. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  8028. //val[1] 'sets' the mode
  8029. //val[2] adds to the current mode
  8030. //val[3] removes from the current mode
  8031. //val[4] if set, asks to delete the previous mode change.
  8032. if(md && md->skill_idx >= 0 && tsc)
  8033. {
  8034. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  8035. if(md->db->skill[md->skill_idx].val[4] && tsce)
  8036. status_change_end(bl, type, INVALID_TIMER);
  8037. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  8038. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  8039. mob_unlocktarget(md,tick);
  8040. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  8041. sc_start4(src,src, type, 100, skill_lv,
  8042. md->db->skill[md->skill_idx].val[1],
  8043. md->db->skill[md->skill_idx].val[2],
  8044. md->db->skill[md->skill_idx].val[3],
  8045. skill_get_time(skill_id, skill_lv));
  8046. //Reset aggressive state depending on resulting mode
  8047. if (!battle_config.npc_emotion_behavior)
  8048. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  8049. }
  8050. break;
  8051. case NPC_POWERUP:
  8052. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  8053. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8054. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8055. break;
  8056. case NPC_AGIUP:
  8057. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  8058. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8059. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8060. break;
  8061. case NPC_INVISIBLE:
  8062. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  8063. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8064. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  8065. break;
  8066. case NPC_SIEGEMODE:
  8067. // not sure what it does
  8068. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8069. break;
  8070. case WE_MALE: {
  8071. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  8072. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  8073. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  8074. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  8075. }
  8076. }
  8077. break;
  8078. case WE_FEMALE: {
  8079. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  8080. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  8081. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  8082. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  8083. }
  8084. }
  8085. break;
  8086. // parent-baby skills
  8087. case WE_BABY:
  8088. if(sd){
  8089. struct map_session_data *f_sd = pc_get_father(sd);
  8090. struct map_session_data *m_sd = pc_get_mother(sd);
  8091. if( (!f_sd && !m_sd) // if neither was found
  8092. || (sd->status.party_id != 0 && //not in same party
  8093. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  8094. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  8095. ))
  8096. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  8097. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  8098. ) {
  8099. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8100. map_freeblock_unlock();
  8101. return 0;
  8102. }
  8103. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  8104. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8105. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8106. }
  8107. break;
  8108. case WE_CALLALLFAMILY:
  8109. if (sd) {
  8110. struct map_session_data *p_sd = pc_get_partner(sd);
  8111. struct map_session_data *c_sd = pc_get_child(sd);
  8112. if (!p_sd && !c_sd) { // Fail if no family members are found
  8113. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8114. map_freeblock_unlock();
  8115. return 1;
  8116. }
  8117. // Partner must be on the same map and in same party
  8118. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  8119. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8120. // Child must be on the same map and in same party as the parent casting
  8121. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  8122. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8123. }
  8124. break;
  8125. case WE_ONEFOREVER:
  8126. if (sd) {
  8127. struct map_session_data *p_sd = pc_get_partner(sd);
  8128. struct map_session_data *c_sd = pc_get_child(sd);
  8129. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  8130. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8131. map_freeblock_unlock();
  8132. return 1;
  8133. }
  8134. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  8135. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8136. break;
  8137. }
  8138. if (status_isdead(bl)) {
  8139. int per = 30, sper = 0;
  8140. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  8141. break;
  8142. if (tsc && tsc->data[SC_HELLPOWER])
  8143. break;
  8144. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  8145. break;
  8146. if (dstsd->special_state.restart_full_recover)
  8147. per = sper = 100;
  8148. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  8149. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8150. }
  8151. }
  8152. break;
  8153. case WE_CHEERUP:
  8154. if (sd) {
  8155. struct map_session_data *f_sd = pc_get_father(sd);
  8156. struct map_session_data *m_sd = pc_get_mother(sd);
  8157. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  8158. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8159. map_freeblock_unlock();
  8160. return 1;
  8161. }
  8162. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  8163. if (dstsd == f_sd || dstsd == m_sd)
  8164. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8165. } else
  8166. 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);
  8167. }
  8168. break;
  8169. case PF_HPCONVERSION:
  8170. {
  8171. int hp, sp;
  8172. hp = sstatus->max_hp/10;
  8173. sp = hp * 10 * skill_lv / 100;
  8174. if (!status_charge(src,hp,0)) {
  8175. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8176. break;
  8177. }
  8178. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8179. status_heal(bl,0,sp,2);
  8180. }
  8181. break;
  8182. case MA_REMOVETRAP:
  8183. case HT_REMOVETRAP:
  8184. {
  8185. struct skill_unit* su;
  8186. struct skill_unit_group* sg = NULL;
  8187. std::shared_ptr<s_skill_db> skill_group;
  8188. su = BL_CAST(BL_SKILL, bl);
  8189. // Mercenaries can remove any trap
  8190. // Players can only remove their own traps or traps on Vs maps.
  8191. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && ( skill_group = skill_db.find(sg->skill_id) ) && skill_group->inf2[INF2_ISTRAP] )
  8192. {
  8193. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8194. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  8195. { // prevent picking up expired traps
  8196. if( battle_config.skill_removetrap_type )
  8197. { // get back all items used to deploy the trap
  8198. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  8199. {
  8200. if( skill_group->require.itemid[i] > 0 )
  8201. {
  8202. int flag2;
  8203. struct item item_tmp;
  8204. memset(&item_tmp,0,sizeof(item_tmp));
  8205. item_tmp.nameid = skill_group->require.itemid[i];
  8206. item_tmp.identify = 1;
  8207. item_tmp.amount = skill_group->require.amount[i];
  8208. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  8209. clif_additem(sd,0,0,flag2);
  8210. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8211. }
  8212. }
  8213. }
  8214. }
  8215. else
  8216. { // get back 1 trap
  8217. struct item item_tmp;
  8218. memset(&item_tmp,0,sizeof(item_tmp));
  8219. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  8220. item_tmp.identify = 1;
  8221. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  8222. {
  8223. clif_additem(sd,0,0,flag);
  8224. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8225. }
  8226. }
  8227. }
  8228. skill_delunit(su);
  8229. }else if(sd)
  8230. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8231. }
  8232. break;
  8233. case HT_SPRINGTRAP:
  8234. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8235. {
  8236. struct skill_unit *su=NULL;
  8237. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  8238. switch(su->group->unit_id){
  8239. case UNT_ANKLESNARE: // ankle snare
  8240. if (su->group->val2 != 0)
  8241. // if it is already trapping something don't spring it,
  8242. // remove trap should be used instead
  8243. break;
  8244. // otherwise fallthrough to below
  8245. case UNT_BLASTMINE:
  8246. case UNT_SKIDTRAP:
  8247. case UNT_LANDMINE:
  8248. case UNT_SHOCKWAVE:
  8249. case UNT_SANDMAN:
  8250. case UNT_FLASHER:
  8251. case UNT_FREEZINGTRAP:
  8252. case UNT_CLAYMORETRAP:
  8253. case UNT_TALKIEBOX:
  8254. su->group->unit_id = UNT_USED_TRAPS;
  8255. clif_changetraplook(bl, UNT_USED_TRAPS);
  8256. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  8257. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  8258. }
  8259. }
  8260. }
  8261. break;
  8262. case BD_ENCORE:
  8263. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8264. if(sd)
  8265. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  8266. break;
  8267. case AS_SPLASHER:
  8268. if( status_has_mode(tstatus,MD_STATUS_IMMUNE)
  8269. // Renewal dropped the 3/4 hp requirement
  8270. #ifndef RENEWAL
  8271. || tstatus-> hp > tstatus->max_hp*3/4
  8272. #endif
  8273. ) {
  8274. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8275. map_freeblock_unlock();
  8276. return 1;
  8277. }
  8278. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8279. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  8280. #ifndef RENEWAL
  8281. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  8282. #endif
  8283. break;
  8284. case PF_MINDBREAKER:
  8285. {
  8286. if(status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  8287. map_freeblock_unlock();
  8288. return 1;
  8289. }
  8290. if (tsce)
  8291. { //HelloKitty2 (?) explained that this silently fails when target is
  8292. //already inflicted. [Skotlex]
  8293. map_freeblock_unlock();
  8294. return 1;
  8295. }
  8296. //Has a 55% + skill_lv*5% success chance.
  8297. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8298. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  8299. {
  8300. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8301. map_freeblock_unlock();
  8302. return 0;
  8303. }
  8304. unit_skillcastcancel(bl,0);
  8305. if(tsc && tsc->count){
  8306. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8307. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  8308. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8309. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8310. }
  8311. if (dstmd)
  8312. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8313. }
  8314. break;
  8315. case PF_SOULCHANGE:
  8316. {
  8317. unsigned int sp1 = 0, sp2 = 0;
  8318. if (dstmd) {
  8319. if (dstmd->state.soul_change_flag) {
  8320. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8321. break;
  8322. }
  8323. dstmd->state.soul_change_flag = 1;
  8324. sp2 = sstatus->max_sp * 3 /100;
  8325. status_heal(src, 0, sp2, 2);
  8326. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8327. break;
  8328. }
  8329. sp1 = sstatus->sp;
  8330. sp2 = tstatus->sp;
  8331. #ifdef RENEWAL
  8332. sp1 = sp1 / 2;
  8333. sp2 = sp2 / 2;
  8334. if (tsc && tsc->data[SC_EXTREMITYFIST2])
  8335. sp1 = tstatus->sp;
  8336. #endif
  8337. if (tsc && tsc->data[SC_NORECOVER_STATE])
  8338. sp1 = tstatus->sp;
  8339. status_set_sp(src, sp2, 3);
  8340. status_set_sp(bl, sp1, 3);
  8341. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8342. }
  8343. break;
  8344. // Slim Pitcher
  8345. case CR_SLIMPITCHER:
  8346. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  8347. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  8348. break;
  8349. if (potion_hp || potion_sp) {
  8350. int hp = potion_hp, sp = potion_sp;
  8351. hp = hp * (100 + (tstatus->vit<<1))/100;
  8352. sp = sp * (100 + (tstatus->int_<<1))/100;
  8353. if (dstsd) {
  8354. if (hp)
  8355. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  8356. if (sp)
  8357. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  8358. }
  8359. if (tsc && tsc->count) {
  8360. uint8 penalty = 0;
  8361. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  8362. hp += hp / 10;
  8363. sp += sp / 10;
  8364. }
  8365. if (tsc->data[SC_CRITICALWOUND])
  8366. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  8367. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3 == 1)
  8368. penalty += 20;
  8369. if (tsc->data[SC_NORECOVER_STATE])
  8370. penalty = 100;
  8371. if (penalty > 0) {
  8372. hp -= hp * penalty / 100;
  8373. sp -= sp * penalty / 100;
  8374. }
  8375. }
  8376. if(hp > 0)
  8377. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  8378. if(sp > 0)
  8379. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  8380. status_heal(bl,hp,sp,0);
  8381. }
  8382. break;
  8383. // Full Chemical Protection
  8384. case CR_FULLPROTECTION:
  8385. {
  8386. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8387. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  8388. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  8389. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  8390. continue;
  8391. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  8392. s++;
  8393. }
  8394. if( sd && !s ){
  8395. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8396. map_freeblock_unlock(); // Don't consume item requirements
  8397. return 0;
  8398. }
  8399. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8400. }
  8401. break;
  8402. case RG_CLEANER: //AppleGirl
  8403. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8404. break;
  8405. #ifndef RENEWAL
  8406. case CG_LONGINGFREEDOM:
  8407. {
  8408. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  8409. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  8410. {
  8411. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8412. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8413. }
  8414. }
  8415. break;
  8416. #endif
  8417. case CG_TAROTCARD:
  8418. {
  8419. int card = -1;
  8420. if (tsc && tsc->data[SC_TAROTCARD]) {
  8421. //Target currently has the SUN tarot card effect and is immune to any other effect
  8422. map_freeblock_unlock();
  8423. return 0;
  8424. }
  8425. if( rnd() % 100 > skill_lv * 8 ||
  8426. #ifndef RENEWAL
  8427. (tsc && tsc->data[SC_BASILICA]) ||
  8428. #endif
  8429. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  8430. if( sd )
  8431. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8432. map_freeblock_unlock();
  8433. return 0;
  8434. }
  8435. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  8436. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  8437. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  8438. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8439. }
  8440. break;
  8441. case SL_ALCHEMIST:
  8442. case SL_ASSASIN:
  8443. case SL_BARDDANCER:
  8444. case SL_BLACKSMITH:
  8445. case SL_CRUSADER:
  8446. case SL_HUNTER:
  8447. case SL_KNIGHT:
  8448. case SL_MONK:
  8449. case SL_PRIEST:
  8450. case SL_ROGUE:
  8451. case SL_SAGE:
  8452. case SL_SOULLINKER:
  8453. case SL_STAR:
  8454. case SL_SUPERNOVICE:
  8455. case SL_WIZARD:
  8456. if (sd && tsc && (tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) { // Soul links from Soul Linker and Soul Reaper skills don't stack.
  8457. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  8458. break;
  8459. }
  8460. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  8461. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
  8462. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8463. break;
  8464. }
  8465. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  8466. { //Erase death count 1% of the casts
  8467. pc_setparam(dstsd, SP_PCDIECOUNTER, 0);
  8468. clif_specialeffect(bl, EF_ANGEL2, AREA);
  8469. //SC_SPIRIT invokes status_calc_pc for us.
  8470. }
  8471. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8472. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  8473. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8474. break;
  8475. case SL_HIGH:
  8476. if (sd && tsc && (tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) { // Soul links from Soul Linker and Soul Reaper skills don't stack.
  8477. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  8478. break;
  8479. }
  8480. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  8481. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8482. break;
  8483. }
  8484. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8485. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  8486. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8487. break;
  8488. case SP_SOULGOLEM:
  8489. case SP_SOULSHADOW:
  8490. case SP_SOULFALCON:
  8491. case SP_SOULFAIRY:
  8492. if (sd && !dstsd) { // Only player's can be soul linked.
  8493. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  8494. break;
  8495. }
  8496. if (tsc) {
  8497. if (tsc->data[status_skill2sc(skill_id)]) { // Allow refreshing an already active soul link.
  8498. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8499. break;
  8500. } else if (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY]) { // Soul links from Soul Linker and Soul Reaper skills don't stack.
  8501. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  8502. break;
  8503. }
  8504. }
  8505. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8506. break;
  8507. case SP_SOULREVOLVE:
  8508. if (!(tsc && (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY]))) {
  8509. if (sd)
  8510. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  8511. break;
  8512. }
  8513. status_heal(bl, 0, 50*skill_lv, 2);
  8514. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8515. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  8516. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  8517. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  8518. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  8519. break;
  8520. case SL_SWOO:
  8521. if (tsce) {
  8522. if(sd)
  8523. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8524. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  8525. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  8526. break;
  8527. }
  8528. case SL_SKA: // [marquis007]
  8529. case SL_SKE:
  8530. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  8531. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8532. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  8533. break;
  8534. }
  8535. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8536. if (skill_id == SL_SKE)
  8537. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8538. break;
  8539. // New guild skills [Celest]
  8540. case GD_BATTLEORDER:
  8541. case GD_REGENERATION:
  8542. case GD_RESTORE:
  8543. if(flag&1) {
  8544. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  8545. if( skill_id == GD_RESTORE )
  8546. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  8547. else
  8548. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  8549. }
  8550. } else if (status_get_guild_id(src)) {
  8551. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8552. map_foreachinallrange(skill_area_sub, src,
  8553. skill_get_splash(skill_id, skill_lv), BL_PC,
  8554. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  8555. skill_castend_nodamage_id);
  8556. if (sd)
  8557. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8558. }
  8559. break;
  8560. case GD_EMERGENCYCALL:
  8561. case GD_ITEMEMERGENCYCALL:
  8562. {
  8563. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  8564. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  8565. uint8 j = 0, calls = 0, called = 0;
  8566. struct guild *g;
  8567. // i don't know if it actually summons in a circle, but oh well. ;P
  8568. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  8569. if (!g)
  8570. break;
  8571. if (skill_id == GD_ITEMEMERGENCYCALL)
  8572. switch (skill_lv) {
  8573. case 1: calls = 7; break;
  8574. case 2: calls = 12; break;
  8575. case 3: calls = 20; break;
  8576. default: calls = 0; break;
  8577. }
  8578. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8579. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  8580. if (j > 8)
  8581. j = 0;
  8582. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  8583. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  8584. continue;
  8585. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, dstsd->group_level))
  8586. continue;
  8587. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  8588. dx[j] = dy[j] = 0;
  8589. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  8590. called++;
  8591. }
  8592. }
  8593. if (sd)
  8594. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8595. }
  8596. break;
  8597. case SG_FEEL:
  8598. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  8599. if (sd) {
  8600. if(!sd->feel_map[skill_lv-1].index)
  8601. clif_feel_req(sd->fd,sd, skill_lv);
  8602. else
  8603. clif_feel_info(sd, skill_lv-1, 1);
  8604. }
  8605. break;
  8606. case SG_HATE:
  8607. if (sd) {
  8608. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8609. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  8610. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8611. }
  8612. break;
  8613. case SJ_DOCUMENT:
  8614. if (sd) {
  8615. switch (skill_lv) {
  8616. case 1:
  8617. pc_resetfeel(sd);
  8618. break;
  8619. case 2:
  8620. pc_resethate(sd);
  8621. break;
  8622. case 3:
  8623. pc_resetfeel(sd);
  8624. pc_resethate(sd);
  8625. break;
  8626. }
  8627. }
  8628. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8629. break;
  8630. case GS_GLITTERING:
  8631. if(sd) {
  8632. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8633. if(rnd()%100 < (20+10*skill_lv))
  8634. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  8635. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  8636. pc_delspiritball(sd,1,0);
  8637. }
  8638. break;
  8639. case GS_CRACKER:
  8640. /* per official standards, this skill works on players and mobs. */
  8641. if (sd && (dstsd || dstmd))
  8642. {
  8643. i =65 -5*distance_bl(src,bl); //Base rate
  8644. if (i < 30) i = 30;
  8645. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8646. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  8647. }
  8648. break;
  8649. case AM_CALLHOMUN: //[orn]
  8650. if (sd && !hom_call(sd))
  8651. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8652. break;
  8653. case AM_REST:
  8654. if (sd) {
  8655. if (hom_vaporize(sd,HOM_ST_REST))
  8656. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8657. else
  8658. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8659. }
  8660. break;
  8661. case HAMI_CASTLE: //[orn]
  8662. if (src != bl && rnd()%100 < 20 * skill_lv) {
  8663. int x = src->x, y = src->y;
  8664. if (hd)
  8665. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  8666. // Move source
  8667. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8668. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  8669. clif_blown(src);
  8670. // Move target
  8671. if (unit_movepos(bl,x,y,0,0)) {
  8672. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  8673. clif_blown(bl);
  8674. }
  8675. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  8676. }
  8677. }
  8678. else if (hd && hd->master) // Failed
  8679. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  8680. else if (sd)
  8681. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8682. break;
  8683. case HVAN_CHAOTIC: //[orn]
  8684. {
  8685. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  8686. int r = rnd()%100;
  8687. i = (skill_lv-1)%5;
  8688. if(r<per[i][0]) //Self
  8689. bl = src;
  8690. else if(r<per[i][1]) //Master
  8691. bl = battle_get_master(src);
  8692. else //Enemy
  8693. bl = map_id2bl(battle_gettarget(src));
  8694. if (!bl) bl = src;
  8695. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  8696. //Eh? why double skill packet?
  8697. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  8698. clif_skill_nodamage(src,bl,skill_id,i,1);
  8699. status_heal(bl, i, 0, 0);
  8700. }
  8701. break;
  8702. //Homun single-target support skills [orn]
  8703. case HAMI_BLOODLUST:
  8704. case HFLI_FLEET:
  8705. case HFLI_SPEED:
  8706. case HLIF_CHANGE:
  8707. case MH_ANGRIFFS_MODUS:
  8708. case MH_GOLDENE_FERSE:
  8709. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8710. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8711. if (hd)
  8712. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  8713. break;
  8714. case NPC_DRAGONFEAR:
  8715. if (flag&1) {
  8716. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  8717. int j;
  8718. j = i = rnd()%ARRAYLENGTH(sc);
  8719. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  8720. i++;
  8721. if ( i == ARRAYLENGTH(sc) )
  8722. i = 0;
  8723. if (i == j)
  8724. break;
  8725. }
  8726. break;
  8727. }
  8728. case NPC_WIDEBLEEDING:
  8729. case NPC_WIDECONFUSE:
  8730. case NPC_WIDECURSE:
  8731. case NPC_WIDEFREEZE:
  8732. case NPC_WIDESLEEP:
  8733. case NPC_WIDESILENCE:
  8734. case NPC_WIDESTONE:
  8735. case NPC_WIDESTUN:
  8736. case NPC_SLOWCAST:
  8737. case NPC_WIDEHELLDIGNITY:
  8738. case NPC_WIDEHEALTHFEAR:
  8739. case NPC_WIDEBODYBURNNING:
  8740. case NPC_WIDEFROSTMISTY:
  8741. case NPC_WIDECOLD:
  8742. case NPC_WIDE_DEEP_SLEEP:
  8743. case NPC_WIDESIREN:
  8744. if (flag&1){
  8745. switch ( type ) {
  8746. case SC_BURNING:
  8747. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  8748. break;
  8749. case SC_VOICEOFSIREN:
  8750. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8751. break;
  8752. default:
  8753. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8754. }
  8755. }
  8756. else {
  8757. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8758. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8759. map_foreachinallrange(skill_area_sub, bl,
  8760. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8761. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8762. skill_castend_nodamage_id);
  8763. }
  8764. break;
  8765. case NPC_WIDESOULDRAIN:
  8766. if (flag&1)
  8767. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  8768. else {
  8769. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8770. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8771. map_foreachinallrange(skill_area_sub, bl,
  8772. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8773. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8774. skill_castend_nodamage_id);
  8775. }
  8776. break;
  8777. case ALL_PARTYFLEE:
  8778. if( sd && !(flag&1) ) {
  8779. if( !sd->status.party_id ) {
  8780. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8781. break;
  8782. }
  8783. 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);
  8784. } else
  8785. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8786. break;
  8787. case NPC_TALK:
  8788. case ALL_WEWISH:
  8789. case ALL_CATCRY:
  8790. case ALL_DREAM_SUMMERNIGHT:
  8791. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8792. break;
  8793. case ALL_BUYING_STORE:
  8794. if( sd )
  8795. {// players only, skill allows 5 buying slots
  8796. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  8797. }
  8798. break;
  8799. case RK_ENCHANTBLADE:
  8800. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8801. sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/100+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  8802. break;
  8803. case RK_DRAGONHOWLING:
  8804. if( flag&1)
  8805. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8806. else
  8807. {
  8808. skill_area_temp[2] = 0;
  8809. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8810. map_foreachinallrange(skill_area_sub, src,
  8811. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8812. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  8813. skill_castend_nodamage_id);
  8814. }
  8815. break;
  8816. case LG_EARTHDRIVE: {
  8817. int dummy = 1;
  8818. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  8819. i = skill_get_splash(skill_id,skill_lv);
  8820. 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);
  8821. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8822. }
  8823. break;
  8824. case RK_LUXANIMA:
  8825. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  8826. case RK_GIANTGROWTH:
  8827. case RK_STONEHARDSKIN:
  8828. case RK_VITALITYACTIVATION:
  8829. case RK_ABUNDANCE:
  8830. case RK_CRUSHSTRIKE:
  8831. case RK_REFRESH:
  8832. case RK_MILLENNIUMSHIELD:
  8833. if (sd) {
  8834. uint8 rune_level = 1; // RK_GIANTGROWTH
  8835. if (skill_id == RK_VITALITYACTIVATION)
  8836. rune_level = 2;
  8837. else if (skill_id == RK_STONEHARDSKIN)
  8838. rune_level = 4;
  8839. else if (skill_id == RK_ABUNDANCE)
  8840. rune_level = 6;
  8841. else if (skill_id == RK_CRUSHSTRIKE)
  8842. rune_level = 7;
  8843. else if (skill_id == RK_REFRESH)
  8844. rune_level = 8;
  8845. else if (skill_id == RK_MILLENNIUMSHIELD)
  8846. rune_level = 9;
  8847. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  8848. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  8849. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8850. else if (skill_id == RK_STONEHARDSKIN)
  8851. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  8852. } else
  8853. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8854. }
  8855. break;
  8856. case RK_FIGHTINGSPIRIT: {
  8857. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  8858. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  8859. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  8860. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  8861. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8862. break;
  8863. }
  8864. case GC_ROLLINGCUTTER:
  8865. {
  8866. short count = 1;
  8867. skill_area_temp[2] = 0;
  8868. 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);
  8869. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  8870. { // Every time the skill is casted the status change is reseted adding a counter.
  8871. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  8872. if( count > 10 )
  8873. count = 10; // Max coounter
  8874. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  8875. }
  8876. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  8877. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8878. }
  8879. break;
  8880. case GC_WEAPONBLOCKING:
  8881. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  8882. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  8883. else
  8884. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8885. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8886. break;
  8887. case GC_CREATENEWPOISON:
  8888. if( sd )
  8889. {
  8890. clif_skill_produce_mix_list(sd,skill_id,25);
  8891. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8892. }
  8893. break;
  8894. case GC_POISONINGWEAPON:
  8895. if( sd ) {
  8896. clif_poison_list(sd,skill_lv);
  8897. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8898. }
  8899. break;
  8900. case GC_ANTIDOTE:
  8901. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8902. if( tsc )
  8903. {
  8904. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8905. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8906. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8907. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8908. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8909. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8910. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8911. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  8912. }
  8913. break;
  8914. case GC_PHANTOMMENACE:
  8915. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  8916. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8917. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8918. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8919. break;
  8920. case GC_HALLUCINATIONWALK:
  8921. {
  8922. int heal = status_get_max_hp(bl) / 10;
  8923. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  8924. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8925. break;
  8926. }
  8927. if( !status_charge(bl,heal,0) )
  8928. {
  8929. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8930. break;
  8931. }
  8932. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8933. }
  8934. break;
  8935. case AB_ANCILLA:
  8936. if( sd ) {
  8937. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8938. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  8939. }
  8940. break;
  8941. case AB_CLEMENTIA:
  8942. case AB_CANTO:
  8943. {
  8944. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  8945. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  8946. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8947. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  8948. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  8949. else if( sd )
  8950. 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);
  8951. }
  8952. break;
  8953. case AB_PRAEFATIO:
  8954. case AB_RENOVATIO:
  8955. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8956. if (skill_id == AB_PRAEFATIO)
  8957. 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)));
  8958. else
  8959. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8960. } else if( sd )
  8961. 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);
  8962. break;
  8963. case AB_CHEAL:
  8964. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8965. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  8966. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  8967. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  8968. if( partycount > 1 )
  8969. i += (i / 100) * (partycount * 10) / 4;
  8970. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  8971. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  8972. clif_skill_nodamage(src, bl, skill_id, i, 1);
  8973. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  8974. i = ~i + 1;
  8975. status_heal(bl, i, 0, 0);
  8976. }
  8977. } else if( sd )
  8978. 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);
  8979. break;
  8980. case AB_ORATIO:
  8981. if( flag&1 )
  8982. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8983. else {
  8984. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8985. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8986. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8987. }
  8988. break;
  8989. case AB_LAUDAAGNUS:
  8990. if( flag&1 || !sd || !sd->status.party_id ) {
  8991. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  8992. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  8993. // Success Chance: (60 + 10 * Skill Level) %
  8994. if( rnd()%100 > 60+10*skill_lv ) break;
  8995. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8996. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8997. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8998. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8999. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9000. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9001. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9002. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9003. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9004. } else if( sd )
  9005. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9006. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9007. break;
  9008. case AB_LAUDARAMUS:
  9009. if( flag&1 || !sd || !sd->status.party_id ) {
  9010. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  9011. // Success Chance: (60 + 10 * Skill Level) %
  9012. if( rnd()%100 > 60+10*skill_lv ) break;
  9013. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9014. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9015. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  9016. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9017. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9018. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9019. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9020. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9021. } else if( sd )
  9022. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9023. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9024. break;
  9025. case AB_CLEARANCE:
  9026. 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]
  9027. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  9028. break;
  9029. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9030. if(rnd()%100 >= 60 + 8 * skill_lv) {
  9031. if (sd)
  9032. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9033. break;
  9034. }
  9035. if(status_isimmune(bl))
  9036. break;
  9037. //Remove bonus_script by Clearance
  9038. if (dstsd)
  9039. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  9040. if(!tsc || !tsc->count)
  9041. break;
  9042. for( i = 0; i < SC_MAX; i++ ) {
  9043. if (!tsc->data[i])
  9044. continue;
  9045. switch (i) {
  9046. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  9047. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  9048. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  9049. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  9050. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  9051. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  9052. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  9053. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  9054. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  9055. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  9056. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  9057. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  9058. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  9059. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  9060. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  9061. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  9062. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  9063. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  9064. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  9065. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  9066. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  9067. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  9068. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  9069. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  9070. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  9071. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  9072. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  9073. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  9074. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  9075. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  9076. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  9077. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  9078. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  9079. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  9080. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  9081. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  9082. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  9083. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  9084. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  9085. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  9086. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  9087. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  9088. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  9089. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  9090. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  9091. case SC_P_ALTER: case SC_E_CHAIN:
  9092. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  9093. case SC_NEWMOON: case SC_FLASHKICK: case SC_DIMENSION:
  9094. case SC_NOVAEXPLOSING:
  9095. case SC_SOULUNITY: case SC_SOULSHADOW: case SC_SOULFAIRY:
  9096. case SC_SOULFALCON: case SC_SOULGOLEM: case SC_USE_SKILL_SP_SPA:
  9097. case SC_USE_SKILL_SP_SHA: case SC_SP_SHA:
  9098. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  9099. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_ACTIVE_MONSTER_TRANSFORM:
  9100. case SC_SPORE_EXPLOSION:
  9101. #ifdef RENEWAL
  9102. case SC_EXTREMITYFIST2:
  9103. #endif
  9104. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  9105. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  9106. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  9107. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  9108. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  9109. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  9110. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  9111. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  9112. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  9113. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  9114. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  9115. case SC_SPRITEMABLE: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  9116. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  9117. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  9118. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  9119. case SC_DAILYSENDMAILCNT:
  9120. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  9121. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  9122. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  9123. case SC_ENTRY_QUEUE_APPLY_DELAY: case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  9124. case SC_REUSE_LIMIT_LUXANIMA: case SC_LUXANIMA: case SC_SOULENERGY:
  9125. continue;
  9126. case SC_ASSUMPTIO:
  9127. if( bl->type == BL_MOB )
  9128. continue;
  9129. break;
  9130. }
  9131. 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.
  9132. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  9133. }
  9134. break;
  9135. }
  9136. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  9137. break;
  9138. case AB_SILENTIUM:
  9139. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  9140. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9141. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9142. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9143. break;
  9144. case WL_STASIS:
  9145. if (flag&1)
  9146. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9147. else {
  9148. struct map_data *mapdata = map_getmapdata(src->m);
  9149. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(mapdata_flag_vs(mapdata)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  9150. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9151. }
  9152. break;
  9153. case WL_CHAINLIGHTNING:
  9154. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  9155. break;
  9156. case WL_WHITEIMPRISON:
  9157. 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.
  9158. {
  9159. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  9160. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  9161. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  9162. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  9163. if( sd )
  9164. skill_blockpc_start(sd,skill_id,4000);
  9165. if( !(tsc && tsc->data[type]) ){
  9166. 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));
  9167. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  9168. if( !i )
  9169. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9170. }
  9171. }else
  9172. if( sd )
  9173. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  9174. break;
  9175. case WL_FROSTMISTY:
  9176. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9177. 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);
  9178. break;
  9179. case WL_JACKFROST:
  9180. case NPC_JACKFROST:
  9181. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9182. 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);
  9183. break;
  9184. case WL_SIENNAEXECRATE:
  9185. if( status_isimmune(bl) || !tsc )
  9186. break;
  9187. if( flag&1 ) {
  9188. if( bl->id == skill_area_temp[1] )
  9189. break; // Already work on this target
  9190. if( tsc && tsc->data[type] )
  9191. status_change_end(bl,type,INVALID_TIMER);
  9192. else
  9193. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  9194. } else {
  9195. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  9196. // IroWiki says Rate should be reduced by target stats, but currently unknown
  9197. if( rnd()%100 < rate ) { // Success on First Target
  9198. if( !tsc->data[type] )
  9199. rate = status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  9200. else {
  9201. rate = 1;
  9202. status_change_end(bl,type,INVALID_TIMER);
  9203. }
  9204. if( rate ) {
  9205. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9206. skill_area_temp[1] = bl->id;
  9207. 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);
  9208. }
  9209. // Doesn't send failure packet if it fails on defense.
  9210. }
  9211. else if( sd ) // Failure on Rate
  9212. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9213. }
  9214. break;
  9215. case WL_SUMMONFB:
  9216. case WL_SUMMONBL:
  9217. case WL_SUMMONWB:
  9218. case WL_SUMMONSTONE:
  9219. {
  9220. short element = 0, sctype = 0, pos = -1;
  9221. struct status_change *sc = status_get_sc(src);
  9222. if( !sc )
  9223. break;
  9224. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) {
  9225. if( !sctype && !sc->data[i] )
  9226. sctype = i; // Take the free SC
  9227. if( sc->data[i] )
  9228. pos = max(sc->data[i]->val2,pos);
  9229. }
  9230. if( !sctype ) {
  9231. if( sd ) // No free slots to put SC
  9232. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  9233. break;
  9234. }
  9235. pos++; // Used in val2 for SC. Indicates the order of this ball
  9236. switch( skill_id ) { // Set val1. The SC element for this ball
  9237. case WL_SUMMONFB: element = WLS_FIRE; break;
  9238. case WL_SUMMONBL: element = WLS_WIND; break;
  9239. case WL_SUMMONWB: element = WLS_WATER; break;
  9240. case WL_SUMMONSTONE: element = WLS_STONE; break;
  9241. }
  9242. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  9243. clif_skill_nodamage(src,bl,skill_id,0,0);
  9244. }
  9245. break;
  9246. case WL_READING_SB:
  9247. if( sd ) {
  9248. struct status_change *sc = status_get_sc(bl);
  9249. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  9250. if( sc && !sc->data[i] )
  9251. break;
  9252. if( i == SC_MAXSPELLBOOK ) {
  9253. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  9254. break;
  9255. }
  9256. sc_start(src,bl, SC_STOP, 100, skill_lv, INFINITE_TICK); //Can't move while selecting a spellbook.
  9257. clif_spellbook_list(sd);
  9258. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9259. }
  9260. break;
  9261. case RA_FEARBREEZE:
  9262. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9263. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9264. break;
  9265. case RA_WUGMASTERY:
  9266. if( sd ) {
  9267. if( !pc_iswug(sd) )
  9268. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9269. else
  9270. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9271. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9272. }
  9273. break;
  9274. case RA_WUGRIDER:
  9275. if( sd ) {
  9276. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  9277. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9278. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  9279. } else if( pc_isridingwug(sd) ) {
  9280. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  9281. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9282. }
  9283. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9284. }
  9285. break;
  9286. case RA_WUGDASH:
  9287. if( tsce ) {
  9288. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  9289. map_freeblock_unlock();
  9290. return 0;
  9291. }
  9292. if( sd && pc_isridingwug(sd) ) {
  9293. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  9294. clif_walkok(sd);
  9295. }
  9296. break;
  9297. case RA_SENSITIVEKEEN:
  9298. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9299. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9300. 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);
  9301. break;
  9302. case NC_F_SIDESLIDE:
  9303. case NC_B_SIDESLIDE:
  9304. {
  9305. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  9306. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  9307. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9308. }
  9309. break;
  9310. case NC_SELFDESTRUCTION:
  9311. if( sd ) {
  9312. if( pc_ismadogear(sd) )
  9313. pc_setmadogear(sd, 0);
  9314. skill_area_temp[1] = 0;
  9315. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9316. 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);
  9317. status_set_sp(src, 0, 0);
  9318. skill_clear_unitgroup(src);
  9319. }
  9320. break;
  9321. case NC_EMERGENCYCOOL:
  9322. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9323. if (sd) {
  9324. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  9325. int16 limit[] = { -45, -75, -105 };
  9326. i = 0;
  9327. for (const auto &reqItem : req.eqItem) {
  9328. if (pc_search_inventory(sd, reqItem) != -1)
  9329. break;
  9330. i++;
  9331. }
  9332. pc_overheat(sd, limit[min(i, 2)]);
  9333. }
  9334. break;
  9335. case NC_ANALYZE:
  9336. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9337. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9338. break;
  9339. case NC_MAGNETICFIELD:
  9340. clif_skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  9341. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  9342. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  9343. 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);
  9344. break;
  9345. case NC_REPAIR:
  9346. if( sd ) {
  9347. int heal, hp = 0;
  9348. if( !dstsd || !pc_ismadogear(dstsd) ) {
  9349. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  9350. break;
  9351. }
  9352. switch(skill_lv) {
  9353. case 1: hp = 4; break;
  9354. case 2: hp = 7; break;
  9355. case 3: hp = 13; break;
  9356. case 4: hp = 17; break;
  9357. case 5: default: hp = 23; break;
  9358. }
  9359. heal = dstsd->status.max_hp * hp / 100;
  9360. status_heal(bl,heal,0,2);
  9361. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  9362. }
  9363. break;
  9364. case NC_DISJOINT:
  9365. {
  9366. if( bl->type != BL_MOB ) break;
  9367. md = map_id2md(bl->id);
  9368. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  9369. status_kill(bl);
  9370. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9371. }
  9372. break;
  9373. case SC_AUTOSHADOWSPELL:
  9374. if( sd ) {
  9375. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  9376. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  9377. {
  9378. sc_start(src,src,SC_STOP,100,skill_lv,INFINITE_TICK);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  9379. clif_autoshadowspell_list(sd);
  9380. clif_skill_nodamage(src,bl,skill_id,1,1);
  9381. }
  9382. else
  9383. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  9384. }
  9385. break;
  9386. case SC_SHADOWFORM:
  9387. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  9388. 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))) )
  9389. dstsd->shadowform_id = src->id;
  9390. }
  9391. else if( sd )
  9392. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9393. break;
  9394. case SC_BODYPAINT:
  9395. if( flag&1 ) {
  9396. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  9397. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  9398. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  9399. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  9400. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  9401. status_change_end(bl,SC_NEWMOON,INVALID_TIMER);
  9402. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  9403. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9404. }
  9405. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  9406. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9407. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  9408. } else {
  9409. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  9410. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9411. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9412. }
  9413. break;
  9414. case SC_ENERVATION:
  9415. case SC_GROOMY:
  9416. case SC_LAZINESS:
  9417. case SC_UNLUCKY:
  9418. case SC_WEAKNESS:
  9419. if( !(tsc && tsc->data[type]) ) {
  9420. int rate;
  9421. if (status_get_class_(bl) == CLASS_BOSS)
  9422. break;
  9423. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  9424. - (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));
  9425. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  9426. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  9427. } else if( sd )
  9428. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9429. break;
  9430. case SC_IGNORANCE:
  9431. if( !(tsc && tsc->data[type]) ) {
  9432. int rate;
  9433. if (status_get_class_(bl) == CLASS_BOSS)
  9434. break;
  9435. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  9436. - (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));
  9437. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  9438. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  9439. int sp = 100 * skill_lv;
  9440. if( dstmd )
  9441. sp = dstmd->level;
  9442. if( !dstmd )
  9443. status_zap(bl, 0, sp);
  9444. status_heal(src, 0, sp / 2, 3);
  9445. } else if( sd )
  9446. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9447. } else if( sd )
  9448. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9449. break;
  9450. case LG_TRAMPLE:
  9451. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9452. if (rnd()%100 < (25 + 25 * skill_lv))
  9453. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  9454. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  9455. break;
  9456. case LG_REFLECTDAMAGE:
  9457. if( tsc && tsc->data[type] )
  9458. status_change_end(bl,type,INVALID_TIMER);
  9459. else
  9460. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9461. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9462. break;
  9463. case LG_SHIELDSPELL:
  9464. if (sd) {
  9465. int opt = 0;
  9466. short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
  9467. struct item_data *shield_data = NULL;
  9468. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  9469. shield_data = sd->inventory_data[index];
  9470. if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
  9471. shield_def = shield_mdef = shield_refine = 10;
  9472. else {
  9473. shield_def = shield_data->def;
  9474. shield_mdef = sd->bonus.shieldmdef;
  9475. shield_refine = sd->inventory.u.items_inventory[sd->equip_index[EQI_HAND_L]].refine;
  9476. }
  9477. if (flag&1) {
  9478. sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
  9479. break;
  9480. }
  9481. opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
  9482. switch(skill_lv) {
  9483. case 1: { // DEF Based
  9484. int splashrange = 0;
  9485. #ifdef RENEWAL
  9486. if (shield_def >= 0 && shield_def <= 40)
  9487. #else
  9488. if (shield_def >= 0 && shield_def <= 4)
  9489. #endif
  9490. splashrange = 1;
  9491. #ifdef RENEWAL
  9492. else if (shield_def >= 41 && shield_def <= 80)
  9493. #else
  9494. else if (shield_def >= 5 && shield_def <= 9)
  9495. #endif
  9496. splashrange = 2;
  9497. else
  9498. splashrange = 3;
  9499. switch(opt) {
  9500. case 1: // Splash AoE ATK
  9501. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INFINITE_TICK);
  9502. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  9503. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9504. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  9505. break;
  9506. case 2: // % Damage Reflecting Increase
  9507. #ifdef RENEWAL
  9508. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
  9509. #else
  9510. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
  9511. #endif
  9512. break;
  9513. case 3: // Equipment Attack Increase
  9514. #ifdef RENEWAL
  9515. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
  9516. #else
  9517. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
  9518. #endif
  9519. break;
  9520. }
  9521. }
  9522. break;
  9523. case 2: { // MDEF Based
  9524. int splashrange = 0;
  9525. if (shield_mdef >= 1 && shield_mdef <= 3)
  9526. splashrange = 1;
  9527. else if (shield_mdef >= 4 && shield_mdef <= 5)
  9528. splashrange = 2;
  9529. else
  9530. splashrange = 3;
  9531. switch(opt) {
  9532. case 1: // Splash AoE MATK
  9533. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INFINITE_TICK);
  9534. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  9535. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9536. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  9537. break;
  9538. case 2: // Splash AoE Lex Divina
  9539. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
  9540. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  9541. map_foreachinallrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  9542. break;
  9543. case 3: // Casts Magnificat.
  9544. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
  9545. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  9546. sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
  9547. break;
  9548. }
  9549. }
  9550. break;
  9551. case 3: // Refine Based
  9552. switch(opt) {
  9553. case 1: // Allows you to break armor at a 100% rate when you do damage.
  9554. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
  9555. break;
  9556. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  9557. #ifdef RENEWAL
  9558. 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);
  9559. #else
  9560. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  9561. #endif
  9562. break;
  9563. case 3: // Recovers HP depending on Shield refine rate.
  9564. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INFINITE_TICK); //HP Recovery.
  9565. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
  9566. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  9567. break;
  9568. }
  9569. break;
  9570. }
  9571. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9572. }
  9573. break;
  9574. case LG_PIETY:
  9575. if( flag&1 )
  9576. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9577. else {
  9578. skill_area_temp[2] = 0;
  9579. 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);
  9580. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9581. }
  9582. break;
  9583. case LG_INSPIRATION:
  9584. if( sd && !map_getmapflag(sd->bl.m, MF_NOEXPPENALTY) && battle_config.exp_cost_inspiration )
  9585. pc_lostexp(sd, u64min(sd->status.base_exp, pc_nextbaseexp(sd) * battle_config.exp_cost_inspiration / 100), 0); // 1% penalty.
  9586. clif_skill_nodamage(bl,src,skill_id,skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9587. break;
  9588. case SR_CURSEDCIRCLE:
  9589. if( flag&1 ) {
  9590. if( status_get_class_(bl) == CLASS_BOSS )
  9591. break;
  9592. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  9593. if( bl->type == BL_MOB )
  9594. mob_unlocktarget((TBL_MOB*)bl,gettick());
  9595. clif_bladestop(src, bl->id, 1);
  9596. map_freeblock_unlock();
  9597. return 1;
  9598. }
  9599. } else {
  9600. int count = 0;
  9601. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9602. 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
  9603. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9604. if( sd ) pc_delspiritball(sd, count, 0);
  9605. clif_skill_nodamage(src, src, skill_id, skill_lv,
  9606. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  9607. }
  9608. break;
  9609. case SR_RAISINGDRAGON:
  9610. if( sd ) {
  9611. short max = 5 + skill_lv;
  9612. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9613. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  9614. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  9615. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  9616. }
  9617. break;
  9618. case SR_ASSIMILATEPOWER:
  9619. if (flag&1) {
  9620. i = 0;
  9621. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  9622. if (dstsd->spiritball > 0) {
  9623. i = dstsd->spiritball;
  9624. pc_delspiritball(dstsd,dstsd->spiritball,0);
  9625. }
  9626. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  9627. i += dstsd->spiritcharm;
  9628. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  9629. }
  9630. }
  9631. if (i)
  9632. status_percent_heal(src, 0, i);
  9633. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  9634. } else {
  9635. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9636. 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);
  9637. }
  9638. break;
  9639. case SR_POWERVELOCITY:
  9640. if( !dstsd )
  9641. break;
  9642. if( sd && dstsd->spiritball <= 5 ) {
  9643. for(i = 0; i <= 5; i++) {
  9644. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  9645. pc_delspiritball(sd, sd->spiritball, 0);
  9646. }
  9647. }
  9648. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9649. break;
  9650. case SR_GENTLETOUCH_CURE:
  9651. {
  9652. unsigned int heal;
  9653. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9654. heal = 0;
  9655. else {
  9656. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  9657. status_heal(bl, heal, 0, 0);
  9658. }
  9659. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  9660. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9661. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9662. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9663. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9664. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9665. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9666. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9667. }
  9668. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9669. }
  9670. break;
  9671. case SR_GENTLETOUCH_ENERGYGAIN:
  9672. case SR_GENTLETOUCH_CHANGE:
  9673. case SR_GENTLETOUCH_REVITALIZE:
  9674. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9675. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9676. break;
  9677. case SR_FLASHCOMBO: {
  9678. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW };
  9679. const int delay[] = { 0, 250, 500, 2000 };
  9680. if (sd) // Disable attacking/acting/moving for skill's duration.
  9681. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[3];
  9682. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9683. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9684. for (i = 0; i < ARRAYLENGTH(combo); i++)
  9685. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  9686. }
  9687. break;
  9688. case WA_SWING_DANCE:
  9689. case WA_MOONLIT_SERENADE:
  9690. case WA_SYMPHONY_OF_LOVER:
  9691. case MI_RUSH_WINDMILL:
  9692. case MI_ECHOSONG:
  9693. if( !sd || !sd->status.party_id || (flag & 1) ) {
  9694. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9695. 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));
  9696. } else if( sd ) {
  9697. 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);
  9698. 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));
  9699. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9700. }
  9701. break;
  9702. case MI_HARMONIZE:
  9703. if( src != bl )
  9704. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9705. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9706. break;
  9707. case WM_DEADHILLHERE:
  9708. if( bl->type == BL_PC ) {
  9709. if( !status_isdead(bl) )
  9710. break;
  9711. int heal = tstatus->sp;
  9712. if( heal <= 0 )
  9713. heal = 1;
  9714. tstatus->hp = heal;
  9715. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  9716. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9717. pc_revive((TBL_PC*)bl,heal,0);
  9718. clif_resurrection(bl,1);
  9719. }
  9720. break;
  9721. case WM_VOICEOFSIREN:
  9722. if (flag&1)
  9723. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  9724. else {
  9725. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  9726. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  9727. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  9728. 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);
  9729. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9730. }
  9731. break;
  9732. case WM_GLOOMYDAY:
  9733. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9734. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  9735. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  9736. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  9737. { // !TODO: Which skills aren't boosted anymore?
  9738. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9739. break;
  9740. }
  9741. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9742. break;
  9743. case WM_SATURDAY_NIGHT_FEVER:
  9744. if( flag&1 ) {
  9745. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9746. } else if (sd) {
  9747. if( rnd()%100 < sstatus->int_ / 6 + sd->status.job_level / 5 + skill_lv * 4 + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  9748. 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);
  9749. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9750. }
  9751. }
  9752. break;
  9753. case WM_SIRCLEOFNATURE:
  9754. case WM_SONG_OF_MANA:
  9755. case WM_DANCE_WITH_WUG:
  9756. case WM_LERADS_DEW:
  9757. case WM_UNLIMITED_HUMMING_VOICE:
  9758. if( flag&1 ) { // These affect to to all party members near the caster.
  9759. struct status_change *sc = status_get_sc(src);
  9760. if( sc && sc->data[type] ) {
  9761. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  9762. }
  9763. } else if( sd ) {
  9764. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  9765. 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);
  9766. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9767. }
  9768. break;
  9769. case WM_MELODYOFSINK:
  9770. if( flag&1 ) {
  9771. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9772. } else { // These affect to all targets around the caster.
  9773. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  9774. 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);
  9775. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9776. }
  9777. }
  9778. break;
  9779. case WM_BEYOND_OF_WARCRY:
  9780. if( flag&1 ) {
  9781. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9782. } else { // These affect to all targets around the caster.
  9783. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  9784. 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);
  9785. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9786. }
  9787. }
  9788. break;
  9789. case WM_SOUND_OF_DESTRUCTION:
  9790. if (flag&1) {
  9791. sc_start(src, bl, type, 100, skill_lv, (sd ? pc_checkskill(sd, WM_LESSON) * 500 : 0) + skill_get_time(skill_id, skill_lv)); // !TODO: Confirm Lesson increase
  9792. } else {
  9793. 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);
  9794. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9795. }
  9796. break;
  9797. case WM_RANDOMIZESPELL:
  9798. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  9799. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  9800. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  9801. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  9802. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  9803. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  9804. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  9805. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  9806. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  9807. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9808. }
  9809. break;
  9810. case RETURN_TO_ELDICASTES:
  9811. case ALL_GUARDIAN_RECALL:
  9812. case ECLAGE_RECALL:
  9813. if( sd )
  9814. {
  9815. short x=0, y=0; // Destiny position.
  9816. unsigned short mapindex=0;
  9817. switch(skill_id){
  9818. default:
  9819. case RETURN_TO_ELDICASTES:
  9820. x = 198;
  9821. y = 187;
  9822. mapindex = mapindex_name2id(MAP_DICASTES);
  9823. break;
  9824. case ALL_GUARDIAN_RECALL:
  9825. x = 44;
  9826. y = 151;
  9827. mapindex = mapindex_name2id(MAP_MORA);
  9828. break;
  9829. case ECLAGE_RECALL:
  9830. x = 47;
  9831. y = 31;
  9832. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  9833. break;
  9834. }
  9835. if(!mapindex)
  9836. { //Given map not found?
  9837. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9838. map_freeblock_unlock();
  9839. return 0;
  9840. }
  9841. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  9842. }
  9843. break;
  9844. case ECL_SNOWFLIP:
  9845. case ECL_PEONYMAMY:
  9846. case ECL_SADAGUI:
  9847. case ECL_SEQUOIADUST:
  9848. switch(skill_id){
  9849. case ECL_SNOWFLIP:
  9850. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9851. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9852. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9853. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9854. break;
  9855. case ECL_PEONYMAMY:
  9856. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9857. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9858. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9859. break;
  9860. case ECL_SADAGUI:
  9861. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9862. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9863. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9864. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  9865. break;
  9866. case ECL_SEQUOIADUST:
  9867. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9868. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9869. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9870. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9871. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9872. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  9873. break;
  9874. }
  9875. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  9876. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9877. break;
  9878. case GM_SANDMAN:
  9879. if( tsc ) {
  9880. if( tsc->opt1 == OPT1_SLEEP )
  9881. tsc->opt1 = 0;
  9882. else
  9883. tsc->opt1 = OPT1_SLEEP;
  9884. clif_changeoption(bl);
  9885. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9886. }
  9887. break;
  9888. case SO_ARRULLO:
  9889. {
  9890. 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;
  9891. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9892. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  9893. }
  9894. break;
  9895. case WM_LULLABY_DEEPSLEEP:
  9896. if (flag&1) {
  9897. 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);
  9898. 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
  9899. sc_start(src, bl, type, rate, skill_lv, duration);
  9900. } else {
  9901. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9902. 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);
  9903. }
  9904. break;
  9905. case SO_SUMMON_AGNI:
  9906. case SO_SUMMON_AQUA:
  9907. case SO_SUMMON_VENTUS:
  9908. case SO_SUMMON_TERA:
  9909. if( sd ) {
  9910. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9911. // Remove previous elemental first.
  9912. if( sd->ed )
  9913. elemental_delete(sd->ed);
  9914. // Summoning the new one.
  9915. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9916. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9917. break;
  9918. }
  9919. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9920. }
  9921. break;
  9922. case SO_EL_CONTROL:
  9923. if( sd ) {
  9924. enum e_mode mode = EL_MODE_PASSIVE; // Standard mode.
  9925. if( !sd->ed ) break;
  9926. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9927. elemental_delete(sd->ed);
  9928. break;
  9929. }
  9930. switch( skill_lv ) {// Select mode bassed on skill level used.
  9931. case 2: mode = static_cast<e_mode>(EL_MODE_ASSIST); break;
  9932. case 3: mode = static_cast<e_mode>(EL_MODE_AGGRESSIVE); break;
  9933. }
  9934. if( !elemental_change_mode(sd->ed,mode) ) {
  9935. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9936. break;
  9937. }
  9938. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9939. }
  9940. break;
  9941. case SO_EL_ACTION:
  9942. if( sd ) {
  9943. int duration = 3000;
  9944. if( !sd->ed )
  9945. break;
  9946. switch(sd->ed->db->class_) {
  9947. case 2115:case 2124:
  9948. case 2118:case 2121:
  9949. duration = 6000;
  9950. break;
  9951. case 2116:case 2119:
  9952. case 2122:case 2125:
  9953. duration = 9000;
  9954. break;
  9955. }
  9956. sd->skill_id_old = skill_id;
  9957. elemental_action(sd->ed, bl, tick);
  9958. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9959. skill_blockpc_start(sd, skill_id, duration);
  9960. }
  9961. break;
  9962. case SO_EL_CURE:
  9963. if( sd ) {
  9964. struct elemental_data *ed = sd->ed;
  9965. int s_hp, s_sp;
  9966. if( !ed )
  9967. break;
  9968. s_hp = sd->battle_status.hp * 10 / 100;
  9969. s_sp = sd->battle_status.sp * 10 / 100;
  9970. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9971. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9972. break;
  9973. }
  9974. status_heal(&ed->bl,s_hp,s_sp,3);
  9975. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9976. }
  9977. break;
  9978. case GN_CHANGEMATERIAL:
  9979. case SO_EL_ANALYSIS:
  9980. if( sd ) {
  9981. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9982. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9983. }
  9984. break;
  9985. case GN_BLOOD_SUCKER:
  9986. {
  9987. struct status_change *sc = status_get_sc(src);
  9988. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  9989. if( tsc && tsc->data[type] ){
  9990. sc->bs_counter--;
  9991. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  9992. }
  9993. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9994. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  9995. sc->bs_counter++;
  9996. } else if( sd ) {
  9997. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9998. break;
  9999. }
  10000. }
  10001. break;
  10002. case GN_SPORE_EXPLOSION:
  10003. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10004. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|8);
  10005. sc_start4(src, bl, type, 100, skill_lv, skill_id, src->id, 0, skill_get_time(skill_id, skill_lv));
  10006. break;
  10007. case GN_MANDRAGORA:
  10008. if( flag&1 ) {
  10009. int rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10010. if (rate < 10)
  10011. rate = 10;
  10012. if (bl->type == BL_MOB || (tsc && tsc->data[type]))
  10013. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  10014. if (rnd()%100 < rate) {
  10015. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10016. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  10017. }
  10018. } else {
  10019. 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);
  10020. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10021. }
  10022. break;
  10023. case GN_SLINGITEM:
  10024. if( sd ) {
  10025. int ammo_id;
  10026. i = sd->equip_index[EQI_AMMO];
  10027. if( i < 0 )
  10028. break; // No ammo.
  10029. ammo_id = sd->inventory_data[i]->nameid;
  10030. if( ammo_id <= 0 )
  10031. break;
  10032. sd->itemid = ammo_id;
  10033. if( itemdb_group_item_exists(IG_BOMB, ammo_id) ) {
  10034. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  10035. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  10036. 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);
  10037. else
  10038. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  10039. } else //Otherwise, it fails, shows animation and removes items.
  10040. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  10041. } else if (itemdb_group_item_exists(IG_THROWABLE, ammo_id)) {
  10042. switch (ammo_id) {
  10043. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  10044. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  10045. status_percent_heal(bl, 1, 0);
  10046. break;
  10047. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  10048. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  10049. status_percent_heal(bl, 2, 0);
  10050. break;
  10051. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  10052. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  10053. status_percent_heal(bl, 5, 0);
  10054. break;
  10055. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  10056. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  10057. status_percent_heal(bl, 0, 2);
  10058. break;
  10059. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  10060. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  10061. status_percent_heal(bl, 0, 4);
  10062. break;
  10063. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  10064. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  10065. status_percent_heal(bl, 0, 8);
  10066. break;
  10067. default:
  10068. if (dstsd)
  10069. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  10070. break;
  10071. }
  10072. }
  10073. }
  10074. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10075. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  10076. break;
  10077. case GN_MIX_COOKING:
  10078. case GN_MAKEBOMB:
  10079. case GN_S_PHARMACY:
  10080. if( sd ) {
  10081. int qty = 1;
  10082. sd->skill_id_old = skill_id;
  10083. sd->skill_lv_old = skill_lv;
  10084. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  10085. qty = 10;
  10086. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  10087. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10088. }
  10089. break;
  10090. case EL_CIRCLE_OF_FIRE:
  10091. case EL_PYROTECHNIC:
  10092. case EL_HEATER:
  10093. case EL_TROPIC:
  10094. case EL_AQUAPLAY:
  10095. case EL_COOLER:
  10096. case EL_CHILLY_AIR:
  10097. case EL_GUST:
  10098. case EL_BLAST:
  10099. case EL_WILD_STORM:
  10100. case EL_PETROLOGY:
  10101. case EL_CURSED_SOIL:
  10102. case EL_UPHEAVAL:
  10103. case EL_FIRE_CLOAK:
  10104. case EL_WATER_DROP:
  10105. case EL_WIND_CURTAIN:
  10106. case EL_SOLID_SKIN:
  10107. case EL_STONE_SHIELD:
  10108. case EL_WIND_STEP: {
  10109. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  10110. if( ele ) {
  10111. sc_type type2 = (sc_type)(type-1);
  10112. struct status_change *sc = status_get_sc(&ele->bl);
  10113. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  10114. elemental_clean_single_effect(ele, skill_id);
  10115. } else {
  10116. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10117. 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_SINGLE);
  10118. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  10119. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  10120. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10121. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10122. }
  10123. }
  10124. }
  10125. break;
  10126. case EL_FIRE_MANTLE:
  10127. case EL_WATER_BARRIER:
  10128. case EL_ZEPHYR:
  10129. case EL_POWER_OF_GAIA:
  10130. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10131. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  10132. break;
  10133. case EL_WATER_SCREEN: {
  10134. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  10135. if( ele ) {
  10136. struct status_change *sc = status_get_sc(&ele->bl);
  10137. sc_type type2 = (sc_type)(type-1);
  10138. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10139. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  10140. elemental_clean_single_effect(ele, skill_id);
  10141. } else {
  10142. // This not heals at the end.
  10143. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10144. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10145. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  10146. }
  10147. }
  10148. }
  10149. break;
  10150. case KO_KAHU_ENTEN:
  10151. case KO_HYOUHU_HUBUKI:
  10152. case KO_KAZEHU_SEIRAN:
  10153. case KO_DOHU_KOUKAI:
  10154. if (sd) {
  10155. int ele_type = skill_get_ele(skill_id,skill_lv);
  10156. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10157. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  10158. }
  10159. break;
  10160. case KO_ZANZOU:
  10161. if(sd){
  10162. struct mob_data *md2;
  10163. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  10164. if( md2 )
  10165. {
  10166. md2->master_id = src->id;
  10167. md2->special_state.ai = AI_ZANZOU;
  10168. if( md2->deletetimer != INVALID_TIMER )
  10169. delete_timer(md2->deletetimer, mob_timer_delete);
  10170. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  10171. mob_spawn( md2 );
  10172. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  10173. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10174. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  10175. }
  10176. }
  10177. break;
  10178. case KO_KYOUGAKU:
  10179. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  10180. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10181. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10182. }else if( sd )
  10183. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10184. break;
  10185. case KO_JYUSATSU:
  10186. if( dstsd && tsc && !tsc->data[type] &&
  10187. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  10188. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10189. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  10190. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  10191. if( status_get_lv(bl) <= status_get_lv(src) )
  10192. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  10193. }else if( sd )
  10194. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10195. break;
  10196. case KO_GENWAKU:
  10197. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  10198. int x = src->x, y = src->y;
  10199. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  10200. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10201. break;
  10202. }
  10203. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  10204. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10205. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10206. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  10207. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10208. clif_blown(src);
  10209. if (!unit_blown_immune(bl, 0x1)) {
  10210. unit_movepos(bl,x,y,0,0);
  10211. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  10212. clif_sitting(bl); //Avoid sitting sync problem
  10213. clif_blown(bl);
  10214. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  10215. }
  10216. }
  10217. }
  10218. break;
  10219. case OB_AKAITSUKI:
  10220. case OB_OBOROGENSOU:
  10221. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  10222. || status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ){ // Does not work on status immune monsters.
  10223. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10224. break;
  10225. }
  10226. case KO_IZAYOI:
  10227. case OB_ZANGETSU:
  10228. case KG_KYOMU:
  10229. case KG_KAGEMUSYA:
  10230. case SP_SOULDIVISION:
  10231. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  10232. if (bl->type != BL_PC) {
  10233. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10234. break;
  10235. }
  10236. }
  10237. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10238. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10239. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10240. break;
  10241. case KG_KAGEHUMI:
  10242. if( flag&1 ){
  10243. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  10244. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  10245. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  10246. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10247. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10248. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  10249. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  10250. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  10251. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  10252. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  10253. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  10254. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  10255. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  10256. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  10257. }
  10258. if( skill_area_temp[2] == 1 ){
  10259. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10260. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10261. }
  10262. }else{
  10263. skill_area_temp[2] = 0;
  10264. 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);
  10265. }
  10266. break;
  10267. case MH_SILENT_BREEZE:
  10268. {
  10269. int heal = 5 * status_get_lv(&hd->bl) +
  10270. #ifdef RENEWAL
  10271. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  10272. #else
  10273. status_base_matk_min(&hd->battle_status);
  10274. #endif
  10275. //Silences the homunculus and target
  10276. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10277. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10278. //Recover the target's HP
  10279. status_heal(bl,heal,0,3);
  10280. //Removes these SC from target
  10281. if (tsc) {
  10282. const enum sc_type scs[] = {
  10283. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  10284. };
  10285. for (i = 0; i < ARRAYLENGTH(scs); i++)
  10286. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  10287. }
  10288. if (hd)
  10289. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10290. }
  10291. break;
  10292. case MH_OVERED_BOOST:
  10293. if (hd && battle_get_master(src)) {
  10294. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10295. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10296. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10297. }
  10298. break;
  10299. case MH_GRANITIC_ARMOR:
  10300. case MH_PYROCLASTIC:
  10301. if(hd) {
  10302. struct block_list *s_bl = battle_get_master(src);
  10303. 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
  10304. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10305. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10306. }
  10307. break;
  10308. case MH_LIGHT_OF_REGENE: //self
  10309. if(hd) {
  10310. struct block_list *s_bl = battle_get_master(src);
  10311. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10312. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10313. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10314. }
  10315. break;
  10316. case MH_STYLE_CHANGE:
  10317. if(hd){
  10318. struct status_change_entry *sce;
  10319. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  10320. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  10321. else sce->val1 = MH_MD_FIGHTING;
  10322. //if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) { // Aegis does not show any message when switching fighting style
  10323. // char output[128];
  10324. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  10325. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  10326. //}
  10327. }
  10328. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  10329. }
  10330. break;
  10331. case MH_MAGMA_FLOW:
  10332. case MH_PAIN_KILLER:
  10333. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10334. if (hd)
  10335. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10336. break;
  10337. case MH_SUMMON_LEGION: {
  10338. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  10339. int qty[5] = {3 , 3 , 4 , 4 , 5};
  10340. struct mob_data *sum_md;
  10341. int i_slave,c=0;
  10342. int maxcount = qty[skill_lv-1];
  10343. 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);
  10344. if(c >= maxcount) {
  10345. map_freeblock_unlock();
  10346. return 0; //max qty already spawned
  10347. }
  10348. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  10349. 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);
  10350. if (sum_md) {
  10351. sum_md->master_id = src->id;
  10352. sum_md->special_state.ai = AI_LEGION;
  10353. if (sum_md->deletetimer != INVALID_TIMER)
  10354. delete_timer(sum_md->deletetimer, mob_timer_delete);
  10355. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  10356. mob_spawn(sum_md); //Now it is ready for spawning.
  10357. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  10358. }
  10359. }
  10360. if (hd)
  10361. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10362. }
  10363. break;
  10364. case RL_RICHS_COIN:
  10365. if (sd) {
  10366. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10367. for (i = 0; i < 10; i++)
  10368. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  10369. }
  10370. break;
  10371. case RL_C_MARKER:
  10372. if (sd) {
  10373. // If marked by someone else remove it
  10374. if (tsce && tsce->val2 != src->id)
  10375. status_change_end(bl, type, INVALID_TIMER);
  10376. // Check if marked before
  10377. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  10378. if (i == MAX_SKILL_CRIMSON_MARKER) {
  10379. // Find empty slot
  10380. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  10381. if (i == MAX_SKILL_CRIMSON_MARKER) {
  10382. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10383. break;
  10384. }
  10385. }
  10386. sd->c_marker[i] = bl->id;
  10387. 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);
  10388. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10389. }
  10390. // If mob casts this, at least SC_C_MARKER as debuff
  10391. else {
  10392. 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);
  10393. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10394. }
  10395. break;
  10396. case RL_QD_SHOT:
  10397. if (sd) {
  10398. skill_area_temp[1] = bl->id;
  10399. // Check surrounding
  10400. 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);
  10401. if (skill_area_temp[0])
  10402. 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);
  10403. // Main target always receives damage
  10404. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10405. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  10406. } else {
  10407. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10408. 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);
  10409. }
  10410. status_change_end(src, SC_QD_SHOT_READY, INVALID_TIMER); // End here to prevent spamming of the skill onto the target.
  10411. skill_area_temp[0] = 0;
  10412. skill_area_temp[1] = 0;
  10413. break;
  10414. case RL_FLICKER:
  10415. if (sd) {
  10416. sd->flicker = true;
  10417. skill_area_temp[1] = 0;
  10418. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10419. // Detonate RL_B_TRAP
  10420. if (pc_checkskill(sd, RL_B_TRAP))
  10421. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  10422. // Detonate RL_H_MINE
  10423. if ((i = pc_checkskill(sd, RL_H_MINE)))
  10424. 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);
  10425. sd->flicker = false;
  10426. }
  10427. break;
  10428. case SO_ELEMENTAL_SHIELD:
  10429. if (!sd || sd->status.party_id == 0 || flag&1) {
  10430. if (sd && sd->status.party_id == 0) {
  10431. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10432. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  10433. elemental_delete(sd->ed);
  10434. }
  10435. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  10436. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  10437. }
  10438. else {
  10439. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10440. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  10441. elemental_delete(sd->ed);
  10442. 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);
  10443. }
  10444. break;
  10445. case SU_HIDE:
  10446. if (tsce) {
  10447. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10448. status_change_end(bl, type, INVALID_TIMER);
  10449. map_freeblock_unlock();
  10450. return 0;
  10451. }
  10452. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10453. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10454. break;
  10455. case SU_STOOP:
  10456. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10457. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10458. break;
  10459. case SU_SV_ROOTTWIST:
  10460. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10461. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  10462. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  10463. break;
  10464. }
  10465. if (tsc && tsc->count && tsc->data[type]) // Refresh the status only if it's already active.
  10466. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10467. else {
  10468. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10469. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  10470. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  10471. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  10472. }
  10473. break;
  10474. case SU_TUNABELLY:
  10475. {
  10476. unsigned int heal = 0;
  10477. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10478. heal = 0;
  10479. else if (status_get_hp(bl) != status_get_max_hp(bl))
  10480. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  10481. status_heal(bl, heal, 0, 1|2|4);
  10482. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10483. }
  10484. break;
  10485. case SU_BUNCHOFSHRIMP:
  10486. case SU_HISS:
  10487. case SU_PURRING:
  10488. case SU_MEOWMEOW:
  10489. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  10490. int duration = skill_get_time(skill_id, skill_lv);
  10491. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  10492. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  10493. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  10494. } else if (sd) {
  10495. 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);
  10496. }
  10497. break;
  10498. case SU_SHRIMPARTY:
  10499. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  10500. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10501. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  10502. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  10503. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  10504. }
  10505. } else if (sd)
  10506. 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);
  10507. break;
  10508. case SU_POWEROFFLOCK:
  10509. if (flag&1) {
  10510. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10511. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  10512. } else {
  10513. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10514. if (battle_config.skill_wall_check)
  10515. 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);
  10516. else
  10517. 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);
  10518. }
  10519. break;
  10520. case ALL_EQSWITCH:
  10521. if( sd ){
  10522. clif_equipswitch_reply( sd, false );
  10523. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  10524. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  10525. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  10526. }
  10527. }
  10528. }
  10529. break;
  10530. case AB_VITUPERATUM:
  10531. if (flag&1)
  10532. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10533. else {
  10534. 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);
  10535. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10536. }
  10537. break;
  10538. case AB_CONVENIO:
  10539. if (sd) {
  10540. party_data *p = party_search(sd->status.party_id);
  10541. int i = 0, count = 0;
  10542. // Only usable in party
  10543. if (p == nullptr) {
  10544. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10545. break;
  10546. }
  10547. // Only usable as party leader.
  10548. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  10549. if (i == MAX_PARTY || !p->party.member[i].leader) {
  10550. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10551. break;
  10552. }
  10553. // Do the teleport part
  10554. for (i = 0; i < MAX_PARTY; ++i) {
  10555. map_session_data *pl_sd = p->data[i].sd;
  10556. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  10557. sd->bl.m != pl_sd->bl.m)
  10558. continue;
  10559. if (!(map_getmapflag(sd->bl.m, MF_NOTELEPORT) || map_getmapflag(sd->bl.m, MF_PVP) || map_getmapflag(sd->bl.m, MF_BATTLEGROUND) || map_flag_gvg2(sd->bl.m))) {
  10560. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  10561. count++;
  10562. }
  10563. }
  10564. if (!count)
  10565. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10566. }
  10567. break;
  10568. default:
  10569. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  10570. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10571. map_freeblock_unlock();
  10572. return 1;
  10573. }
  10574. if (skill_id != SR_CURSEDCIRCLE) {
  10575. struct status_change *sc = status_get_sc(src);
  10576. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  10577. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10578. }
  10579. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  10580. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  10581. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  10582. }
  10583. if( sd && !(flag&1) )
  10584. {// ensure that the skill last-cast tick is recorded
  10585. sd->canskill_tick = gettick();
  10586. if( sd->state.arrow_atk )
  10587. {// consume arrow on last invocation to this skill.
  10588. battle_consume_ammo(sd, skill_id, skill_lv);
  10589. }
  10590. skill_onskillusage(sd, bl, skill_id, tick);
  10591. // perform skill requirement consumption
  10592. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10593. }
  10594. map_freeblock_unlock();
  10595. return 0;
  10596. }
  10597. /**
  10598. * Checking that causing skill failed
  10599. * @param src Caster
  10600. * @param target Target
  10601. * @param skill_id
  10602. * @param skill_lv
  10603. * @return -1 success, others are failed @see enum useskill_fail_cause.
  10604. **/
  10605. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  10606. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  10607. int inf = skill->inf;
  10608. struct status_change *tsc = status_get_sc(target);
  10609. if (src != target && (status_bl_has_mode(target,MD_SKILL_IMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill->inf2[INF2_TARGETEMPERIUM])) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  10610. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  10611. switch (skill_id) {
  10612. case AL_HEAL:
  10613. case AL_INCAGI:
  10614. case AL_DECAGI:
  10615. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  10616. case AB_RENOVATIO:
  10617. case AB_HIGHNESSHEAL:
  10618. if (tsc && tsc->option&OPTION_MADOGEAR)
  10619. return USESKILL_FAIL_TOTARGET;
  10620. break;
  10621. case RG_BACKSTAP:
  10622. {
  10623. #ifndef RENEWAL
  10624. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  10625. if (map_check_dir(dir, t_dir))
  10626. return USESKILL_FAIL_MAX;
  10627. #endif
  10628. if (check_distance_bl(src, target, 0))
  10629. return USESKILL_FAIL_MAX;
  10630. }
  10631. break;
  10632. case PR_TURNUNDEAD:
  10633. {
  10634. struct status_data *tstatus = status_get_status_data(target);
  10635. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  10636. return USESKILL_FAIL_MAX;
  10637. }
  10638. break;
  10639. case PR_LEXDIVINA:
  10640. case MER_LEXDIVINA:
  10641. {
  10642. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  10643. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE]))
  10644. return USESKILL_FAIL_LEVEL;
  10645. else
  10646. return -1; //Works on silenced allies
  10647. }
  10648. break;
  10649. case RA_WUGSTRIKE:
  10650. // Check if path can be reached
  10651. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  10652. return USESKILL_FAIL_MAX;
  10653. break;
  10654. case MG_NAPALMBEAT:
  10655. case MG_FIREBALL:
  10656. case HT_BLITZBEAT:
  10657. case AS_GRIMTOOTH:
  10658. case MO_COMBOFINISH:
  10659. case NC_VULCANARM:
  10660. case SR_TIGERCANNON:
  10661. // These can damage traps, but can't target traps directly
  10662. if (target->type == BL_SKILL) {
  10663. TBL_SKILL *su = (TBL_SKILL*)target;
  10664. if (!su || !su->group)
  10665. return USESKILL_FAIL_MAX;
  10666. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  10667. return USESKILL_FAIL_MAX;
  10668. }
  10669. break;
  10670. }
  10671. if (inf&INF_ATTACK_SKILL ||
  10672. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  10673. ) // Casted through combo.
  10674. inf = BCT_ENEMY; //Offensive skill.
  10675. else if (skill->inf2[INF2_NOTARGETENEMY])
  10676. inf = BCT_NOENEMY;
  10677. else
  10678. inf = 0;
  10679. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  10680. inf |=
  10681. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  10682. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  10683. //Remove neutral targets (but allow enemy if skill is designed to be so)
  10684. inf &= ~BCT_NEUTRAL;
  10685. }
  10686. switch (skill_id) {
  10687. // Cannot be casted to Emperium
  10688. case WZ_ESTIMATION:
  10689. case SL_SKE:
  10690. case SL_SKA:
  10691. case RK_PHANTOMTHRUST:
  10692. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  10693. return USESKILL_FAIL_MAX;
  10694. break;
  10695. }
  10696. if (inf && battle_check_target(src, target, inf) <= 0) {
  10697. switch(skill_id) {
  10698. case RK_PHANTOMTHRUST:
  10699. case AB_CLEARANCE:
  10700. return USESKILL_FAIL_TOTARGET;
  10701. default:
  10702. return USESKILL_FAIL_LEVEL;
  10703. }
  10704. }
  10705. // Fogwall makes all offensive-type targetted skills fail at 75%
  10706. // Jump Kick can still fail even though you can jump to friendly targets.
  10707. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  10708. return USESKILL_FAIL_LEVEL;
  10709. return -1;
  10710. }
  10711. TIMER_FUNC( skill_keep_using ){
  10712. struct map_session_data* sd = map_id2sd( id );
  10713. if( sd && sd->skill_keep_using.skill_id ){
  10714. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  10715. }
  10716. return 0;
  10717. }
  10718. /**
  10719. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  10720. * @param tid
  10721. * @param tick
  10722. * @param data
  10723. **/
  10724. TIMER_FUNC(skill_castend_id){
  10725. struct block_list *target, *src;
  10726. struct map_session_data *sd;
  10727. struct mob_data *md;
  10728. struct unit_data *ud;
  10729. struct status_change *sc = NULL;
  10730. int flag = 0;
  10731. src = map_id2bl(id);
  10732. if( src == NULL )
  10733. {
  10734. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  10735. return 0;// not found
  10736. }
  10737. ud = unit_bl2ud(src);
  10738. if( ud == NULL )
  10739. {
  10740. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  10741. return 0;// ???
  10742. }
  10743. sd = BL_CAST(BL_PC, src);
  10744. md = BL_CAST(BL_MOB, src);
  10745. if( src->prev == NULL ) {
  10746. ud->skilltimer = INVALID_TIMER;
  10747. return 0;
  10748. }
  10749. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  10750. if( ud->skilltimer != tid ) {
  10751. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  10752. ud->skilltimer = INVALID_TIMER;
  10753. return 0;
  10754. }
  10755. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  10756. {// restore original walk speed
  10757. ud->skilltimer = INVALID_TIMER;
  10758. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  10759. } else
  10760. ud->skilltimer = INVALID_TIMER;
  10761. }
  10762. if (ud->skilltarget == id)
  10763. target = src;
  10764. else
  10765. target = map_id2bl(ud->skilltarget);
  10766. // Use a do so that you can break out of it when the skill fails.
  10767. do {
  10768. bool fail = false;
  10769. int8 res = USESKILL_FAIL_LEVEL;
  10770. if (!target || target->prev == NULL)
  10771. break;
  10772. if (src->m != target->m || status_isdead(src))
  10773. break;
  10774. //These should become skill_castend_pos
  10775. switch (ud->skill_id) {
  10776. case WE_CALLPARTNER:
  10777. if (sd)
  10778. clif_callpartner(sd);
  10779. case WE_CALLPARENT:
  10780. if (sd) {
  10781. struct map_session_data *f_sd = pc_get_father(sd);
  10782. struct map_session_data *m_sd = pc_get_mother(sd);
  10783. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  10784. fail = true;
  10785. break;
  10786. }
  10787. }
  10788. case WE_CALLBABY:
  10789. if (sd) {
  10790. struct map_session_data *c_sd = pc_get_child(sd);
  10791. if (c_sd && c_sd->state.autotrade) {
  10792. fail = true;
  10793. break;
  10794. }
  10795. }
  10796. case AM_RESURRECTHOMUN:
  10797. case PF_SPIDERWEB:
  10798. {
  10799. //Find a random spot to place the skill. [Skotlex]
  10800. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  10801. ud->skillx = target->x + splash;
  10802. ud->skilly = target->y + splash;
  10803. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  10804. ud->skillx = target->x;
  10805. ud->skilly = target->y;
  10806. }
  10807. ud->skilltimer = tid;
  10808. return skill_castend_pos(tid,tick,id,data);
  10809. }
  10810. case GN_WALLOFTHORN:
  10811. case SC_ESCAPE:
  10812. case SU_CN_POWDERING:
  10813. ud->skillx = target->x;
  10814. ud->skilly = target->y;
  10815. ud->skilltimer = tid;
  10816. return skill_castend_pos(tid,tick,id,data);
  10817. }
  10818. // Failing
  10819. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  10820. if (sd && res != USESKILL_FAIL_MAX)
  10821. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  10822. break;
  10823. }
  10824. //Avoid doing double checks for instant-cast skills.
  10825. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  10826. break;
  10827. if(md) {
  10828. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10829. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10830. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10831. }
  10832. if (src != target && battle_config.skill_add_range &&
  10833. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  10834. {
  10835. if (sd) {
  10836. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10837. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  10838. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10839. }
  10840. break;
  10841. }
  10842. #ifdef OFFICIAL_WALKPATH
  10843. 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))
  10844. {
  10845. if (sd) {
  10846. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10847. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  10848. }
  10849. break;
  10850. }
  10851. #endif
  10852. if( sd )
  10853. {
  10854. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10855. break;
  10856. else {
  10857. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10858. if (src != target && (status_bl_has_mode(target,MD_SKILL_IMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill_get_inf2(ud->skill_id, INF2_TARGETEMPERIUM))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  10859. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10860. break; // Show a skill fail message (Damage type consumes requirements)
  10861. }
  10862. }
  10863. }
  10864. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10865. break;
  10866. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  10867. ud->state.running = 0;
  10868. status_change_end(src, SC_RUN, INVALID_TIMER);
  10869. flag = 1;
  10870. }
  10871. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  10872. unit_stop_walking(src,1);
  10873. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10874. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10875. if (sd) { //Cooldown application
  10876. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  10877. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10878. }
  10879. if( battle_config.display_status_timers && sd )
  10880. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10881. if( sd )
  10882. {
  10883. switch( ud->skill_id )
  10884. {
  10885. case GS_DESPERADO:
  10886. case RL_FIREDANCE:
  10887. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  10888. break;
  10889. case KN_BRANDISHSPEAR:
  10890. case KN_BOWLINGBASH:
  10891. case CR_GRANDCROSS:
  10892. case NPC_GRANDDARKNESS: {
  10893. sc_type type;
  10894. if (ud->skill_id == KN_BRANDISHSPEAR || ud->skill_id == KN_BOWLINGBASH)
  10895. type = SC_STRIPWEAPON;
  10896. else
  10897. type = SC_STRIPSHIELD;
  10898. if ((sc = status_get_sc(src)) && sc->data[type]) {
  10899. const struct TimerData* timer = get_timer(sc->data[type]->timer);
  10900. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  10901. break;
  10902. }
  10903. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  10904. break;
  10905. }
  10906. }
  10907. }
  10908. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  10909. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10910. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10911. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  10912. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  10913. map_freeblock_lock();
  10914. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  10915. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10916. else
  10917. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10918. if( sd && sd->skill_keep_using.skill_id == ud->skill_id ){
  10919. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  10920. }
  10921. sc = status_get_sc(src);
  10922. if(sc && sc->count) {
  10923. if (ud->skill_id != RA_CAMOUFLAGE)
  10924. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10925. if(sc->data[SC_SPIRIT] &&
  10926. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  10927. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  10928. ud->skill_id != WZ_WATERBALL)
  10929. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  10930. #ifndef RENEWAL
  10931. if( sc->data[SC_DANCING] && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  10932. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  10933. #endif
  10934. }
  10935. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  10936. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10937. if (ud->skilltimer == INVALID_TIMER) {
  10938. if(md) md->skill_idx = -1;
  10939. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  10940. ud->skill_lv = ud->skilltarget = 0;
  10941. }
  10942. map_freeblock_unlock();
  10943. return 1;
  10944. } while(0);
  10945. //Skill failed.
  10946. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  10947. { //When Asura fails... (except when it fails from Wall of Fog)
  10948. //Consume SP/spheres
  10949. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  10950. status_set_sp(src, 0, 0);
  10951. sc = &sd->sc;
  10952. if (sc->count)
  10953. { //End states
  10954. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  10955. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  10956. #ifdef RENEWAL
  10957. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  10958. #endif
  10959. }
  10960. if( target && target->m == src->m ) { //Move character to target anyway.
  10961. short x, y;
  10962. short dir = map_calc_dir(src,target->x,target->y);
  10963. //Move 3 cells (From Caster)
  10964. if( dir > 0 && dir < 4 )
  10965. x = -3;
  10966. else if( dir > 4 )
  10967. x = 3;
  10968. else
  10969. x = 0;
  10970. if( dir > 2 && dir < 6 )
  10971. y = -3;
  10972. else if( dir == 7 || dir < 2 )
  10973. y = 3;
  10974. else
  10975. y = 0;
  10976. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  10977. clif_blown(src);
  10978. clif_spiritball(src);
  10979. }
  10980. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  10981. }
  10982. }
  10983. ud->skill_id = ud->skilltarget = 0;
  10984. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10985. ud->canact_tick = tick;
  10986. //You can't place a skill failed packet here because it would be
  10987. //sent in ALL cases, even cases where skill_check_condition fails
  10988. //which would lead to double 'skill failed' messages u.u [Skotlex]
  10989. if(sd)
  10990. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = sd->skill_keep_using.skill_id = 0;
  10991. else if(md)
  10992. md->skill_idx = -1;
  10993. return 0;
  10994. }
  10995. /*==========================================
  10996. *
  10997. *------------------------------------------*/
  10998. TIMER_FUNC(skill_castend_pos){
  10999. struct block_list* src = map_id2bl(id);
  11000. struct map_session_data *sd;
  11001. struct unit_data *ud = unit_bl2ud(src);
  11002. struct mob_data *md;
  11003. nullpo_ret(ud);
  11004. sd = BL_CAST(BL_PC , src);
  11005. md = BL_CAST(BL_MOB, src);
  11006. if( src->prev == NULL ) {
  11007. ud->skilltimer = INVALID_TIMER;
  11008. return 0;
  11009. }
  11010. if( ud->skilltimer != tid )
  11011. {
  11012. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  11013. ud->skilltimer = INVALID_TIMER;
  11014. return 0;
  11015. }
  11016. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  11017. {// restore original walk speed
  11018. ud->skilltimer = INVALID_TIMER;
  11019. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  11020. } else
  11021. ud->skilltimer = INVALID_TIMER;
  11022. do {
  11023. if( status_isdead(src) )
  11024. break;
  11025. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  11026. break;
  11027. if(tid != INVALID_TIMER)
  11028. { //Avoid double checks on instant cast skills. [Skotlex]
  11029. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  11030. break;
  11031. if (battle_config.skill_add_range &&
  11032. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  11033. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  11034. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  11035. break;
  11036. }
  11037. }
  11038. if( sd )
  11039. {
  11040. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  11041. break;
  11042. else
  11043. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  11044. }
  11045. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  11046. break;
  11047. if(md) {
  11048. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  11049. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  11050. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  11051. }
  11052. if(battle_config.skill_log && battle_config.skill_log&src->type)
  11053. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  11054. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  11055. if (ud->walktimer != INVALID_TIMER)
  11056. unit_stop_walking(src,1);
  11057. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  11058. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  11059. if (sd) { //Cooldown application
  11060. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  11061. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  11062. }
  11063. if( battle_config.display_status_timers && sd )
  11064. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  11065. // if( sd )
  11066. // {
  11067. // switch( ud->skill_id )
  11068. // {
  11069. // case ????:
  11070. // sd->canequip_tick = tick + ????;
  11071. // break;
  11072. // }
  11073. // }
  11074. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  11075. map_freeblock_lock();
  11076. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  11077. if (ud->skill_id != RA_CAMOUFLAGE)
  11078. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  11079. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  11080. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11081. if (ud->skilltimer == INVALID_TIMER) {
  11082. if (md) md->skill_idx = -1;
  11083. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  11084. ud->skill_lv = ud->skillx = ud->skilly = 0;
  11085. }
  11086. map_freeblock_unlock();
  11087. return 1;
  11088. } while(0);
  11089. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  11090. ud->canact_tick = tick;
  11091. ud->skill_id = ud->skill_lv = 0;
  11092. if(sd)
  11093. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11094. else if(md)
  11095. md->skill_idx = -1;
  11096. return 0;
  11097. }
  11098. /* skill count without self */
  11099. static int skill_count_wos(struct block_list *bl,va_list ap) {
  11100. struct block_list* src = va_arg(ap, struct block_list*);
  11101. if( src->id != bl->id ) {
  11102. return 1;
  11103. }
  11104. return 0;
  11105. }
  11106. /*==========================================
  11107. *
  11108. *------------------------------------------*/
  11109. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  11110. {
  11111. struct map_session_data* sd;
  11112. struct status_change* sc;
  11113. struct status_change_entry *sce;
  11114. struct skill_unit_group* sg;
  11115. enum sc_type type;
  11116. int i;
  11117. //if(skill_lv <= 0) return 0;
  11118. if(skill_id > 0 && !skill_lv) return 0; // celest
  11119. nullpo_ret(src);
  11120. if(status_isdead(src))
  11121. return 0;
  11122. sd = BL_CAST(BL_PC, src);
  11123. sc = status_get_sc(src);
  11124. type = status_skill2sc(skill_id);
  11125. sce = (sc && type != -1)?sc->data[type]:NULL;
  11126. switch (skill_id) { //Skill effect.
  11127. case WZ_METEOR:
  11128. case WZ_ICEWALL:
  11129. case MO_BODYRELOCATION:
  11130. case CR_CULTIVATION:
  11131. case HW_GANBANTEIN:
  11132. case LG_EARTHDRIVE:
  11133. case SC_ESCAPE:
  11134. case SU_CN_METEOR:
  11135. break; //Effect is displayed on respective switch case.
  11136. default:
  11137. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  11138. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11139. else
  11140. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11141. }
  11142. switch(skill_id)
  11143. {
  11144. case PR_BENEDICTIO:
  11145. skill_area_temp[1] = src->id;
  11146. i = skill_get_splash(skill_id, skill_lv);
  11147. map_foreachinallarea(skill_area_sub,
  11148. src->m, x-i, y-i, x+i, y+i, BL_PC,
  11149. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  11150. skill_castend_nodamage_id);
  11151. map_foreachinallarea(skill_area_sub,
  11152. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11153. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  11154. skill_castend_damage_id);
  11155. break;
  11156. case BS_HAMMERFALL:
  11157. i = skill_get_splash(skill_id, skill_lv);
  11158. map_foreachinallarea(skill_area_sub,
  11159. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11160. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  11161. skill_castend_nodamage_id);
  11162. break;
  11163. case HT_DETECTING:
  11164. i = skill_get_splash(skill_id, skill_lv);
  11165. map_foreachinallarea( status_change_timer_sub,
  11166. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  11167. src,NULL,SC_SIGHT,tick);
  11168. skill_reveal_trap_inarea(src, i, x, y);
  11169. break;
  11170. case SR_RIDEINLIGHTNING:
  11171. i = skill_get_splash(skill_id, skill_lv);
  11172. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11173. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  11174. break;
  11175. case NPC_LEX_AETERNA:
  11176. i = skill_get_splash(skill_id, skill_lv);
  11177. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  11178. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11179. break;
  11180. case SA_VOLCANO:
  11181. case SA_DELUGE:
  11182. case SA_VIOLENTGALE:
  11183. { //Does not consumes if the skill is already active. [Skotlex]
  11184. struct skill_unit_group *sg2;
  11185. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  11186. {
  11187. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  11188. {
  11189. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11190. return 0; // not to consume items
  11191. }
  11192. else
  11193. sg2->limit = 0; //Disable it.
  11194. }
  11195. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11196. break;
  11197. }
  11198. // Skill Unit Setting
  11199. case MG_SAFETYWALL:
  11200. case MG_FIREWALL:
  11201. case MG_THUNDERSTORM:
  11202. case AL_PNEUMA:
  11203. case WZ_FIREPILLAR:
  11204. case WZ_QUAGMIRE:
  11205. case WZ_VERMILION:
  11206. case WZ_STORMGUST:
  11207. case WZ_HEAVENDRIVE:
  11208. case PR_SANCTUARY:
  11209. case PR_MAGNUS:
  11210. case CR_GRANDCROSS:
  11211. case NPC_GRANDDARKNESS:
  11212. case HT_SKIDTRAP:
  11213. case MA_SKIDTRAP:
  11214. case HT_LANDMINE:
  11215. case MA_LANDMINE:
  11216. case HT_ANKLESNARE:
  11217. case HT_SHOCKWAVE:
  11218. case HT_SANDMAN:
  11219. case MA_SANDMAN:
  11220. case HT_FLASHER:
  11221. case HT_FREEZINGTRAP:
  11222. case MA_FREEZINGTRAP:
  11223. case HT_BLASTMINE:
  11224. case HT_CLAYMORETRAP:
  11225. case AS_VENOMDUST:
  11226. case AM_DEMONSTRATION:
  11227. case PF_FOGWALL:
  11228. case PF_SPIDERWEB:
  11229. case HT_TALKIEBOX:
  11230. case WE_CALLPARTNER:
  11231. case WE_CALLPARENT:
  11232. case WE_CALLBABY:
  11233. case SA_LANDPROTECTOR:
  11234. #ifndef RENEWAL
  11235. case BD_LULLABY:
  11236. case BD_RICHMANKIM:
  11237. case BD_ETERNALCHAOS:
  11238. case BD_DRUMBATTLEFIELD:
  11239. case BD_RINGNIBELUNGEN:
  11240. case BD_ROKISWEIL:
  11241. case BD_INTOABYSS:
  11242. case BD_SIEGFRIED:
  11243. case BA_DISSONANCE:
  11244. case BA_POEMBRAGI:
  11245. case BA_WHISTLE:
  11246. case BA_ASSASSINCROSS:
  11247. case BA_APPLEIDUN:
  11248. case DC_UGLYDANCE:
  11249. case DC_HUMMING:
  11250. case DC_DONTFORGETME:
  11251. case DC_FORTUNEKISS:
  11252. case DC_SERVICEFORYOU:
  11253. #endif
  11254. case CG_MOONLIT:
  11255. case GS_DESPERADO:
  11256. case NJ_KAENSIN:
  11257. case NJ_BAKUENRYU:
  11258. case NJ_SUITON:
  11259. case NJ_HYOUSYOURAKU:
  11260. case NJ_RAIGEKISAI:
  11261. case NJ_KAMAITACHI:
  11262. #ifdef RENEWAL
  11263. case HW_GRAVITATION:
  11264. #endif
  11265. case NPC_EVILLAND:
  11266. case NPC_VENOMFOG:
  11267. case NPC_ICEMINE:
  11268. case NPC_FLAMECROSS:
  11269. case NPC_REVERBERATION:
  11270. case RA_ELECTRICSHOCKER:
  11271. case RA_CLUSTERBOMB:
  11272. case RA_MAGENTATRAP:
  11273. case RA_COBALTTRAP:
  11274. case RA_MAIZETRAP:
  11275. case RA_VERDURETRAP:
  11276. case RA_FIRINGTRAP:
  11277. case RA_ICEBOUNDTRAP:
  11278. case SC_MANHOLE:
  11279. case SC_DIMENSIONDOOR:
  11280. case SC_CHAOSPANIC:
  11281. case SC_MAELSTROM:
  11282. case SC_BLOODYLUST:
  11283. case WM_POEMOFNETHERWORLD:
  11284. case SO_PSYCHIC_WAVE:
  11285. case SO_VACUUM_EXTREME:
  11286. case GN_THORNS_TRAP:
  11287. case SO_EARTHGRAVE:
  11288. case SO_DIAMONDDUST:
  11289. case SO_FIRE_INSIGNIA:
  11290. case SO_WATER_INSIGNIA:
  11291. case SO_WIND_INSIGNIA:
  11292. case SO_EARTH_INSIGNIA:
  11293. case KO_ZENKAI:
  11294. case MH_LAVA_SLIDE:
  11295. case MH_VOLCANIC_ASH:
  11296. case MH_POISON_MIST:
  11297. case MH_STEINWAND:
  11298. case MH_XENO_SLASHER:
  11299. case LG_KINGS_GRACE:
  11300. case SJ_BOOKOFCREATINGSTAR:
  11301. case RL_B_TRAP:
  11302. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  11303. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  11304. case GN_WALLOFTHORN:
  11305. case GN_DEMONIC_FIRE:
  11306. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11307. break;
  11308. case WZ_ICEWALL:
  11309. flag|=1;
  11310. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  11311. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11312. break;
  11313. case RG_GRAFFITI: /* Graffiti [Valaris] */
  11314. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11315. flag|=1;
  11316. break;
  11317. #ifndef RENEWAL
  11318. case HP_BASILICA:
  11319. if( sc->data[SC_BASILICA] ) {
  11320. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  11321. return 0;
  11322. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  11323. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  11324. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  11325. return 0;
  11326. }
  11327. skill_clear_unitgroup(src);
  11328. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11329. flag|=1;
  11330. }
  11331. break;
  11332. #endif
  11333. case CG_HERMODE:
  11334. #ifdef RENEWAL
  11335. skill_castend_song(src, skill_id, skill_lv, tick);
  11336. #else
  11337. skill_clear_unitgroup(src);
  11338. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  11339. sc_start4(src,src,SC_DANCING,100,
  11340. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  11341. flag|=1;
  11342. #endif
  11343. break;
  11344. case RG_CLEANER: // [Valaris]
  11345. i = skill_get_splash(skill_id, skill_lv);
  11346. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  11347. break;
  11348. case SO_WARMER:
  11349. case SO_CLOUD_KILL:
  11350. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  11351. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11352. break;
  11353. case SU_CN_POWDERING:
  11354. case SU_NYANGGRASS:
  11355. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  11356. if (skill_id == SU_CN_POWDERING)
  11357. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  11358. else
  11359. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11360. }
  11361. flag |= 1;
  11362. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11363. break;
  11364. case SU_CN_METEOR:
  11365. if (sd) {
  11366. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  11367. skill_id = SU_CN_METEOR2;
  11368. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  11369. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  11370. }
  11371. // Fall through
  11372. case WZ_METEOR: {
  11373. int area = skill_get_splash(skill_id, skill_lv);
  11374. short tmpx = 0, tmpy = 0;
  11375. for (i = 1; i <= skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id); i++) {
  11376. // Creates a random Cell in the Splash Area
  11377. tmpx = x - area + rnd()%(area * 2 + 1);
  11378. tmpy = y - area + rnd()%(area * 2 + 1);
  11379. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  11380. }
  11381. }
  11382. break;
  11383. case AL_WARP:
  11384. if(sd)
  11385. {
  11386. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  11387. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  11388. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  11389. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  11390. );
  11391. }
  11392. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11393. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11394. return 0; // not to consume item.
  11395. case MO_BODYRELOCATION:
  11396. if (unit_movepos(src, x, y, 2, 1)) {
  11397. #if PACKETVER >= 20111005
  11398. clif_snap(src, src->x, src->y);
  11399. #else
  11400. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  11401. #endif
  11402. if (sd)
  11403. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  11404. }
  11405. break;
  11406. case NJ_SHADOWJUMP:
  11407. 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.
  11408. clif_blown(src);
  11409. status_change_end(src, SC_HIDING, INVALID_TIMER);
  11410. break;
  11411. case AM_SPHEREMINE:
  11412. case AM_CANNIBALIZE:
  11413. {
  11414. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  11415. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  11416. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  11417. struct mob_data *md;
  11418. // Correct info, don't change any of this! [celest]
  11419. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  11420. if (md) {
  11421. md->master_id = src->id;
  11422. md->special_state.ai = ai;
  11423. if( md->deletetimer != INVALID_TIMER )
  11424. delete_timer(md->deletetimer, mob_timer_delete);
  11425. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  11426. mob_spawn (md); //Now it is ready for spawning.
  11427. }
  11428. }
  11429. break;
  11430. // Slim Pitcher [Celest]
  11431. case CR_SLIMPITCHER:
  11432. if (sd) {
  11433. int i_lv = 0, j = 0;
  11434. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  11435. i_lv = skill_lv%11 - 1;
  11436. j = pc_search_inventory(sd, require.itemid[i_lv]);
  11437. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  11438. {
  11439. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11440. return 1;
  11441. }
  11442. potion_flag = 1;
  11443. potion_hp = 0;
  11444. potion_sp = 0;
  11445. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  11446. potion_flag = 0;
  11447. //Apply skill bonuses
  11448. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  11449. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  11450. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  11451. + pc_skillheal_bonus(sd, skill_id);
  11452. potion_hp = potion_hp * (100+i_lv)/100;
  11453. potion_sp = potion_sp * (100+i_lv)/100;
  11454. if(potion_hp > 0 || potion_sp > 0) {
  11455. i_lv = skill_get_splash(skill_id, skill_lv);
  11456. map_foreachinallarea(skill_area_sub,
  11457. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  11458. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  11459. skill_castend_nodamage_id);
  11460. }
  11461. } else {
  11462. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv]);
  11463. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  11464. potion_flag = 1;
  11465. potion_hp = 0;
  11466. potion_sp = 0;
  11467. run_script(item->script,0,src->id,0);
  11468. potion_flag = 0;
  11469. potion_hp = potion_hp * (100+id)/100;
  11470. potion_sp = potion_sp * (100+id)/100;
  11471. if(potion_hp > 0 || potion_sp > 0) {
  11472. id = skill_get_splash(skill_id, skill_lv);
  11473. map_foreachinallarea(skill_area_sub,
  11474. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  11475. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  11476. skill_castend_nodamage_id);
  11477. }
  11478. }
  11479. break;
  11480. case HW_GANBANTEIN:
  11481. if (rnd()%100 < 80) {
  11482. int dummy = 1;
  11483. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11484. i = skill_get_splash(skill_id, skill_lv);
  11485. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  11486. } else {
  11487. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11488. return 1;
  11489. }
  11490. break;
  11491. #ifndef RENEWAL
  11492. case HW_GRAVITATION:
  11493. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  11494. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  11495. flag|=1;
  11496. break;
  11497. #endif
  11498. // Plant Cultivation [Celest]
  11499. case CR_CULTIVATION:
  11500. if (sd) {
  11501. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  11502. {
  11503. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11504. return 1;
  11505. }
  11506. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11507. if (rnd()%100 < 50) {
  11508. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11509. } else {
  11510. TBL_MOB* md = NULL;
  11511. int t, mob_id;
  11512. if (skill_lv == 1)
  11513. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  11514. else {
  11515. int rand_val = rnd() % 100;
  11516. if (rand_val < 30)
  11517. mob_id = MOBID_GREEN_PLANT;
  11518. else if (rand_val < 55)
  11519. mob_id = MOBID_RED_PLANT;
  11520. else if (rand_val < 80)
  11521. mob_id = MOBID_YELLOW_PLANT;
  11522. else if (rand_val < 90)
  11523. mob_id = MOBID_WHITE_PLANT;
  11524. else if (rand_val < 98)
  11525. mob_id = MOBID_BLUE_PLANT;
  11526. else
  11527. mob_id = MOBID_SHINING_PLANT;
  11528. }
  11529. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  11530. if (!md)
  11531. break;
  11532. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  11533. {
  11534. if( md->deletetimer != INVALID_TIMER )
  11535. delete_timer(md->deletetimer, mob_timer_delete);
  11536. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  11537. }
  11538. mob_spawn(md);
  11539. }
  11540. }
  11541. break;
  11542. case SG_SUN_WARM:
  11543. case SG_MOON_WARM:
  11544. case SG_STAR_WARM:
  11545. skill_clear_unitgroup(src);
  11546. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  11547. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11548. flag|=1;
  11549. break;
  11550. case PA_GOSPEL:
  11551. if (sce && sce->val4 == BCT_SELF)
  11552. {
  11553. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  11554. return 0;
  11555. }
  11556. else
  11557. {
  11558. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  11559. if (!sg) break;
  11560. if (sce)
  11561. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  11562. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  11563. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  11564. }
  11565. break;
  11566. case NJ_TATAMIGAESHI:
  11567. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  11568. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  11569. break;
  11570. case AM_RESURRECTHOMUN: //[orn]
  11571. if (sd)
  11572. {
  11573. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  11574. {
  11575. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11576. break;
  11577. }
  11578. }
  11579. break;
  11580. case AC_SHOWER:
  11581. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  11582. case MA_SHOWER:
  11583. case NC_COLDSLOWER:
  11584. case RK_DRAGONBREATH:
  11585. case RK_DRAGONBREATH_WATER:
  11586. case RL_HAMMER_OF_GOD:
  11587. // Cast center might be relevant later (e.g. for knockback direction)
  11588. skill_area_temp[4] = x;
  11589. skill_area_temp[5] = y;
  11590. i = skill_get_splash(skill_id,skill_lv);
  11591. 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);
  11592. break;
  11593. case SO_ARRULLO:
  11594. i = skill_get_splash(skill_id,skill_lv);
  11595. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  11596. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11597. break;
  11598. case GC_POISONSMOKE:
  11599. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  11600. if( sd )
  11601. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  11602. return 0;
  11603. }
  11604. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  11605. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  11606. break;
  11607. case AB_EPICLESIS:
  11608. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  11609. i = skill_get_splash(skill_id, skill_lv);
  11610. 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);
  11611. }
  11612. break;
  11613. case WL_COMET:
  11614. case NPC_COMET:
  11615. if( sc ) {
  11616. sc->comet_x = x;
  11617. sc->comet_y = y;
  11618. }
  11619. i = skill_get_splash(skill_id,skill_lv);
  11620. 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);
  11621. break;
  11622. case WL_EARTHSTRAIN:
  11623. {
  11624. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  11625. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  11626. for( w = 1; w <= wave; w++ )
  11627. {
  11628. switch( dir ){
  11629. case 0: case 1: case 7: sy = y + w; break;
  11630. case 3: case 4: case 5: sy = y - w; break;
  11631. case 2: sx = x - w; break;
  11632. case 6: sx = x + w; break;
  11633. }
  11634. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  11635. }
  11636. }
  11637. break;
  11638. case RA_DETONATOR:
  11639. i = skill_get_splash(skill_id, skill_lv);
  11640. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  11641. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11642. break;
  11643. case NC_NEUTRALBARRIER:
  11644. case NC_STEALTHFIELD:
  11645. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  11646. skill_clear_unitgroup(src);
  11647. return 0;
  11648. }
  11649. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  11650. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  11651. 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));
  11652. }
  11653. break;
  11654. case NC_SILVERSNIPER:
  11655. {
  11656. struct mob_data *md;
  11657. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  11658. if( md ) {
  11659. md->master_id = src->id;
  11660. md->special_state.ai = AI_FAW;
  11661. if( md->deletetimer != INVALID_TIMER )
  11662. delete_timer(md->deletetimer, mob_timer_delete);
  11663. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11664. mob_spawn(md);
  11665. }
  11666. }
  11667. break;
  11668. case NC_MAGICDECOY:
  11669. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  11670. break;
  11671. case SC_FEINTBOMB: {
  11672. struct skill_unit_group *group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  11673. if( group == NULL || group->unit == NULL ) {
  11674. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11675. return 1;
  11676. }
  11677. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  11678. 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
  11679. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  11680. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11681. }
  11682. break;
  11683. case SC_ESCAPE:
  11684. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11685. 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
  11686. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11687. flag |= 1;
  11688. break;
  11689. case LG_OVERBRAND: {
  11690. int dir = map_calc_dir(src,x,y);
  11691. int sx = src->x, sy = src->y;
  11692. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
  11693. for( i = 0; i < layout->count; i++ )
  11694. 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);
  11695. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  11696. }
  11697. break;
  11698. case LG_BANDING:
  11699. if( sc && sc->data[SC_BANDING] )
  11700. status_change_end(src,SC_BANDING,INVALID_TIMER);
  11701. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL )
  11702. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11703. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11704. break;
  11705. case LG_RAYOFGENESIS:
  11706. i = skill_get_splash(skill_id,skill_lv);
  11707. 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);
  11708. break;
  11709. case WM_DOMINION_IMPULSE:
  11710. i = skill_get_splash(skill_id, skill_lv);
  11711. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  11712. break;
  11713. case WM_GREAT_ECHO:
  11714. i = skill_get_splash(skill_id,skill_lv);
  11715. 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);
  11716. break;
  11717. case WM_SEVERE_RAINSTORM:
  11718. flag |= 1;
  11719. if (sd)
  11720. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  11721. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11722. break;
  11723. case GN_CRAZYWEED: {
  11724. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  11725. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  11726. int x1 = x - area + rnd()%(area * 2 + 1);
  11727. int y1 = y - area + rnd()%(area * 2 + 1);
  11728. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  11729. }
  11730. }
  11731. break;
  11732. case GN_FIRE_EXPANSION: {
  11733. int i_su;
  11734. struct unit_data *ud = unit_bl2ud(src);
  11735. if( !ud ) break;
  11736. for(i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su++) {
  11737. struct skill_unit *su = ud->skillunit[i_su]->unit;
  11738. struct skill_unit_group *sg = ud->skillunit[i_su]->unit->group;
  11739. if (ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4) {
  11740. switch (skill_lv) {
  11741. case 1: {
  11742. // TODO:
  11743. int duration = (int)(sg->limit - DIFF_TICK(tick, sg->tick));
  11744. skill_delunit(su);
  11745. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  11746. flag |= 1;
  11747. }
  11748. break;
  11749. case 2:
  11750. 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);
  11751. if (su != NULL)
  11752. skill_delunit(su);
  11753. break;
  11754. case 3:
  11755. skill_delunit(su);
  11756. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  11757. flag |= 1;
  11758. break;
  11759. case 4:
  11760. skill_delunit(su);
  11761. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  11762. flag |= 1;
  11763. break;
  11764. case 5: {
  11765. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  11766. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  11767. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  11768. 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);
  11769. if (su != NULL)
  11770. skill_delunit(su);
  11771. }
  11772. break;
  11773. }
  11774. }
  11775. }
  11776. }
  11777. break;
  11778. case SO_FIREWALK:
  11779. case SO_ELECTRICWALK:
  11780. if( sc && sc->data[type] )
  11781. status_change_end(src,type,INVALID_TIMER);
  11782. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  11783. break;
  11784. case KO_MAKIBISHI:
  11785. for( i = 0; i < (skill_lv+2); i++ ) {
  11786. x = src->x - 1 + rnd()%3;
  11787. y = src->y - 1 + rnd()%3;
  11788. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11789. }
  11790. break;
  11791. case KO_MUCHANAGE: {
  11792. struct status_data *sstatus;
  11793. int rate = 0;
  11794. sstatus = status_get_status_data(src);
  11795. i = skill_get_splash(skill_id,skill_lv);
  11796. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  11797. if( rate < 0 )
  11798. rate = 0;
  11799. 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);
  11800. if( rnd()%100 < rate )
  11801. 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);
  11802. }
  11803. break;
  11804. case RL_FALLEN_ANGEL:
  11805. if (unit_movepos(src,x,y,1,1)) {
  11806. clif_snap(src, src->x, src->y);
  11807. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  11808. } else {
  11809. if (sd)
  11810. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11811. }
  11812. break;
  11813. case RL_FIRE_RAIN: {
  11814. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  11815. int sx = x = src->x, sy = y = src->y;
  11816. for (w = 0; w <= wave; w++) {
  11817. switch (dir) {
  11818. case DIR_NORTH:
  11819. case DIR_NORTHWEST:
  11820. case DIR_NORTHEAST:
  11821. sy = y + w;
  11822. break;
  11823. case DIR_WEST:
  11824. sx = x - w;
  11825. break;
  11826. case DIR_SOUTHWEST:
  11827. case DIR_SOUTH:
  11828. case DIR_SOUTHEAST:
  11829. sy = y - w;
  11830. break;
  11831. case DIR_EAST:
  11832. sx = x + w;
  11833. break;
  11834. }
  11835. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  11836. }
  11837. }
  11838. break;
  11839. case NC_MAGMA_ERUPTION:
  11840. // 1st, AoE 'slam' damage
  11841. i = skill_get_splash(skill_id, skill_lv);
  11842. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11843. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  11844. // 2nd, AoE 'eruption' unit
  11845. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  11846. break;
  11847. case SU_LOPE:
  11848. {
  11849. uint8 dir = map_calc_dir(src, x, y);
  11850. // Fails on noteleport maps, except for GvG and BG maps
  11851. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  11852. x = src->x;
  11853. y = src->y;
  11854. }
  11855. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11856. 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))
  11857. clif_blown(src);
  11858. }
  11859. break;
  11860. default:
  11861. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  11862. return 1;
  11863. }
  11864. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11865. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11866. if( sd )
  11867. {// ensure that the skill last-cast tick is recorded
  11868. sd->canskill_tick = gettick();
  11869. if( sd->state.arrow_atk && !(flag&1) )
  11870. {// consume arrow if this is a ground skill
  11871. battle_consume_ammo(sd, skill_id, skill_lv);
  11872. }
  11873. skill_onskillusage(sd, NULL, skill_id, tick);
  11874. // perform skill requirement consumption
  11875. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11876. }
  11877. return 0;
  11878. }
  11879. /*==========================================
  11880. *
  11881. *------------------------------------------*/
  11882. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  11883. {
  11884. nullpo_ret(sd);
  11885. //Simplify skill_failed code.
  11886. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  11887. if(skill_id != sd->menuskill_id)
  11888. return 0;
  11889. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  11890. skill_failed(sd);
  11891. return 0;
  11892. }
  11893. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  11894. skill_failed(sd);
  11895. return 0;
  11896. }
  11897. pc_stop_attack(sd);
  11898. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  11899. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  11900. if(strcmp(mapname,"cancel")==0) {
  11901. skill_failed(sd);
  11902. return 0;
  11903. }
  11904. switch(skill_id)
  11905. {
  11906. case AL_TELEPORT:
  11907. case ALL_ODINS_RECALL:
  11908. //The storage window is closed automatically by the client when there's
  11909. //any kind of map change, so we need to restore it automatically
  11910. //bugreport:8027
  11911. if(strcmp(mapname,"Random") == 0)
  11912. pc_randomwarp(sd,CLR_TELEPORT);
  11913. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  11914. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  11915. clif_refresh_storagewindow(sd);
  11916. break;
  11917. case AL_WARP:
  11918. {
  11919. const struct point *p[4];
  11920. struct skill_unit_group *group;
  11921. int i, lv, wx, wy;
  11922. int maxcount=0;
  11923. int x,y;
  11924. unsigned short mapindex;
  11925. mapindex = mapindex_name2id((char*)mapname);
  11926. if(!mapindex) { //Given map not found?
  11927. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11928. skill_failed(sd);
  11929. return 0;
  11930. }
  11931. p[0] = &sd->status.save_point;
  11932. p[1] = &sd->status.memo_point[0];
  11933. p[2] = &sd->status.memo_point[1];
  11934. p[3] = &sd->status.memo_point[2];
  11935. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  11936. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  11937. if(sd->ud.skillunit[i]->skill_id == skill_id)
  11938. maxcount--;
  11939. }
  11940. if(!maxcount) {
  11941. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11942. skill_failed(sd);
  11943. return 0;
  11944. }
  11945. }
  11946. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  11947. wx = sd->menuskill_val>>16;
  11948. wy = sd->menuskill_val&0xffff;
  11949. if( lv <= 0 ) return 0;
  11950. if( lv > 4 ) lv = 4; // crash prevention
  11951. // check if the chosen map exists in the memo list
  11952. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  11953. if( i < lv ) {
  11954. x=p[i]->x;
  11955. y=p[i]->y;
  11956. } else {
  11957. skill_failed(sd);
  11958. return 0;
  11959. }
  11960. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  11961. { // This checks versus skill_id/skill_lv...
  11962. skill_failed(sd);
  11963. return 0;
  11964. }
  11965. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  11966. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  11967. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  11968. skill_failed(sd);
  11969. return 0;
  11970. }
  11971. group->val1 = (group->val1<<16)|(short)0;
  11972. // record the destination coordinates
  11973. group->val2 = (x<<16)|y;
  11974. group->val3 = mapindex;
  11975. }
  11976. break;
  11977. }
  11978. sd->menuskill_id = sd->menuskill_val = 0;
  11979. return 0;
  11980. #undef skill_failed
  11981. }
  11982. /// transforms 'target' skill unit into dissonance (if conditions are met)
  11983. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  11984. {
  11985. struct skill_unit* target = (struct skill_unit*)bl;
  11986. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  11987. int flag = va_arg(ap, int);
  11988. if (src == target)
  11989. return 0;
  11990. if (!target->group || !(target->group->state.song_dance&0x1))
  11991. return 0;
  11992. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  11993. return 0;
  11994. if (flag) //Set dissonance
  11995. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  11996. else //Remove dissonance
  11997. target->val2 &= ~(1 << UF_ENSEMBLE);
  11998. skill_getareachar_skillunit_visibilty(target, AREA);
  11999. return 1;
  12000. }
  12001. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  12002. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  12003. //When 1, this unit has been positioned, so start the cancel effect.
  12004. int skill_dance_overlap(struct skill_unit* unit, int flag)
  12005. {
  12006. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  12007. return 0;
  12008. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  12009. return 0; //Nothing to remove, this unit is not overlapped.
  12010. if (unit->val1 != unit->group->skill_id)
  12011. { //Reset state
  12012. unit->val1 = unit->group->skill_id;
  12013. unit->val2 &= ~(1 << UF_ENSEMBLE);
  12014. }
  12015. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  12016. }
  12017. /**
  12018. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  12019. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  12020. * @param flag 0 Convert
  12021. * @param flag 1 Revert
  12022. * @return true success
  12023. * @TODO: This should be completely removed later and rewritten
  12024. * The entire execution of the overlapping songs instances is dirty and hacked together
  12025. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  12026. */
  12027. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  12028. {
  12029. static int prevflag = 1; // by default the backup is empty
  12030. static struct skill_unit_group backup;
  12031. struct skill_unit_group* group;
  12032. if( unit == NULL || (group = unit->group) == NULL )
  12033. return false;
  12034. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  12035. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  12036. return false;
  12037. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  12038. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  12039. flag ? "read an empty backup" : "write to a full backup",
  12040. group->skill_id, group->skill_lv, group->src_id);
  12041. return false;
  12042. }
  12043. prevflag = flag;
  12044. if (!flag) { //Transform
  12045. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  12046. // backup
  12047. backup.skill_id = group->skill_id;
  12048. backup.skill_lv = group->skill_lv;
  12049. backup.unit_id = group->unit_id;
  12050. backup.target_flag = group->target_flag;
  12051. backup.bl_flag = group->bl_flag;
  12052. backup.interval = group->interval;
  12053. // replace
  12054. group->skill_id = skill_id;
  12055. group->skill_lv = 1;
  12056. group->unit_id = skill_get_unit_id(skill_id);
  12057. group->target_flag = skill_get_unit_target(skill_id);
  12058. group->bl_flag = skill_get_unit_bl_target(skill_id);
  12059. group->interval = skill_get_unit_interval(skill_id);
  12060. } else { //Restore
  12061. group->skill_id = backup.skill_id;
  12062. group->skill_lv = backup.skill_lv;
  12063. group->unit_id = backup.unit_id;
  12064. group->target_flag = backup.target_flag;
  12065. group->bl_flag = backup.bl_flag;
  12066. group->interval = backup.interval;
  12067. }
  12068. return true;
  12069. }
  12070. /**
  12071. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  12072. * @param src Object that triggers the skill
  12073. * @param skill_id Skill ID
  12074. * @param skill_lv Skill level of used skill
  12075. * @param x Position x
  12076. * @param y Position y
  12077. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  12078. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  12079. * @return skill_unit_group
  12080. */
  12081. struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  12082. {
  12083. struct skill_unit_group *group;
  12084. int i, val1 = 0, val2 = 0, val3 = 0;
  12085. t_tick limit;
  12086. int link_group_id = 0;
  12087. int target, interval, range, req_item = 0;
  12088. struct s_skill_unit_layout *layout;
  12089. struct map_session_data *sd;
  12090. struct status_data *status;
  12091. struct status_change *sc;
  12092. int active_flag = 1;
  12093. int subunt = 0;
  12094. bool hidden = false;
  12095. struct map_data *mapdata;
  12096. nullpo_retr(NULL, src);
  12097. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  12098. mapdata = map_getmapdata(src->m);
  12099. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  12100. range = skill_get_unit_range(skill_id,skill_lv);
  12101. interval = skill->unit_interval;
  12102. target = skill_get_unit_target(skill_id);
  12103. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  12104. sd = BL_CAST(BL_PC, src);
  12105. status = status_get_status_data(src);
  12106. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  12107. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  12108. switch( skill_id ) {
  12109. case MH_STEINWAND:
  12110. val2 = 4 + skill_lv;
  12111. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  12112. break;
  12113. case MG_SAFETYWALL:
  12114. #ifdef RENEWAL
  12115. val2 = status_get_max_hp(src) * 3;
  12116. #else
  12117. val2 = skill_lv+1;
  12118. #endif
  12119. break;
  12120. case MG_FIREWALL:
  12121. if(sc && sc->data[SC_VIOLENTGALE])
  12122. limit = limit*3/2;
  12123. val2 = 4+skill_lv;
  12124. break;
  12125. case AL_WARP:
  12126. val1=skill_lv+6;
  12127. if(!(flag&1))
  12128. limit=2000;
  12129. else // previous implementation (not used anymore)
  12130. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  12131. if( src->type != BL_SKILL ) return NULL;
  12132. group = ((TBL_SKILL*)src)->group;
  12133. src = map_id2bl(group->src_id);
  12134. if( !src ) return NULL;
  12135. val2 = group->val2; //Copy the (x,y) position you warp to
  12136. val3 = group->val3; //as well as the mapindex to warp to.
  12137. }
  12138. break;
  12139. #ifndef RENEWAL
  12140. case HP_BASILICA:
  12141. val1 = src->id; // Store caster id.
  12142. break;
  12143. #endif
  12144. case PR_SANCTUARY:
  12145. case NPC_EVILLAND:
  12146. val1=skill_lv+3;
  12147. break;
  12148. case WZ_METEOR:
  12149. case SU_CN_METEOR:
  12150. case SU_CN_METEOR2:
  12151. limit = flag;
  12152. flag = 0; // Flag should not influence anything else for these skills
  12153. break;
  12154. case WZ_FIREPILLAR:
  12155. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  12156. return NULL;
  12157. if((flag&1)!=0)
  12158. limit=1000;
  12159. val1=skill_lv+2;
  12160. break;
  12161. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  12162. case AM_DEMONSTRATION:
  12163. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  12164. target = BCT_ALL;
  12165. break;
  12166. case HT_SKIDTRAP:
  12167. case MA_SKIDTRAP:
  12168. //Save position of caster
  12169. val1 = ((src->x)<<16)|(src->y);
  12170. case HT_ANKLESNARE:
  12171. case HT_SHOCKWAVE:
  12172. case HT_SANDMAN:
  12173. case MA_SANDMAN:
  12174. case HT_CLAYMORETRAP:
  12175. case HT_LANDMINE:
  12176. case MA_LANDMINE:
  12177. case HT_FLASHER:
  12178. case HT_FREEZINGTRAP:
  12179. case MA_FREEZINGTRAP:
  12180. case HT_BLASTMINE:
  12181. case RA_ELECTRICSHOCKER:
  12182. case RA_CLUSTERBOMB:
  12183. case RA_MAGENTATRAP:
  12184. case RA_COBALTTRAP:
  12185. case RA_MAIZETRAP:
  12186. case RA_VERDURETRAP:
  12187. case RA_FIRINGTRAP:
  12188. case RA_ICEBOUNDTRAP:
  12189. case RL_B_TRAP:
  12190. case SC_ESCAPE:
  12191. {
  12192. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  12193. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  12194. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  12195. req_item = req.itemid[i];
  12196. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  12197. break;
  12198. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  12199. target = BCT_ALL;
  12200. }
  12201. break;
  12202. case SA_LANDPROTECTOR:
  12203. case SA_VOLCANO:
  12204. case SA_DELUGE:
  12205. case SA_VIOLENTGALE:
  12206. case SC_CHAOSPANIC:
  12207. {
  12208. struct skill_unit_group *old_sg;
  12209. if ((old_sg = skill_locate_element_field(src)) != NULL)
  12210. { //HelloKitty confirmed that these are interchangeable,
  12211. //so you can change element and not consume gemstones.
  12212. if ((
  12213. old_sg->skill_id == SA_VOLCANO ||
  12214. old_sg->skill_id == SA_DELUGE ||
  12215. old_sg->skill_id == SA_VIOLENTGALE
  12216. ) && old_sg->limit > 0)
  12217. { //Use the previous limit (minus the elapsed time) [Skotlex]
  12218. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  12219. if (limit < 0) //This can happen...
  12220. limit = skill_get_time(skill_id,skill_lv);
  12221. }
  12222. skill_clear_group(src,1);
  12223. }
  12224. break;
  12225. }
  12226. case BA_WHISTLE:
  12227. val1 = skill_lv + status->agi / 10; // Flee increase
  12228. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  12229. if (sd) {
  12230. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  12231. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  12232. }
  12233. break;
  12234. case DC_HUMMING:
  12235. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  12236. if (sd)
  12237. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  12238. break;
  12239. case BA_POEMBRAGI:
  12240. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  12241. //For some reason at level 10 the base delay reduction is 50%.
  12242. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  12243. if (sd) {
  12244. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  12245. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  12246. }
  12247. break;
  12248. case DC_DONTFORGETME:
  12249. #ifdef RENEWAL
  12250. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  12251. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  12252. #else
  12253. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  12254. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  12255. #endif
  12256. if (sd) {
  12257. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  12258. #ifdef RENEWAL
  12259. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  12260. #else
  12261. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  12262. #endif
  12263. }
  12264. val1 *= 10; //Because 10 is actually 1% aspd
  12265. break;
  12266. case DC_SERVICEFORYOU:
  12267. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  12268. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  12269. if (sd) {
  12270. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  12271. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  12272. }
  12273. break;
  12274. case BA_ASSASSINCROSS:
  12275. if (sd)
  12276. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  12277. val1 += 5 + skill_lv + (status->agi / 20);
  12278. val1 *= 10; // ASPD works with 1000 as 100%
  12279. break;
  12280. case DC_FORTUNEKISS:
  12281. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  12282. val1 *= 10; //Because every 10 crit is an actual cri point.
  12283. if (sd)
  12284. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  12285. break;
  12286. case BD_DRUMBATTLEFIELD:
  12287. val1 = (skill_lv+1)*25; //Atk increase
  12288. val2 = (skill_lv+1)*2; //Def increase
  12289. break;
  12290. case BD_RINGNIBELUNGEN:
  12291. val1 = (skill_lv+2)*25; //Atk increase
  12292. break;
  12293. case BD_RICHMANKIM:
  12294. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  12295. break;
  12296. case BD_SIEGFRIED:
  12297. val1 = 55 + skill_lv*5; //Elemental Resistance
  12298. val2 = skill_lv*10; //Status ailment resistance
  12299. break;
  12300. case WE_CALLPARTNER:
  12301. if (sd) val1 = sd->status.partner_id;
  12302. break;
  12303. case WE_CALLPARENT:
  12304. if (sd) {
  12305. val1 = sd->status.father;
  12306. val2 = sd->status.mother;
  12307. }
  12308. break;
  12309. case WE_CALLBABY:
  12310. if (sd) val1 = sd->status.child;
  12311. break;
  12312. case NJ_KAENSIN:
  12313. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  12314. val2 = (skill_lv+1)/2 + 4;
  12315. break;
  12316. case NJ_SUITON:
  12317. skill_clear_group(src, 1);
  12318. break;
  12319. case GS_GROUNDDRIFT:
  12320. {
  12321. // Ground Drift Element is decided when it's placed.
  12322. int ele = skill_get_ele(skill_id, skill_lv);
  12323. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  12324. if (ele == ELE_RANDOM)
  12325. val1 = element[rnd()%5]; // Use random from available unit visual?
  12326. else if (ele == ELE_ENDOWED)
  12327. val1 = status_get_attack_sc_element(src,sc);
  12328. else if (ele == ELE_WEAPON) {
  12329. val1 = status->rhw.ele;
  12330. if (sc && sc->data[SC_ENCHANTARMS])
  12331. val1 = sc->data[SC_ENCHANTARMS]->val1;
  12332. }
  12333. switch (val1) {
  12334. case ELE_FIRE:
  12335. subunt++;
  12336. case ELE_WATER:
  12337. subunt++;
  12338. case ELE_POISON:
  12339. subunt++;
  12340. case ELE_DARK:
  12341. subunt++;
  12342. case ELE_WIND:
  12343. break;
  12344. default:
  12345. subunt = rnd()%5;
  12346. break;
  12347. }
  12348. break;
  12349. }
  12350. case GC_POISONSMOKE:
  12351. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  12352. return NULL;
  12353. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  12354. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  12355. limit = skill_get_time(skill_id, skill_lv);
  12356. break;
  12357. case GD_LEADERSHIP:
  12358. case GD_GLORYWOUNDS:
  12359. case GD_SOULCOLD:
  12360. case GD_HAWKEYES:
  12361. limit = 1000000;//it doesn't matter
  12362. break;
  12363. case LG_BANDING:
  12364. limit = -1;
  12365. break;
  12366. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  12367. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  12368. target = BCT_ALL;
  12369. case WM_SEVERE_RAINSTORM:
  12370. case SO_WATER_INSIGNIA:
  12371. case SO_FIRE_INSIGNIA:
  12372. case SO_WIND_INSIGNIA:
  12373. case SO_EARTH_INSIGNIA:
  12374. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  12375. return NULL;
  12376. break;
  12377. case SO_CLOUD_KILL:
  12378. skill_clear_group(src, 4);
  12379. break;
  12380. case SO_WARMER:
  12381. skill_clear_group(src, 8);
  12382. break;
  12383. case SO_FIREWALK:
  12384. case SO_ELECTRICWALK:
  12385. limit = skill_get_time2(skill_id, skill_lv);
  12386. break;
  12387. case GN_WALLOFTHORN:
  12388. // Turns to Firewall
  12389. if( flag&1 )
  12390. limit = 3000;
  12391. val3 = (x<<16)|y;
  12392. break;
  12393. case GN_DEMONIC_FIRE:
  12394. if (flag) { // Fire Expansion level 1
  12395. limit = flag + 10000;
  12396. flag = 0;
  12397. }
  12398. break;
  12399. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  12400. case GN_FIRE_EXPANSION_TEAR_GAS:
  12401. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  12402. break;
  12403. case KO_ZENKAI:
  12404. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  12405. val1 = sd->spiritcharm;
  12406. val2 = sd->spiritcharm_type;
  12407. limit = 6000 * val1;
  12408. subunt = sd->spiritcharm_type - 1;
  12409. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  12410. }
  12411. break;
  12412. #ifndef RENEWAL
  12413. case HW_GRAVITATION:
  12414. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  12415. link_group_id = sc->data[SC_GRAVITATION]->val4;
  12416. break;
  12417. #endif
  12418. case SO_VACUUM_EXTREME:
  12419. // Coordinates
  12420. val1 = x;
  12421. val2 = y;
  12422. val3 = 0; // Suck target at n seconds.
  12423. break;
  12424. case MH_VOLCANIC_ASH:
  12425. if (!map_flag_vs(src->m))
  12426. target = BCT_ENEMY;
  12427. break;
  12428. }
  12429. // Init skill unit group
  12430. nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,(flag & 1 ? skill->unit_id2 : skill->unit_id)+subunt, limit, interval)));
  12431. group->val1 = val1;
  12432. group->val2 = val2;
  12433. group->val3 = val3;
  12434. group->link_group_id = link_group_id;
  12435. group->target_flag = target;
  12436. group->bl_flag = skill_get_unit_bl_target(skill_id);
  12437. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  12438. group->state.song_dance = (((skill->unit_flag[UF_DANCE] || skill->unit_flag[UF_SONG])?1:0)|(skill->unit_flag[UF_ENSEMBLE]?2:0)); //Signals if this is a song/dance/duet
  12439. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  12440. group->item_id = req_item;
  12441. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  12442. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  12443. active_flag = 0;
  12444. // Put message for Talkie Box & Graffiti
  12445. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  12446. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  12447. if (sd)
  12448. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  12449. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  12450. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  12451. }
  12452. // Dance skill
  12453. if (group->state.song_dance) {
  12454. if(sd) {
  12455. sd->skill_id_dance = skill_id;
  12456. sd->skill_lv_dance = skill_lv;
  12457. }
  12458. if (
  12459. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  12460. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  12461. )
  12462. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  12463. }
  12464. // Set skill unit
  12465. limit = group->limit;
  12466. for( i = 0; i < layout->count; i++ ) {
  12467. struct skill_unit *unit;
  12468. int ux = x + layout->dx[i];
  12469. int uy = y + layout->dy[i];
  12470. int unit_val1 = skill_lv;
  12471. int unit_val2 = 0;
  12472. int alive = 1;
  12473. // are the coordinates out of range?
  12474. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  12475. continue;
  12476. }
  12477. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  12478. continue; // don't place skill units on walls (except for songs/dances/encores)
  12479. if( battle_config.skill_wall_check && skill->unit_flag[UF_PATHCHECK] && !path_search_long(NULL,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  12480. continue; // no path between cell and caster
  12481. switch( skill_id ) {
  12482. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  12483. case HT_LANDMINE:
  12484. case MA_LANDMINE:
  12485. case HT_ANKLESNARE:
  12486. case HT_SHOCKWAVE:
  12487. case HT_SANDMAN:
  12488. case MA_SANDMAN:
  12489. case HT_FLASHER:
  12490. case HT_FREEZINGTRAP:
  12491. case MA_FREEZINGTRAP:
  12492. case HT_SKIDTRAP:
  12493. case MA_SKIDTRAP:
  12494. case HT_CLAYMORETRAP:
  12495. case HT_BLASTMINE:
  12496. case SC_ESCAPE:
  12497. unit_val1 = 3500;
  12498. break;
  12499. case MG_FIREWALL:
  12500. case NJ_KAENSIN:
  12501. unit_val2 = group->val2;
  12502. break;
  12503. case WZ_ICEWALL:
  12504. unit_val1 = 200 + 200*skill_lv;
  12505. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  12506. break;
  12507. case WZ_WATERBALL:
  12508. //Check if there are cells that can be turned into waterball units
  12509. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  12510. || (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)
  12511. break; //Turn water, deluge or suiton into waterball cell
  12512. continue;
  12513. case GS_DESPERADO:
  12514. unit_val1 = abs(layout->dx[i]);
  12515. unit_val2 = abs(layout->dy[i]);
  12516. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  12517. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  12518. if (unit_val1) unit_val1--;
  12519. unit_val1 = 36 -12*unit_val1;
  12520. } else //Diagonal edges
  12521. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  12522. if (unit_val1 < 1) unit_val1 = 1;
  12523. unit_val2 = 0;
  12524. break;
  12525. case NPC_REVERBERATION:
  12526. unit_val1 = 1 + skill_lv;
  12527. break;
  12528. case WM_POEMOFNETHERWORLD:
  12529. unit_val1 = 1 + skill_lv;
  12530. break;
  12531. case GN_WALLOFTHORN:
  12532. if (flag&1) // Turned become Firewall
  12533. break;
  12534. unit_val1 = 2000 + 2000 * skill_lv; // HP
  12535. unit_val2 = 20; // Max hits
  12536. break;
  12537. case RL_B_TRAP:
  12538. unit_val1 = 3500;
  12539. unit_val2 = 0;
  12540. break;
  12541. default:
  12542. if (group->state.song_dance&0x1)
  12543. unit_val2 = (skill->unit_flag[UF_DANCE] ? (1 << UF_DANCE) : skill->unit_flag[UF_SONG] ? (1 << UF_SONG) : 0); //Store whether this is a song/dance
  12544. break;
  12545. }
  12546. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  12547. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  12548. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  12549. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  12550. // Check active cell to failing or remove current unit
  12551. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  12552. if( !alive )
  12553. continue;
  12554. nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  12555. unit->limit = limit;
  12556. unit->range = range;
  12557. if (skill_id == PF_FOGWALL && alive == 2)
  12558. { //Double duration of cells on top of Deluge/Suiton
  12559. unit->limit *= 2;
  12560. group->limit = unit->limit;
  12561. }
  12562. // Execute on all targets standing on this cell
  12563. if (range == 0 && active_flag)
  12564. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  12565. }
  12566. if (!group->alive_count)
  12567. { //No cells? Something that was blocked completely by Land Protector?
  12568. skill_delunitgroup(group);
  12569. return NULL;
  12570. }
  12571. //success, unit created.
  12572. switch( skill_id ) {
  12573. case NJ_TATAMIGAESHI: //Store number of tiles.
  12574. group->val1 = group->alive_count;
  12575. break;
  12576. }
  12577. return group;
  12578. }
  12579. /*==========================================
  12580. *
  12581. *------------------------------------------*/
  12582. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12583. {
  12584. skill_unit_onplace(unit, bl, tick);
  12585. }
  12586. /**
  12587. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  12588. * while skill unit initialized or moved (such by knock back).
  12589. * As a follow of skill_unit_effect flag &1
  12590. * @param unit
  12591. * @param bl Target
  12592. * @param tick
  12593. */
  12594. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12595. {
  12596. struct skill_unit_group *sg;
  12597. struct block_list *ss; // Actual source that cast the skill unit
  12598. struct status_change *sc;
  12599. struct status_change_entry *sce;
  12600. struct status_data *tstatus;
  12601. enum sc_type type;
  12602. uint16 skill_id;
  12603. nullpo_ret(unit);
  12604. nullpo_ret(bl);
  12605. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  12606. return 0;
  12607. nullpo_ret(sg = unit->group);
  12608. nullpo_ret(ss = map_id2bl(sg->src_id));
  12609. tstatus = status_get_status_data(bl);
  12610. if( (skill_get_type(sg->skill_id) == BF_MAGIC && ((battle_config.land_protector_behavior) ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) && sg->skill_id != SA_LANDPROTECTOR) ||
  12611. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  12612. return 0; //AoE skills are ineffective. [Skotlex]
  12613. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  12614. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  12615. return 0; //Songs don't work in Basilica
  12616. sc = status_get_sc(bl);
  12617. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  12618. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  12619. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  12620. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  12621. if (sc && sc->data[SC_HOVERING] && skill->inf2[INF2_IGNOREHOVERING])
  12622. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  12623. type = status_skill2sc(sg->skill_id);
  12624. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  12625. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  12626. switch (sg->unit_id) {
  12627. case UNT_SPIDERWEB:
  12628. if (sc) {
  12629. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  12630. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  12631. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12632. const struct TimerData* td;
  12633. struct map_data *mapdata = map_getmapdata(bl->m);
  12634. if (mapdata_flag_vs(mapdata))
  12635. sec /= 2;
  12636. if (sc->data[type]) {
  12637. if (sc->data[type]->val2 && sc->data[type]->val3 && sc->data[type]->val4) {
  12638. //Already triple affected, immune
  12639. sg->limit = DIFF_TICK(tick, sg->tick);
  12640. break;
  12641. }
  12642. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  12643. if (mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 3)
  12644. sec *= (sc->data[type]->val1 + 1);
  12645. else if(!mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 2)
  12646. sec *= (sc->data[type]->val1 + 1);
  12647. //Add group id to status change
  12648. if (sc->data[type]->val2 == 0)
  12649. sc->data[type]->val2 = sg->group_id;
  12650. else if (sc->data[type]->val3 == 0)
  12651. sc->data[type]->val3 = sg->group_id;
  12652. else if (sc->data[type]->val4 == 0)
  12653. sc->data[type]->val4 = sg->group_id;
  12654. //Overwrite status change with new duration
  12655. if ((td = get_timer(sc->data[type]->timer))!=NULL)
  12656. status_change_start(ss, bl, type, 10000, sc->data[type]->val1 + 1, sc->data[type]->val2, sc->data[type]->val3, sc->data[type]->val4,
  12657. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  12658. }
  12659. else {
  12660. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  12661. td = sc->data[type] ? get_timer(sc->data[type]->timer) : NULL;
  12662. if (td)
  12663. sec = DIFF_TICK(td->tick, tick);
  12664. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12665. clif_fixpos(bl);
  12666. }
  12667. else
  12668. sec = 3000; //Couldn't trap it?
  12669. }
  12670. sg->val2 = bl->id;
  12671. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12672. }
  12673. break;
  12674. case UNT_SAFETYWALL:
  12675. if (!sce)
  12676. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  12677. break;
  12678. case UNT_BLOODYLUST:
  12679. if (sg->src_id == bl->id)
  12680. break; //Does not affect the caster.
  12681. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  12682. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  12683. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  12684. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  12685. break;
  12686. case UNT_PNEUMA:
  12687. if (!sce)
  12688. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12689. break;
  12690. case UNT_CHAOSPANIC:
  12691. 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);
  12692. break;
  12693. case UNT_WARP_WAITING: {
  12694. int working = sg->val1&0xffff;
  12695. if(bl->type==BL_PC && !working){
  12696. struct map_session_data *sd = (struct map_session_data *)bl;
  12697. if((!sd->chatID || battle_config.chat_warpportal)
  12698. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  12699. {
  12700. int x = sg->val2>>16;
  12701. int y = sg->val2&0xffff;
  12702. int count = sg->val1>>16;
  12703. unsigned short m = sg->val3;
  12704. if( --count <= 0 )
  12705. skill_delunitgroup(sg);
  12706. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  12707. working = 1;/* we break it because officials break it, lovely stuff. */
  12708. sg->val1 = (count<<16)|working;
  12709. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), sd->group_level))
  12710. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  12711. }
  12712. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  12713. int16 m = map_mapindex2mapid(sg->val3);
  12714. if (m < 0) break; //Map not available on this map-server.
  12715. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  12716. }
  12717. }
  12718. break;
  12719. case UNT_QUAGMIRE:
  12720. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  12721. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12722. break;
  12723. case UNT_VOLCANO:
  12724. case UNT_DELUGE:
  12725. case UNT_VIOLENTGALE:
  12726. case UNT_FIRE_INSIGNIA:
  12727. case UNT_WATER_INSIGNIA:
  12728. case UNT_WIND_INSIGNIA:
  12729. case UNT_EARTH_INSIGNIA:
  12730. if(!sce)
  12731. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12732. break;
  12733. case UNT_WATER_BARRIER:
  12734. case UNT_ZEPHYR:
  12735. case UNT_POWER_OF_GAIA:
  12736. if (bl->id == ss->id)
  12737. break; // Doesn't affect the Elemental
  12738. if (!sce)
  12739. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12740. break;
  12741. case UNT_SUITON:
  12742. if(!sce)
  12743. sc_start4(ss, bl,type,100,sg->skill_lv,
  12744. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  12745. 0,0,sg->limit);
  12746. break;
  12747. case UNT_HERMODE:
  12748. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  12749. status_change_clear_buffs(bl, SCCB_BUFFS); //Should dispell only allies.
  12750. case UNT_RICHMANKIM:
  12751. case UNT_ETERNALCHAOS:
  12752. case UNT_DRUMBATTLEFIELD:
  12753. case UNT_RINGNIBELUNGEN:
  12754. case UNT_ROKISWEIL:
  12755. case UNT_INTOABYSS:
  12756. case UNT_SIEGFRIED:
  12757. //Needed to check when a dancer/bard leaves their ensemble area.
  12758. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12759. return skill_id;
  12760. if (!sce)
  12761. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12762. break;
  12763. case UNT_WHISTLE:
  12764. case UNT_ASSASSINCROSS:
  12765. case UNT_POEMBRAGI:
  12766. case UNT_APPLEIDUN:
  12767. case UNT_HUMMING:
  12768. case UNT_DONTFORGETME:
  12769. case UNT_FORTUNEKISS:
  12770. case UNT_SERVICEFORYOU:
  12771. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12772. return 0;
  12773. if (!sc) return 0;
  12774. if (!sce)
  12775. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12776. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  12777. sce->val4 = 0; //remove the mark that we stepped out
  12778. delete_timer(sce->timer, status_change_timer);
  12779. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  12780. }
  12781. break;
  12782. case UNT_FOGWALL:
  12783. if (!sce)
  12784. {
  12785. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  12786. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12787. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  12788. }
  12789. break;
  12790. #ifndef RENEWAL
  12791. case UNT_GRAVITATION:
  12792. if (!sce)
  12793. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  12794. break;
  12795. case UNT_BASILICA:
  12796. {
  12797. int i = battle_check_target(bl, bl, BCT_ENEMY);
  12798. if (i > 0) {
  12799. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  12800. break;
  12801. }
  12802. if (!sce && i <= 0)
  12803. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12804. }
  12805. break;
  12806. #endif
  12807. case UNT_MOONLIT:
  12808. //Knockback out of area if affected char isn't in Moonlit effect
  12809. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  12810. break;
  12811. if (ss == bl) //Also needed to prevent infinite loop crash.
  12812. break;
  12813. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  12814. break;
  12815. case UNT_REVERBERATION:
  12816. if (sg->src_id == bl->id)
  12817. break; //Does not affect the caster.
  12818. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12819. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  12820. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  12821. sg->unit_id = UNT_USED_TRAPS;
  12822. break;
  12823. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  12824. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  12825. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12826. break;
  12827. case UNT_FIRE_EXPANSION_TEAR_GAS:
  12828. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  12829. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  12830. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  12831. break;
  12832. case UNT_VOLCANIC_ASH:
  12833. if (!sce)
  12834. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  12835. break;
  12836. case UNT_KINGS_GRACE:
  12837. if (!sce) {
  12838. int state = 0;
  12839. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  12840. state |= BCT_GUILD;
  12841. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  12842. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  12843. }
  12844. break;
  12845. case UNT_STEALTHFIELD:
  12846. if( bl->id == sg->src_id )
  12847. break; // Doesn't work on self (video shows that)
  12848. if (!sce)
  12849. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12850. break;
  12851. case UNT_NEUTRALBARRIER:
  12852. if (!sce)
  12853. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  12854. break;
  12855. case UNT_WARMER:
  12856. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  12857. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12858. break;
  12859. case UNT_CATNIPPOWDER:
  12860. if (sg->src_id == bl->id)
  12861. break; // Does not affect the caster or Boss.
  12862. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  12863. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12864. break;
  12865. case UNT_NYANGGRASS:
  12866. if (!sce)
  12867. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12868. break;
  12869. case UNT_CREATINGSTAR:
  12870. if (!sce)
  12871. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  12872. break;
  12873. case UNT_GD_LEADERSHIP:
  12874. case UNT_GD_GLORYWOUNDS:
  12875. case UNT_GD_SOULCOLD:
  12876. case UNT_GD_HAWKEYES:
  12877. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  12878. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  12879. break;
  12880. }
  12881. return skill_id;
  12882. }
  12883. /**
  12884. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  12885. * @param unit Skill unit
  12886. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  12887. * @param tick
  12888. */
  12889. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12890. {
  12891. struct skill_unit_group *sg;
  12892. struct block_list *ss;
  12893. TBL_PC* tsd;
  12894. struct status_data *tstatus;
  12895. struct status_change *sc, *tsc;
  12896. struct skill_unit_group_tickset *ts;
  12897. enum sc_type type;
  12898. uint16 skill_id;
  12899. t_tick diff = 0;
  12900. nullpo_ret(unit);
  12901. nullpo_ret(bl);
  12902. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  12903. return 0;
  12904. nullpo_ret(sg = unit->group);
  12905. nullpo_ret(ss = map_id2bl(sg->src_id));
  12906. tsd = BL_CAST(BL_PC, bl);
  12907. tsc = status_get_sc(bl);
  12908. sc = status_get_sc(ss);
  12909. tstatus = status_get_status_data(bl);
  12910. type = status_skill2sc(sg->skill_id);
  12911. skill_id = sg->skill_id;
  12912. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  12913. if (sc && sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == bl->id && inf2[INF2_ISTRAP])
  12914. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  12915. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  12916. return 0; // Under Hovering characters are immune to trap and ground target skills.
  12917. if (sg->interval == -1) {
  12918. switch (sg->unit_id) {
  12919. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  12920. case UNT_FIREPILLAR_ACTIVE:
  12921. case UNT_ELECTRICSHOCKER:
  12922. case UNT_MANHOLE:
  12923. return 0;
  12924. default:
  12925. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  12926. return 0;
  12927. }
  12928. }
  12929. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  12930. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  12931. diff = DIFF_TICK(tick,ts->tick);
  12932. if (diff < 0)
  12933. return 0;
  12934. ts->tick = tick+sg->interval;
  12935. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  12936. ts->tick += (t_tick)sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  12937. }
  12938. // Wall of Thorn damaged by Fire element unit [Cydh]
  12939. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  12940. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  12941. struct skill_unit *su = (struct skill_unit *)bl;
  12942. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  12943. 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);
  12944. su->group->limit = sg->limit = 0;
  12945. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  12946. return skill_id;
  12947. }
  12948. }
  12949. switch (sg->unit_id) {
  12950. // Units that deals simple attack
  12951. case UNT_GRAVITATION:
  12952. case UNT_EARTHSTRAIN:
  12953. case UNT_FIREWALK:
  12954. case UNT_ELECTRICWALK:
  12955. case UNT_PSYCHIC_WAVE:
  12956. case UNT_MAKIBISHI:
  12957. case UNT_VENOMFOG:
  12958. case UNT_ICEMINE:
  12959. case UNT_FLAMECROSS:
  12960. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12961. break;
  12962. case UNT_DUMMYSKILL:
  12963. switch (sg->skill_id) {
  12964. case SG_SUN_WARM: //SG skills [Komurka]
  12965. case SG_MOON_WARM:
  12966. case SG_STAR_WARM: {
  12967. int count = 0;
  12968. const int x = bl->x, y = bl->y;
  12969. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  12970. do {
  12971. if( bl->type == BL_PC )
  12972. status_zap(bl, 0, 15); // sp damage to players
  12973. else // mobs
  12974. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  12975. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  12976. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  12977. } else { //should end when out of sp.
  12978. sg->limit = DIFF_TICK(tick,sg->tick);
  12979. break;
  12980. }
  12981. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  12982. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  12983. }
  12984. break;
  12985. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  12986. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  12987. if (tsc)
  12988. tsc->sg_counter++; //SG hit counter.
  12989. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  12990. tsc->sg_counter=0; //Attack absorbed.
  12991. break;
  12992. #endif
  12993. case GS_DESPERADO:
  12994. if (rnd()%100 < unit->val1)
  12995. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12996. break;
  12997. default:
  12998. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12999. }
  13000. break;
  13001. case UNT_FIREWALL:
  13002. case UNT_KAEN: {
  13003. int count = 0;
  13004. const int x = bl->x, y = bl->y;
  13005. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  13006. break;
  13007. //Take into account these hit more times than the timer interval can handle.
  13008. do
  13009. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  13010. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  13011. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  13012. if (unit->val2 <= 0)
  13013. skill_delunit(unit);
  13014. }
  13015. break;
  13016. case UNT_SANCTUARY:
  13017. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  13018. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  13019. 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) )
  13020. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  13021. } else {
  13022. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  13023. struct mob_data *md = BL_CAST(BL_MOB, bl);
  13024. #ifdef RENEWAL
  13025. if (md && md->mob_id == MOBID_EMPERIUM)
  13026. break;
  13027. #endif
  13028. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  13029. break;
  13030. if( tstatus->hp >= tstatus->max_hp )
  13031. break;
  13032. if( status_isimmune(bl) )
  13033. heal = 0;
  13034. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  13035. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  13036. heal = ~heal + 1;
  13037. status_heal(bl, heal, 0, 0);
  13038. }
  13039. break;
  13040. case UNT_EVILLAND:
  13041. //Will heal demon and undead element monsters, but not players.
  13042. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  13043. { //Damage enemies
  13044. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  13045. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13046. } else {
  13047. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  13048. if (tstatus->hp >= tstatus->max_hp)
  13049. break;
  13050. if (status_isimmune(bl))
  13051. heal = 0;
  13052. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  13053. status_heal(bl, heal, 0, 0);
  13054. }
  13055. break;
  13056. case UNT_MAGNUS:
  13057. #ifndef RENEWAL
  13058. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  13059. break;
  13060. #endif
  13061. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13062. break;
  13063. case UNT_FIREPILLAR_WAITING:
  13064. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  13065. skill_delunit(unit);
  13066. break;
  13067. case UNT_SKIDTRAP: {
  13068. //Knockback away from position of user during placement [Playtester]
  13069. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  13070. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  13071. sg->unit_id = UNT_USED_TRAPS;
  13072. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  13073. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  13074. //Target will be stopped for 3 seconds
  13075. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  13076. }
  13077. break;
  13078. case UNT_ANKLESNARE:
  13079. case UNT_MANHOLE:
  13080. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  13081. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  13082. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  13083. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  13084. if( td )
  13085. sec = DIFF_TICK(td->tick, tick);
  13086. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  13087. || !unit_blown_immune(bl,0x1) )
  13088. {
  13089. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  13090. clif_fixpos(bl);
  13091. }
  13092. sg->val2 = bl->id;
  13093. } else
  13094. sec = 3000; //Couldn't trap it?
  13095. if (sg->unit_id == UNT_ANKLESNARE) {
  13096. clif_skillunit_update(&unit->bl);
  13097. /**
  13098. * If you're snared from a trap that was invisible this makes the trap be
  13099. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  13100. * bugreport:3961
  13101. **/
  13102. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  13103. }
  13104. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  13105. sg->interval = -1;
  13106. unit->range = 0;
  13107. }
  13108. break;
  13109. case UNT_ELECTRICSHOCKER:
  13110. if( bl->id != ss->id ) {
  13111. 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) ) {
  13112. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  13113. clif_fixpos(bl);
  13114. }
  13115. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  13116. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  13117. }
  13118. break;
  13119. case UNT_VENOMDUST:
  13120. if(tsc && !tsc->data[type])
  13121. 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);
  13122. break;
  13123. case UNT_LANDMINE:
  13124. //Land Mine only hits single target
  13125. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13126. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  13127. sg->limit = 1500;
  13128. break;
  13129. case UNT_MAGENTATRAP:
  13130. case UNT_COBALTTRAP:
  13131. case UNT_MAIZETRAP:
  13132. case UNT_VERDURETRAP:
  13133. if( bl->type == BL_PC )// it won't work on players
  13134. break;
  13135. case UNT_FIRINGTRAP:
  13136. case UNT_ICEBOUNDTRAP:
  13137. case UNT_CLUSTERBOMB:
  13138. if( bl->id == ss->id )// it won't trigger on caster
  13139. break;
  13140. case UNT_BLASTMINE:
  13141. case UNT_SHOCKWAVE:
  13142. case UNT_SANDMAN:
  13143. case UNT_FLASHER:
  13144. case UNT_FREEZINGTRAP:
  13145. case UNT_FIREPILLAR_ACTIVE:
  13146. case UNT_CLAYMORETRAP:
  13147. {
  13148. int bl_flag = sg->bl_flag;
  13149. if (tsc && tsc->data[SC__MANHOLE])
  13150. break;
  13151. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  13152. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  13153. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  13154. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  13155. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  13156. sg->limit = DIFF_TICK(tick, sg->tick) +
  13157. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  13158. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  13159. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  13160. }
  13161. break;
  13162. case UNT_TALKIEBOX:
  13163. if (sg->src_id == bl->id)
  13164. break;
  13165. if (sg->val2 == 0) {
  13166. clif_talkiebox(&unit->bl, sg->valstr);
  13167. sg->unit_id = UNT_USED_TRAPS;
  13168. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  13169. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  13170. sg->val2 = -1;
  13171. }
  13172. break;
  13173. case UNT_LULLABY:
  13174. if (ss->id == bl->id)
  13175. break;
  13176. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  13177. break;
  13178. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  13179. if (ss->id != bl->id)
  13180. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  13181. break;
  13182. case UNT_DISSONANCE:
  13183. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13184. break;
  13185. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  13186. int heal;
  13187. #ifdef RENEWAL
  13188. struct mob_data *md = BL_CAST(BL_MOB, bl);
  13189. if (md && md->mob_id == MOBID_EMPERIUM)
  13190. break;
  13191. #endif
  13192. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13193. break; // affects self only when soullinked
  13194. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  13195. if (tsc->data[SC_AKAITSUKI] && heal)
  13196. heal = ~heal + 1;
  13197. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  13198. status_heal(bl, heal, 0, 0);
  13199. }
  13200. break;
  13201. case UNT_TATAMIGAESHI:
  13202. case UNT_DEMONSTRATION:
  13203. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13204. break;
  13205. case UNT_GOSPEL:
  13206. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  13207. break;
  13208. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  13209. { // Support Effect only on party, not guild
  13210. int heal;
  13211. int i = rnd() % 13; // Positive buff count
  13212. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  13213. switch (i)
  13214. {
  13215. case 0: // Heal 1000~9999 HP
  13216. heal = rnd() % 9000 + 1000;
  13217. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  13218. status_heal(bl, heal, 0, 0);
  13219. break;
  13220. case 1: // End all negative status
  13221. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  13222. if (tsd) clif_gospel_info(tsd, 0x15);
  13223. break;
  13224. case 2: // Immunity to all status
  13225. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  13226. if (tsd) clif_gospel_info(tsd, 0x16);
  13227. break;
  13228. case 3: // MaxHP +100%
  13229. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  13230. if (tsd) clif_gospel_info(tsd, 0x17);
  13231. break;
  13232. case 4: // MaxSP +100%
  13233. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  13234. if (tsd) clif_gospel_info(tsd, 0x18);
  13235. break;
  13236. case 5: // All stats +20
  13237. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  13238. if (tsd) clif_gospel_info(tsd, 0x19);
  13239. break;
  13240. case 6: // Level 10 Blessing
  13241. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  13242. break;
  13243. case 7: // Level 10 Increase AGI
  13244. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  13245. break;
  13246. case 8: // Enchant weapon with Holy element
  13247. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  13248. if (tsd) clif_gospel_info(tsd, 0x1c);
  13249. break;
  13250. case 9: // Enchant armor with Holy element
  13251. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  13252. if (tsd) clif_gospel_info(tsd, 0x1d);
  13253. break;
  13254. case 10: // DEF +25%
  13255. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  13256. if (tsd) clif_gospel_info(tsd, 0x1e);
  13257. break;
  13258. case 11: // ATK +100%
  13259. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  13260. if (tsd) clif_gospel_info(tsd, 0x1f);
  13261. break;
  13262. case 12: // HIT/Flee +50
  13263. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  13264. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  13265. if (tsd) clif_gospel_info(tsd, 0x20);
  13266. break;
  13267. }
  13268. }
  13269. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  13270. { // Offensive Effect
  13271. int i = rnd() % 10; // Negative buff count
  13272. switch (i)
  13273. {
  13274. case 0: // Deal 3000~7999 damage reduced by DEF
  13275. case 1: // Deal 1500~5499 damage unreducable
  13276. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  13277. break;
  13278. case 2: // Curse
  13279. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  13280. break;
  13281. case 3: // Blind
  13282. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  13283. break;
  13284. case 4: // Poison
  13285. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  13286. break;
  13287. case 5: // Level 10 Provoke
  13288. clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  13289. break;
  13290. case 6: // DEF -100%
  13291. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  13292. break;
  13293. case 7: // ATK -100%
  13294. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  13295. break;
  13296. case 8: // Flee -100%
  13297. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  13298. break;
  13299. case 9: // Speed/ASPD -25%
  13300. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  13301. break;
  13302. }
  13303. }
  13304. break;
  13305. #ifndef RENEWAL
  13306. case UNT_BASILICA:
  13307. {
  13308. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  13309. if (i > 0) {
  13310. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  13311. break;
  13312. }
  13313. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  13314. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  13315. }
  13316. break;
  13317. #endif
  13318. case UNT_GROUNDDRIFT_WIND:
  13319. case UNT_GROUNDDRIFT_DARK:
  13320. case UNT_GROUNDDRIFT_POISON:
  13321. case UNT_GROUNDDRIFT_WATER:
  13322. case UNT_GROUNDDRIFT_FIRE:
  13323. map_foreachinrange(skill_trap_splash,&unit->bl,
  13324. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  13325. &unit->bl,tick);
  13326. sg->unit_id = UNT_USED_TRAPS;
  13327. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  13328. sg->limit=DIFF_TICK(tick,sg->tick);
  13329. break;
  13330. case UNT_POISONSMOKE:
  13331. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  13332. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  13333. break;
  13334. case UNT_EPICLESIS:
  13335. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  13336. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  13337. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  13338. int hp, sp;
  13339. switch( sg->skill_lv ) {
  13340. case 1: case 2: hp = 3; sp = 2; break;
  13341. case 3: case 4: hp = 4; sp = 3; break;
  13342. case 5: default: hp = 5; sp = 4; break;
  13343. }
  13344. hp = tstatus->max_hp * hp / 100;
  13345. sp = tstatus->max_sp * sp / 100;
  13346. if (tstatus->hp < tstatus->max_hp)
  13347. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  13348. if (tstatus->sp < tstatus->max_sp)
  13349. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  13350. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  13351. hp = ~hp + 1;
  13352. status_heal(bl, hp, sp, 3);
  13353. }
  13354. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  13355. // Doesn't remove Invisibility or Chase Walk.
  13356. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  13357. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  13358. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  13359. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  13360. status_change_end(bl,SC_NEWMOON,INVALID_TIMER);
  13361. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  13362. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  13363. }
  13364. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  13365. }
  13366. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  13367. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  13368. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  13369. break;
  13370. case UNT_DIMENSIONDOOR:
  13371. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  13372. pc_randomwarp(tsd,CLR_TELEPORT);
  13373. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  13374. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  13375. break;
  13376. case UNT_REVERBERATION:
  13377. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  13378. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  13379. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  13380. sg->unit_id = UNT_USED_TRAPS;
  13381. break;
  13382. case UNT_SEVERE_RAINSTORM:
  13383. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 ) {
  13384. struct map_session_data *sd = BL_CAST(BL_PC, ss);
  13385. int weapon_flag = 0;
  13386. if (sd && (sd->status.weapon == W_MUSICAL || sd->status.weapon == W_WHIP))
  13387. weapon_flag = 4;
  13388. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,weapon_flag);
  13389. }
  13390. break;
  13391. case UNT_NETHERWORLD:
  13392. if (!status_bl_has_mode(bl,MD_STATUS_IMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  13393. if (!(tsc && tsc->data[type])) {
  13394. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  13395. sg->limit = DIFF_TICK(tick,sg->tick);
  13396. sg->unit_id = UNT_USED_TRAPS;
  13397. }
  13398. }
  13399. break;
  13400. case UNT_THORNS_TRAP:
  13401. if( tsc ) {
  13402. if( !sg->val2 ) {
  13403. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  13404. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  13405. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  13406. if( td )
  13407. sec = DIFF_TICK(td->tick, tick);
  13408. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  13409. clif_fixpos(bl);
  13410. sg->val2 = bl->id;
  13411. } else
  13412. sec = 3000; // Couldn't trap it?
  13413. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  13414. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  13415. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  13416. }
  13417. break;
  13418. case UNT_WALLOFTHORN:
  13419. if (unit->val2-- <= 0) // Max hit reached
  13420. break;
  13421. if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  13422. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  13423. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  13424. 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);
  13425. break;
  13426. case UNT_DEMONIC_FIRE:
  13427. switch( sg->val2 ) {
  13428. case 1:
  13429. default:
  13430. 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));
  13431. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  13432. break;
  13433. }
  13434. break;
  13435. case UNT_ZEPHYR:
  13436. if (ss == bl)
  13437. break; // Doesn't affect the Elemental
  13438. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  13439. break;
  13440. case UNT_CLOUD_KILL:
  13441. if (tsc && !tsc->data[type])
  13442. status_change_start(ss, bl, type, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF);
  13443. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13444. break;
  13445. case UNT_VACUUM_EXTREME:
  13446. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  13447. (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)
  13448. return 0;
  13449. if (unit_bl2ud(bl)->walktimer == INVALID_TIMER) // Apply effect and suck non-walking targets one-by-one each n seconds
  13450. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->group_id, (sg->val1<<16)|(sg->val2), ++sg->val3*500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  13451. break;
  13452. case UNT_BANDING:
  13453. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  13454. 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));
  13455. break;
  13456. case UNT_FIRE_MANTLE:
  13457. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  13458. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13459. break;
  13460. case UNT_ZENKAI_WATER:
  13461. case UNT_ZENKAI_LAND:
  13462. case UNT_ZENKAI_FIRE:
  13463. case UNT_ZENKAI_WIND:
  13464. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  13465. switch( sg->unit_id ) {
  13466. case UNT_ZENKAI_WATER:
  13467. switch (rnd()%2 + 1) {
  13468. case 1:
  13469. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13470. break;
  13471. case 2:
  13472. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13473. break;
  13474. }
  13475. break;
  13476. case UNT_ZENKAI_LAND:
  13477. switch (rnd()%2 + 1) {
  13478. case 1:
  13479. sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13480. break;
  13481. case 2:
  13482. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13483. break;
  13484. }
  13485. break;
  13486. case UNT_ZENKAI_FIRE:
  13487. 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));
  13488. break;
  13489. case UNT_ZENKAI_WIND:
  13490. switch (rnd()%3 + 1) {
  13491. case 1:
  13492. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13493. break;
  13494. case 2:
  13495. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13496. break;
  13497. case 3:
  13498. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13499. break;
  13500. }
  13501. break;
  13502. }
  13503. } else
  13504. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv));
  13505. break;
  13506. case UNT_LAVA_SLIDE:
  13507. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13508. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  13509. sg->limit = DIFF_TICK(tick, sg->tick);
  13510. break;
  13511. case UNT_POISON_MIST:
  13512. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13513. 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);
  13514. break;
  13515. case UNT_CHAOSPANIC:
  13516. if (tsc && tsc->data[type])
  13517. break;
  13518. 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);
  13519. break;
  13520. case UNT_B_TRAP:
  13521. if (tsc && tsc->data[type])
  13522. break;
  13523. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  13524. unit->val2++; // Mark as ever been used
  13525. break;
  13526. case UNT_FIRE_RAIN:
  13527. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  13528. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  13529. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  13530. break;
  13531. case UNT_MAGMA_ERUPTION:
  13532. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  13533. break;
  13534. }
  13535. if (bl->type == BL_MOB && ss != bl)
  13536. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  13537. return skill_id;
  13538. }
  13539. /**
  13540. * Triggered when a char steps out of a skill unit
  13541. * @param src Skill unit from char moved out
  13542. * @param bl Char
  13543. * @param tick
  13544. */
  13545. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  13546. {
  13547. struct skill_unit_group *sg;
  13548. struct status_change *sc;
  13549. struct status_change_entry *sce;
  13550. enum sc_type type;
  13551. nullpo_ret(src);
  13552. nullpo_ret(bl);
  13553. nullpo_ret(sg=src->group);
  13554. sc = status_get_sc(bl);
  13555. type = status_skill2sc(sg->skill_id);
  13556. sce = (sc && type != -1)?sc->data[type]:NULL;
  13557. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  13558. return 0;
  13559. switch(sg->unit_id){
  13560. case UNT_SAFETYWALL:
  13561. case UNT_PNEUMA:
  13562. case UNT_EPICLESIS://Arch Bishop
  13563. if (sce)
  13564. status_change_end(bl, type, INVALID_TIMER);
  13565. break;
  13566. #ifndef RENEWAL
  13567. case UNT_BASILICA:
  13568. if (sce && sce->val4 != bl->id)
  13569. status_change_end(bl, type, INVALID_TIMER);
  13570. break;
  13571. #endif
  13572. case UNT_HERMODE: //Clear Hermode if the owner moved.
  13573. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  13574. status_change_end(bl, type, INVALID_TIMER);
  13575. break;
  13576. case UNT_DISSONANCE:
  13577. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  13578. {
  13579. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  13580. if(skill_get_inf2(i, INF2_ISSONG)) {
  13581. type = status_skill2sc(i);
  13582. sce = (sc && type != -1)?sc->data[type]:NULL;
  13583. if(sce)
  13584. return i;
  13585. }
  13586. }
  13587. }
  13588. case UNT_WHISTLE:
  13589. case UNT_ASSASSINCROSS:
  13590. case UNT_POEMBRAGI:
  13591. case UNT_APPLEIDUN:
  13592. case UNT_HUMMING:
  13593. case UNT_DONTFORGETME:
  13594. case UNT_FORTUNEKISS:
  13595. case UNT_SERVICEFORYOU:
  13596. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13597. return -1;
  13598. }
  13599. return sg->skill_id;
  13600. }
  13601. /**
  13602. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  13603. * @param skill_id Skill ID
  13604. * @param bl A char
  13605. * @param tick
  13606. */
  13607. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  13608. {
  13609. struct status_change *sc;
  13610. struct status_change_entry *sce;
  13611. enum sc_type type;
  13612. sc = status_get_sc(bl);
  13613. if (sc && !sc->count)
  13614. sc = NULL;
  13615. type = status_skill2sc(skill_id);
  13616. sce = (sc && type != -1)?sc->data[type]:NULL;
  13617. switch (skill_id)
  13618. {
  13619. case WZ_QUAGMIRE:
  13620. if (bl->type==BL_MOB)
  13621. break;
  13622. if (sce)
  13623. status_change_end(bl, type, INVALID_TIMER);
  13624. break;
  13625. case BD_LULLABY:
  13626. case BD_RICHMANKIM:
  13627. case BD_ETERNALCHAOS:
  13628. case BD_DRUMBATTLEFIELD:
  13629. case BD_RINGNIBELUNGEN:
  13630. case BD_ROKISWEIL:
  13631. case BD_INTOABYSS:
  13632. case BD_SIEGFRIED:
  13633. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  13634. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  13635. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  13636. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  13637. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  13638. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  13639. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  13640. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  13641. }
  13642. case MH_STEINWAND:
  13643. case MG_SAFETYWALL:
  13644. case AL_PNEUMA:
  13645. case SA_VOLCANO:
  13646. case SA_DELUGE:
  13647. case SA_VIOLENTGALE:
  13648. case CG_HERMODE:
  13649. #ifndef RENEWAL
  13650. case HW_GRAVITATION:
  13651. case HP_BASILICA:
  13652. #endif
  13653. case NJ_SUITON:
  13654. case SC_MAELSTROM:
  13655. case EL_WATER_BARRIER:
  13656. case EL_ZEPHYR:
  13657. case EL_POWER_OF_GAIA:
  13658. case SO_WARMER:
  13659. case SO_FIRE_INSIGNIA:
  13660. case SO_WATER_INSIGNIA:
  13661. case SO_WIND_INSIGNIA:
  13662. case SO_EARTH_INSIGNIA:
  13663. case SJ_BOOKOFCREATINGSTAR:
  13664. case SC_BLOODYLUST:
  13665. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13666. case GN_FIRE_EXPANSION_TEAR_GAS:
  13667. case LG_KINGS_GRACE:
  13668. case NC_STEALTHFIELD:
  13669. case NC_NEUTRALBARRIER:
  13670. case SU_NYANGGRASS:
  13671. if (sce)
  13672. status_change_end(bl, type, INVALID_TIMER);
  13673. break;
  13674. case BA_DISSONANCE:
  13675. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  13676. {
  13677. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  13678. if(skill_get_inf2(i, INF2_ISSONG)){
  13679. type = status_skill2sc(i);
  13680. sce = (sc && type != -1)?sc->data[type]:NULL;
  13681. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  13682. delete_timer(sce->timer, status_change_timer);
  13683. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13684. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  13685. }
  13686. }
  13687. }
  13688. }
  13689. break;
  13690. case BA_POEMBRAGI:
  13691. case BA_WHISTLE:
  13692. case BA_ASSASSINCROSS:
  13693. case BA_APPLEIDUN:
  13694. case DC_HUMMING:
  13695. case DC_DONTFORGETME:
  13696. case DC_FORTUNEKISS:
  13697. case DC_SERVICEFORYOU:
  13698. if (sce)
  13699. {
  13700. delete_timer(sce->timer, status_change_timer);
  13701. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  13702. //not possible on our current implementation.
  13703. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13704. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  13705. }
  13706. break;
  13707. case PF_FOGWALL:
  13708. if (sce)
  13709. {
  13710. status_change_end(bl, type, INVALID_TIMER);
  13711. if ((sce=sc->data[SC_BLIND]))
  13712. {
  13713. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  13714. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  13715. else {
  13716. delete_timer(sce->timer, status_change_timer);
  13717. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  13718. }
  13719. }
  13720. }
  13721. break;
  13722. case GD_LEADERSHIP:
  13723. case GD_GLORYWOUNDS:
  13724. case GD_SOULCOLD:
  13725. case GD_HAWKEYES:
  13726. if( !(sce && sce->val4) )
  13727. status_change_end(bl, type, INVALID_TIMER);
  13728. break;
  13729. }
  13730. return skill_id;
  13731. }
  13732. /*==========================================
  13733. * Invoked when a unit cell has been placed/removed/deleted.
  13734. * flag values:
  13735. * flag&1: Invoke onplace function (otherwise invoke onout)
  13736. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  13737. * flag&8: Recursive
  13738. *------------------------------------------*/
  13739. static int skill_unit_effect(struct block_list* bl, va_list ap)
  13740. {
  13741. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  13742. struct skill_unit_group* group = unit->group;
  13743. t_tick tick = va_arg(ap,t_tick);
  13744. unsigned int flag = va_arg(ap,unsigned int);
  13745. uint16 skill_id;
  13746. bool dissonance = false;
  13747. bool isTarget = false;
  13748. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  13749. return 0;
  13750. nullpo_ret(group);
  13751. if( !(flag&8) ) {
  13752. dissonance = skill_dance_switch(unit, 0);
  13753. //Target-type check.
  13754. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  13755. }
  13756. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  13757. skill_id = group->skill_id;
  13758. if( isTarget ){
  13759. if( flag&1 )
  13760. skill_unit_onplace(unit,bl,tick);
  13761. else {
  13762. if( skill_unit_onout(unit,bl,tick) == -1 )
  13763. return 0; // Don't let a Bard/Dancer update their own song timer
  13764. }
  13765. if( flag&4 )
  13766. skill_unit_onleft(skill_id, bl, tick);
  13767. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  13768. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  13769. if( dissonance ) {
  13770. skill_dance_switch(unit, 1);
  13771. //we placed a dissonance, let's update
  13772. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  13773. }
  13774. return 0;
  13775. }
  13776. /**
  13777. * Check skill unit while receiving damage
  13778. * @param unit Skill unit
  13779. * @param damage Received damage
  13780. * @return Damage
  13781. */
  13782. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  13783. {
  13784. struct skill_unit_group *sg;
  13785. nullpo_ret(unit);
  13786. nullpo_ret(sg = unit->group);
  13787. switch( sg->unit_id ) {
  13788. case UNT_BLASTMINE:
  13789. case UNT_SKIDTRAP:
  13790. case UNT_LANDMINE:
  13791. case UNT_SHOCKWAVE:
  13792. case UNT_SANDMAN:
  13793. case UNT_FLASHER:
  13794. case UNT_CLAYMORETRAP:
  13795. case UNT_FREEZINGTRAP:
  13796. case UNT_ANKLESNARE:
  13797. case UNT_ICEWALL:
  13798. case UNT_WALLOFTHORN:
  13799. case UNT_REVERBERATION:
  13800. case UNT_NETHERWORLD:
  13801. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  13802. break;
  13803. default:
  13804. damage = 0;
  13805. break;
  13806. }
  13807. return damage;
  13808. }
  13809. /**
  13810. * Check char condition around the skill caster
  13811. * @param bl Char around area
  13812. * @param *c Counter for 'valid' condition found
  13813. * @param *p_sd Stores 'rid' of char found
  13814. * @param skill_id Skill ID
  13815. * @param skill_lv Level of used skill
  13816. */
  13817. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  13818. {
  13819. int *c, skill_id;
  13820. struct block_list *src;
  13821. struct map_session_data *sd;
  13822. struct map_session_data *tsd;
  13823. int *p_sd; //Contains the list of characters found.
  13824. nullpo_ret(bl);
  13825. nullpo_ret(tsd=(struct map_session_data*)bl);
  13826. nullpo_ret(src=va_arg(ap,struct block_list *));
  13827. nullpo_ret(sd=(struct map_session_data*)src);
  13828. c=va_arg(ap,int *);
  13829. p_sd = va_arg(ap, int *);
  13830. skill_id = va_arg(ap,int);
  13831. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  13832. if (skill_id == PR_BENEDICTIO) {
  13833. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  13834. return 0;
  13835. }
  13836. else if (is_chorus || skill_id == WL_COMET) {
  13837. if (*c == MAX_PARTY) // Check for partners for Chorus or Comet; Cap if the entire party is accounted for.
  13838. return 0;
  13839. }
  13840. else if (*c >= 1) // Check for one companion for all other cases.
  13841. return 0;
  13842. if (bl == src)
  13843. return 0;
  13844. if(pc_isdead(tsd))
  13845. return 0;
  13846. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  13847. return 0;
  13848. if( is_chorus ) {
  13849. if( tsd->status.party_id && sd->status.party_id &&
  13850. tsd->status.party_id == sd->status.party_id &&
  13851. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  13852. p_sd[(*c)++] = tsd->bl.id;
  13853. return 1;
  13854. } else {
  13855. switch(skill_id) {
  13856. case PR_BENEDICTIO: {
  13857. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  13858. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  13859. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  13860. && sd->status.sp >= 10)
  13861. p_sd[(*c)++]=tsd->bl.id;
  13862. return 1;
  13863. }
  13864. case AB_ADORAMUS:
  13865. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  13866. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  13867. p_sd[(*c)++] = tsd->bl.id;
  13868. return 1;
  13869. case WL_COMET:
  13870. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  13871. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  13872. p_sd[(*c)++] = tsd->bl.id;
  13873. return 1;
  13874. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  13875. {
  13876. uint16 skill_lv;
  13877. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  13878. return 0;
  13879. if (sd->status.sex != tsd->status.sex &&
  13880. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  13881. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  13882. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  13883. sd->status.party_id && tsd->status.party_id &&
  13884. sd->status.party_id == tsd->status.party_id &&
  13885. !tsd->sc.data[SC_DANCING])
  13886. {
  13887. p_sd[(*c)++]=tsd->bl.id;
  13888. return skill_lv;
  13889. }
  13890. }
  13891. break;
  13892. }
  13893. }
  13894. return 0;
  13895. }
  13896. /**
  13897. * Checks and stores partners for ensemble skills [Skotlex]
  13898. * Max partners is 2.
  13899. * @param sd Caster
  13900. * @param skill_id
  13901. * @param skill_lv
  13902. * @param range Area range to check
  13903. * @param cast_flag Special handle
  13904. */
  13905. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  13906. {
  13907. static int c=0;
  13908. static int p_sd[MAX_PARTY];
  13909. int i;
  13910. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  13911. if (!sd)
  13912. return 0;
  13913. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  13914. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  13915. if (cast_flag) { //Execute the skill on the partners.
  13916. struct map_session_data* tsd;
  13917. switch (skill_id) {
  13918. case PR_BENEDICTIO:
  13919. case WM_GREAT_ECHO:
  13920. for (i = 0; i < c; i++) {
  13921. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  13922. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  13923. }
  13924. return c;
  13925. case AB_ADORAMUS:
  13926. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  13927. i = 2 * (*skill_lv);
  13928. status_charge(&tsd->bl, 0, i);
  13929. }
  13930. break;
  13931. default:
  13932. if( is_chorus )
  13933. break;//Chorus skills are not to be parsed as ensembles
  13934. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  13935. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  13936. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  13937. 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);
  13938. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  13939. tsd->skill_id_dance = skill_id;
  13940. tsd->skill_lv_dance = *skill_lv;
  13941. #ifdef RENEWAL
  13942. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  13943. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  13944. #endif
  13945. }
  13946. }
  13947. return c;
  13948. }
  13949. }
  13950. //Else: new search for partners.
  13951. c = 0;
  13952. memset (p_sd, 0, sizeof(p_sd));
  13953. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  13954. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET && skill_id != WM_GREAT_ECHO ) //Apply the average lv to encore skills.
  13955. *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.
  13956. return c;
  13957. }
  13958. /**
  13959. * Sub function to count how many spawned mob is around.
  13960. * Some skills check with matched AI.
  13961. * @param rid Source ID
  13962. * @param mob_class Monster ID
  13963. * @param skill_id Used skill
  13964. * @param *c Counter for found monster
  13965. */
  13966. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  13967. {
  13968. int *c,src_id,mob_class,skill;
  13969. uint16 ai;
  13970. struct mob_data *md;
  13971. md=(struct mob_data*)bl;
  13972. src_id=va_arg(ap,int);
  13973. mob_class=va_arg(ap,int);
  13974. skill=va_arg(ap,int);
  13975. c=va_arg(ap,int *);
  13976. 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);
  13977. if( md->master_id != src_id || md->special_state.ai != ai)
  13978. return 0; //Non alchemist summoned mobs have nothing to do here.
  13979. if(md->mob_id==mob_class)
  13980. (*c)++;
  13981. return 1;
  13982. }
  13983. /**
  13984. * Determines if a given skill should be made to consume ammo
  13985. * when used by the player. [Skotlex]
  13986. * @param sd Player
  13987. * @param skill_id Skill ID
  13988. * @return True if skill is need ammo; False otherwise.
  13989. */
  13990. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  13991. {
  13992. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  13993. return (
  13994. battle_config.arrow_decrement == 2 &&
  13995. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  13996. skill_id != HT_PHANTASMIC &&
  13997. skill->skill_type == BF_WEAPON &&
  13998. !skill->nk[NK_NODAMAGE] &&
  13999. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  14000. );
  14001. }
  14002. /**
  14003. * Check SC required to cast a skill
  14004. * @param sc
  14005. * @param skill_id
  14006. * @return True if condition is met, False otherwise
  14007. **/
  14008. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require) {
  14009. if (require == nullptr || require->status.empty())
  14010. return true;
  14011. nullpo_ret(sd);
  14012. status_change *sc = &sd->sc;
  14013. if (sc == nullptr) {
  14014. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  14015. return false;
  14016. }
  14017. // May have multiple requirements
  14018. for (const auto &reqStatus : require->status) {
  14019. if (reqStatus == SC_NONE)
  14020. continue;
  14021. useskill_fail_cause cause;
  14022. switch (reqStatus) {
  14023. // Official fail message
  14024. case SC_PUSH_CART:
  14025. cause = USESKILL_FAIL_CART;
  14026. break;
  14027. case SC_POISONINGWEAPON:
  14028. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  14029. break;
  14030. case SC_WEAPONBLOCK_ON:
  14031. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  14032. break;
  14033. default:
  14034. cause = USESKILL_FAIL_LEVEL;
  14035. break;
  14036. }
  14037. if (!sc->data[reqStatus]) {
  14038. clif_skill_fail(sd, skill_id, cause, 0);
  14039. return false;
  14040. }
  14041. }
  14042. return true;
  14043. }
  14044. /**
  14045. * Check skill condition when cast begin
  14046. * For ammo, only check if the skill need ammo
  14047. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  14048. * @param sd Player who uses skill
  14049. * @param skill_id ID of used skill
  14050. * @param skill_lv Level of used skill
  14051. * @return true: All condition passed, false: Failed
  14052. */
  14053. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14054. {
  14055. struct status_data *status;
  14056. struct status_change *sc;
  14057. struct s_skill_condition require;
  14058. int i;
  14059. nullpo_retr(false,sd);
  14060. if (sd->chatID)
  14061. return false;
  14062. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  14063. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  14064. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  14065. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  14066. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  14067. return true;
  14068. }
  14069. switch( sd->menuskill_id ) {
  14070. case AM_PHARMACY:
  14071. switch( skill_id ) {
  14072. case AM_PHARMACY:
  14073. case AC_MAKINGARROW:
  14074. case BS_REPAIRWEAPON:
  14075. case AM_TWILIGHT1:
  14076. case AM_TWILIGHT2:
  14077. case AM_TWILIGHT3:
  14078. return false;
  14079. }
  14080. break;
  14081. case GN_MIX_COOKING:
  14082. case GN_MAKEBOMB:
  14083. case GN_S_PHARMACY:
  14084. case GN_CHANGEMATERIAL:
  14085. if( sd->menuskill_id != skill_id )
  14086. return false;
  14087. break;
  14088. }
  14089. status = &sd->battle_status;
  14090. sc = &sd->sc;
  14091. if( !sc->count )
  14092. sc = NULL;
  14093. if( sd->skillitem == skill_id )
  14094. {
  14095. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  14096. sd->state.abra_flag = 0;
  14097. else
  14098. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  14099. if( (i = sd->itemindex) == -1 ||
  14100. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  14101. sd->inventory_data[i] == NULL ||
  14102. !sd->inventory_data[i]->flag.delay_consume ||
  14103. sd->inventory.u.items_inventory[i].amount < 1
  14104. )
  14105. { //Something went wrong, item exploit?
  14106. sd->itemid = sd->itemindex = -1;
  14107. return false;
  14108. }
  14109. //Consume
  14110. sd->itemid = sd->itemindex = -1;
  14111. 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]
  14112. ; //Do not consume item.
  14113. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  14114. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  14115. }
  14116. if(!sd->skillitem_keep_requirement)
  14117. return true;
  14118. }
  14119. if( pc_is90overweight(sd) ) {
  14120. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  14121. return false;
  14122. }
  14123. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  14124. return false;
  14125. //Checks if disabling skill - in which case no SP requirements are necessary
  14126. if( sc && skill_disable_check(sc,skill_id))
  14127. return true;
  14128. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  14129. // Check the skills that can be used while mounted on a warg
  14130. if( pc_isridingwug(sd) ) {
  14131. if(!inf2[INF2_ALLOWONWARG])
  14132. return false; // in official there is no message.
  14133. }
  14134. if( pc_ismadogear(sd) ) {
  14135. // Skills that are unusable when Mado is equipped. [Jobbie]
  14136. if(!inf2[INF2_ALLOWONMADO]){
  14137. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
  14138. return false;
  14139. }
  14140. }
  14141. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  14142. // return false;
  14143. require = skill_get_requirement(sd,skill_id,skill_lv);
  14144. //Can only update state when weapon/arrow info is checked.
  14145. sd->state.arrow_atk = require.ammo?1:0;
  14146. // perform skill-group checks
  14147. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  14148. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  14149. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14150. return false;
  14151. }
  14152. }
  14153. else if(inf2[INF2_ISENSEMBLE]) {
  14154. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  14155. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14156. return false;
  14157. }
  14158. }
  14159. // perform skill-specific checks (and actions)
  14160. switch( skill_id ) {
  14161. case RG_GRAFFITI:
  14162. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  14163. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14164. return false;
  14165. }
  14166. break;
  14167. case SO_SPELLFIST:
  14168. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  14169. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14170. return false;
  14171. }
  14172. case SA_CASTCANCEL:
  14173. if(sd->ud.skilltimer == INVALID_TIMER) {
  14174. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14175. return false;
  14176. }
  14177. break;
  14178. case AS_CLOAKING:
  14179. {
  14180. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  14181. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  14182. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  14183. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  14184. int di;
  14185. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  14186. if( di == 8 ) {
  14187. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14188. return false;
  14189. }
  14190. }
  14191. break;
  14192. }
  14193. case AL_WARP:
  14194. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  14195. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  14196. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  14197. return false;
  14198. }
  14199. break;
  14200. case AL_HOLYWATER:
  14201. if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) {
  14202. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14203. return false;
  14204. }
  14205. break;
  14206. case MO_CALLSPIRITS:
  14207. if(sc && sc->data[SC_RAISINGDRAGON])
  14208. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  14209. if(sd->spiritball >= skill_lv) {
  14210. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14211. return false;
  14212. }
  14213. break;
  14214. case MO_FINGEROFFENSIVE:
  14215. case GS_FLING:
  14216. case SR_RIDEINLIGHTNING:
  14217. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  14218. sd->spiritball_old = require.spiritball = sd->spiritball;
  14219. else
  14220. sd->spiritball_old = require.spiritball;
  14221. break;
  14222. case MO_CHAINCOMBO:
  14223. if(!sc)
  14224. return false;
  14225. if(sc->data[SC_BLADESTOP])
  14226. break;
  14227. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  14228. break;
  14229. return false;
  14230. case MO_COMBOFINISH:
  14231. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  14232. return false;
  14233. break;
  14234. case CH_TIGERFIST:
  14235. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  14236. return false;
  14237. break;
  14238. case CH_CHAINCRUSH:
  14239. if(!(sc && sc->data[SC_COMBO]))
  14240. return false;
  14241. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  14242. return false;
  14243. break;
  14244. case SJ_SOLARBURST:
  14245. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SJ_PROMINENCEKICK))
  14246. return 0;
  14247. break;
  14248. case MO_EXTREMITYFIST:
  14249. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  14250. // return false;
  14251. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  14252. break;
  14253. if( sc && sc->data[SC_COMBO] ) {
  14254. switch(sc->data[SC_COMBO]->val1) {
  14255. case MO_COMBOFINISH:
  14256. case CH_TIGERFIST:
  14257. case CH_CHAINCRUSH:
  14258. break;
  14259. default:
  14260. return false;
  14261. }
  14262. }
  14263. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  14264. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14265. return false;
  14266. }
  14267. #ifdef RENEWAL
  14268. sd->spiritball_old = sd->spiritball;
  14269. #endif
  14270. break;
  14271. case TK_MISSION:
  14272. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  14273. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14274. return false;
  14275. }
  14276. break;
  14277. case ASC_EDP:
  14278. #ifdef RENEWAL
  14279. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  14280. #else
  14281. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  14282. #endif
  14283. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14284. return false;
  14285. }
  14286. break;
  14287. case TK_READYCOUNTER:
  14288. case TK_READYDOWN:
  14289. case TK_READYSTORM:
  14290. case TK_READYTURN:
  14291. case TK_JUMPKICK:
  14292. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  14293. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14294. return false;
  14295. }
  14296. break;
  14297. case TK_TURNKICK:
  14298. case TK_STORMKICK:
  14299. case TK_DOWNKICK:
  14300. case TK_COUNTER:
  14301. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  14302. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  14303. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  14304. return false; //Combo needs to be ready
  14305. if (sc->data[SC_COMBO]->val3) { //Kick chain
  14306. //Do not repeat a kick.
  14307. if (sc->data[SC_COMBO]->val3 != skill_id)
  14308. break;
  14309. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  14310. return false;
  14311. }
  14312. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  14313. unit_cancel_combo(&sd->bl);
  14314. return false;
  14315. }
  14316. break; //Combo ready.
  14317. #ifndef RENEWAL
  14318. case BD_ADAPTATION:
  14319. {
  14320. int time;
  14321. if(!(sc && sc->data[SC_DANCING])) {
  14322. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14323. return false;
  14324. }
  14325. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  14326. if (skill_get_time(
  14327. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  14328. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  14329. - time < skill_get_time2(skill_id,skill_lv))
  14330. {
  14331. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14332. return false;
  14333. }
  14334. }
  14335. break;
  14336. #endif
  14337. case PR_BENEDICTIO:
  14338. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  14339. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14340. return false;
  14341. }
  14342. break;
  14343. case SL_SMA:
  14344. if(sc && !(sc->data[SC_SMA] || sc->data[SC_USE_SKILL_SP_SHA]))
  14345. return false;
  14346. break;
  14347. case HT_POWER:
  14348. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  14349. return false;
  14350. break;
  14351. #ifndef RENEWAL
  14352. case CG_HERMODE:
  14353. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  14354. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14355. return false;
  14356. }
  14357. break;
  14358. #endif
  14359. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  14360. {
  14361. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  14362. int size = range*2+1;
  14363. for (s=0;s<size*size;s++) {
  14364. int x = sd->bl.x+(s%size-range);
  14365. int y = sd->bl.y+(s/size-range);
  14366. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  14367. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14368. return false;
  14369. }
  14370. }
  14371. }
  14372. break;
  14373. case PR_REDEMPTIO:
  14374. case LG_INSPIRATION:
  14375. {
  14376. t_exp exp;
  14377. uint32 exp_needp;
  14378. switch (skill_id) {
  14379. case PR_REDEMPTIO:
  14380. exp_needp = battle_config.exp_cost_redemptio;
  14381. break;
  14382. case LG_INSPIRATION:
  14383. exp_needp = battle_config.exp_cost_inspiration;
  14384. break;
  14385. }
  14386. if (exp_needp && ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage_exp(sd->status.base_exp, exp) < exp_needp)) {
  14387. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  14388. return false;
  14389. }
  14390. break;
  14391. }
  14392. #ifndef RENEWAL
  14393. case HP_BASILICA:
  14394. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  14395. if( sd ) {
  14396. // When castbegin, needs 7x7 clear area
  14397. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  14398. int size = range*2+1;
  14399. for( s=0;s<size*size;s++ ) {
  14400. int x = sd->bl.x+(s%size-range);
  14401. int y = sd->bl.y+(s/size-range);
  14402. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  14403. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14404. return false;
  14405. }
  14406. }
  14407. if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  14408. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14409. return false;
  14410. }
  14411. }
  14412. }
  14413. break;
  14414. #endif
  14415. case AM_TWILIGHT2:
  14416. case AM_TWILIGHT3:
  14417. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  14418. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14419. return false;
  14420. }
  14421. break;
  14422. case SG_SUN_WARM:
  14423. case SG_MOON_WARM:
  14424. case SG_STAR_WARM:
  14425. if (sc && sc->data[SC_MIRACLE])
  14426. break;
  14427. i = skill_id-SG_SUN_WARM;
  14428. if (sd->bl.m == sd->feel_map[i].m)
  14429. break;
  14430. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14431. return false;
  14432. break;
  14433. case SG_SUN_COMFORT:
  14434. case SG_MOON_COMFORT:
  14435. case SG_STAR_COMFORT:
  14436. if (sc && sc->data[SC_MIRACLE])
  14437. break;
  14438. i = skill_id-SG_SUN_COMFORT;
  14439. if (sd->bl.m == sd->feel_map[i].m &&
  14440. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  14441. break;
  14442. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14443. return false;
  14444. case SG_FUSION:
  14445. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  14446. break;
  14447. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  14448. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  14449. if( require.sp > 0 ) {
  14450. if (status->sp < (unsigned int)require.sp)
  14451. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14452. else
  14453. status_zap(&sd->bl, 0, require.sp);
  14454. }
  14455. return false;
  14456. case GD_BATTLEORDER:
  14457. case GD_REGENERATION:
  14458. case GD_RESTORE:
  14459. if (!map_flag_gvg2(sd->bl.m)) {
  14460. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14461. return false;
  14462. }
  14463. case GD_EMERGENCYCALL:
  14464. case GD_ITEMEMERGENCYCALL:
  14465. // other checks were already done in skill_isNotOk()
  14466. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  14467. return false;
  14468. break;
  14469. case GS_GLITTERING:
  14470. case RL_RICHS_COIN:
  14471. if(sd->spiritball >= 10) {
  14472. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14473. return false;
  14474. }
  14475. break;
  14476. case NJ_ISSEN:
  14477. #ifdef RENEWAL
  14478. if (status->hp < (status->hp/100)) {
  14479. #else
  14480. if (status->hp < 2) {
  14481. #endif
  14482. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14483. return false;
  14484. }
  14485. case NJ_BUNSINJYUTSU:
  14486. if (!(sc && sc->data[SC_NEN])) {
  14487. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14488. return false;
  14489. }
  14490. break;
  14491. case NJ_ZENYNAGE:
  14492. case KO_MUCHANAGE:
  14493. if(sd->status.zeny < require.zeny) {
  14494. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14495. return false;
  14496. }
  14497. break;
  14498. case PF_HPCONVERSION:
  14499. if (status->sp == status->max_sp)
  14500. return false; //Unusable when at full SP.
  14501. break;
  14502. case SP_KAUTE: // Fail if below 30% MaxHP.
  14503. if (status->hp < 30 * status->max_hp / 100) {
  14504. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14505. return false;
  14506. }
  14507. break;
  14508. case AM_CALLHOMUN: //Can't summon if a hom is already out
  14509. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  14510. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14511. return false;
  14512. }
  14513. break;
  14514. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  14515. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  14516. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14517. return false;
  14518. }
  14519. break;
  14520. case AB_ANCILLA: {
  14521. int count = 0;
  14522. for( i = 0; i < MAX_INVENTORY; i++ )
  14523. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  14524. count += sd->inventory.u.items_inventory[i].amount;
  14525. if( count >= 3 ) {
  14526. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  14527. return false;
  14528. }
  14529. }
  14530. break;
  14531. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  14532. case WL_COMET:
  14533. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  14534. && sd->special_state.no_gemstone == 0
  14535. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  14536. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14537. return false;
  14538. }
  14539. break;
  14540. case WL_SUMMONFB:
  14541. case WL_SUMMONBL:
  14542. case WL_SUMMONWB:
  14543. case WL_SUMMONSTONE:
  14544. if( sc ) {
  14545. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  14546. if( i == SC_SPHERE_5+1 ) { // No more free slots
  14547. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  14548. return false;
  14549. }
  14550. }
  14551. break;
  14552. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  14553. if( sc ) {
  14554. int j = 0;
  14555. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  14556. if( sc->data[i] ) {
  14557. j++;
  14558. }
  14559. if( j < 4 ) { // Need 4 spheres minimum
  14560. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14561. return false;
  14562. }
  14563. }
  14564. else { // no status at all? no spheres present
  14565. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14566. return false;
  14567. }
  14568. break;
  14569. case GC_HALLUCINATIONWALK:
  14570. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  14571. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14572. return false;
  14573. }
  14574. break;
  14575. case RA_WUGMASTERY:
  14576. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  14577. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14578. return false;
  14579. }
  14580. break;
  14581. case RA_WUGSTRIKE:
  14582. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  14583. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14584. return false;
  14585. }
  14586. break;
  14587. case RA_WUGRIDER:
  14588. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  14589. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14590. return false;
  14591. }
  14592. break;
  14593. case RA_WUGDASH:
  14594. if(!pc_isridingwug(sd)) {
  14595. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14596. return false;
  14597. }
  14598. else {
  14599. int16 sx = sd->bl.x;
  14600. int16 sy = sd->bl.y;
  14601. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  14602. switch (dir) {
  14603. case 0: case 8: sy++; break;
  14604. case 1: sx--; sy++; break;
  14605. case 2: sx--; break;
  14606. case 3: sx--; sy--; break;
  14607. case 4: sy--; break;
  14608. case 5: sx++; sy--; break;
  14609. case 6: sx++; break;
  14610. case 7: sx++; sy++; break;
  14611. }
  14612. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  14613. return false;
  14614. }
  14615. }
  14616. break;
  14617. case LG_BANDING:
  14618. if( sc && sc->data[SC_INSPIRATION] ) {
  14619. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14620. return false;
  14621. }
  14622. break;
  14623. case LG_PRESTIGE:
  14624. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  14625. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14626. return false;
  14627. }
  14628. break;
  14629. case LG_RAGEBURST:
  14630. if( sd->spiritball == 0 ) {
  14631. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  14632. return false;
  14633. }
  14634. sd->spiritball_old = require.spiritball = sd->spiritball;
  14635. break;
  14636. case LG_SHIELDSPELL: {
  14637. short index = sd->equip_index[EQI_HAND_L];
  14638. struct item_data *shield_data = NULL;
  14639. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  14640. shield_data = sd->inventory_data[index];
  14641. 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.
  14642. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14643. break;
  14644. }
  14645. }
  14646. break;
  14647. case LG_HESPERUSLIT:
  14648. if (sc && sc->data[SC_INSPIRATION])
  14649. return true; // Don't check for partner.
  14650. if (!(sc && sc->data[SC_BANDING])) {
  14651. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14652. return false;
  14653. }
  14654. if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < 3)
  14655. return false; // Just fails, no msg here.
  14656. break;
  14657. case LG_RAYOFGENESIS:
  14658. if (sc && sc->data[SC_INSPIRATION])
  14659. return true; // Don't check for partner.
  14660. break;
  14661. case SR_FALLENEMPIRE:
  14662. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  14663. return false;
  14664. break;
  14665. case SR_CRESCENTELBOW:
  14666. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  14667. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  14668. return false;
  14669. }
  14670. break;
  14671. case SR_CURSEDCIRCLE:
  14672. if (map_flag_gvg2(sd->bl.m)) {
  14673. if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  14674. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  14675. char output[128];
  14676. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  14677. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  14678. return false;
  14679. }
  14680. }
  14681. if( sd->spiritball > 0 )
  14682. sd->spiritball_old = require.spiritball = sd->spiritball;
  14683. else {
  14684. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14685. return false;
  14686. }
  14687. break;
  14688. case SR_GATEOFHELL:
  14689. if( sd->spiritball > 0 )
  14690. sd->spiritball_old = require.spiritball;
  14691. break;
  14692. case SC_MANHOLE:
  14693. case SC_DIMENSIONDOOR:
  14694. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  14695. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14696. return false;
  14697. }
  14698. break;
  14699. case SC_FEINTBOMB:
  14700. 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) ) {
  14701. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14702. return false;
  14703. }
  14704. break;
  14705. case WM_GREAT_ECHO: {
  14706. int count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 1);
  14707. if (count > 0)
  14708. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  14709. }
  14710. break;
  14711. case SO_FIREWALK:
  14712. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  14713. if( sc && sc->data[SC_PROPERTYWALK] &&
  14714. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  14715. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14716. return false;
  14717. }
  14718. break;
  14719. case SO_EL_CONTROL:
  14720. if( !sd->status.ele_id || !sd->ed ) {
  14721. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14722. return false;
  14723. }
  14724. break;
  14725. case KO_JYUMONJIKIRI:
  14726. if (sd->weapontype1 && (sd->weapontype2 || sd->status.shield))
  14727. return true;
  14728. else {
  14729. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14730. return false;
  14731. }
  14732. break;
  14733. case KO_KAHU_ENTEN:
  14734. case KO_HYOUHU_HUBUKI:
  14735. case KO_KAZEHU_SEIRAN:
  14736. case KO_DOHU_KOUKAI:
  14737. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  14738. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  14739. return false;
  14740. }
  14741. break;
  14742. case KO_KAIHOU:
  14743. case KO_ZENKAI:
  14744. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  14745. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  14746. return false;
  14747. }
  14748. break;
  14749. case SJ_FULLMOONKICK:
  14750. if (!(sc && sc->data[SC_NEWMOON])) {
  14751. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  14752. return false;
  14753. }
  14754. break;
  14755. case SJ_STAREMPEROR:
  14756. case SJ_NOVAEXPLOSING:
  14757. case SJ_GRAVITYCONTROL:
  14758. case SJ_BOOKOFDIMENSION:
  14759. case SJ_BOOKOFCREATINGSTAR:
  14760. case SP_SOULDIVISION:
  14761. case SP_SOULEXPLOSION:
  14762. if (!map_flag_vs(sd->bl.m)) {
  14763. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  14764. return false;
  14765. }
  14766. break;
  14767. case SP_SWHOO:
  14768. if (!(sc && sc->data[SC_USE_SKILL_SP_SPA]))
  14769. return false;
  14770. break;
  14771. }
  14772. /* check state required */
  14773. switch (require.state) {
  14774. case ST_HIDDEN:
  14775. if(!pc_ishiding(sd)) {
  14776. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14777. return false;
  14778. }
  14779. break;
  14780. case ST_RIDING:
  14781. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  14782. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14783. return false;
  14784. }
  14785. break;
  14786. case ST_FALCON:
  14787. if(!pc_isfalcon(sd)) {
  14788. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14789. return false;
  14790. }
  14791. break;
  14792. case ST_CART:
  14793. if(!pc_iscarton(sd)) {
  14794. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  14795. return false;
  14796. }
  14797. break;
  14798. case ST_SHIELD:
  14799. if(sd->status.shield <= 0) {
  14800. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14801. return false;
  14802. }
  14803. break;
  14804. case ST_RECOVER_WEIGHT_RATE:
  14805. #ifdef RENEWAL
  14806. if(pc_is70overweight(sd)) {
  14807. #else
  14808. if(pc_is50overweight(sd)) {
  14809. #endif
  14810. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14811. return false;
  14812. }
  14813. break;
  14814. case ST_MOVE_ENABLE:
  14815. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  14816. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  14817. if (!unit_can_move(&sd->bl)) {
  14818. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14819. return false;
  14820. }
  14821. break;
  14822. case ST_WATER:
  14823. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  14824. break;
  14825. 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))
  14826. break;
  14827. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14828. return false;
  14829. case ST_RIDINGDRAGON:
  14830. if( !pc_isridingdragon(sd) ) {
  14831. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  14832. return false;
  14833. }
  14834. break;
  14835. case ST_WUG:
  14836. if( !pc_iswug(sd) ) {
  14837. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14838. return false;
  14839. }
  14840. break;
  14841. case ST_RIDINGWUG:
  14842. if( !pc_isridingwug(sd) ) {
  14843. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14844. return false;
  14845. }
  14846. break;
  14847. case ST_MADO:
  14848. if( !pc_ismadogear(sd) ) {
  14849. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  14850. return false;
  14851. }
  14852. break;
  14853. case ST_ELEMENTALSPIRIT:
  14854. case ST_ELEMENTALSPIRIT2:
  14855. if(!sd->ed) {
  14856. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  14857. return false;
  14858. }
  14859. break;
  14860. case ST_PECO:
  14861. if(!pc_isriding(sd)) {
  14862. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14863. return false;
  14864. }
  14865. break;
  14866. case ST_SUNSTANCE:
  14867. if (!(sc && (sc->data[SC_SUNSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  14868. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14869. return false;
  14870. }
  14871. break;
  14872. case ST_MOONSTANCE:
  14873. if (!(sc && (sc->data[SC_LUNARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  14874. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14875. return false;
  14876. }
  14877. break;
  14878. case ST_STARSTANCE:
  14879. if (!(sc && (sc->data[SC_STARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  14880. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14881. return false;
  14882. }
  14883. break;
  14884. case ST_UNIVERSESTANCE:
  14885. if (!(sc && sc->data[SC_UNIVERSESTANCE])) {
  14886. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14887. return false;
  14888. }
  14889. break;
  14890. }
  14891. /* check the status required */
  14892. if (!require.status.empty()) {
  14893. switch (skill_id) {
  14894. // Being checked later in skill_check_condition_castend()
  14895. case WZ_SIGHTRASHER:
  14896. break;
  14897. default:
  14898. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14899. return false;
  14900. break;
  14901. }
  14902. }
  14903. // Check for equipped item(s)
  14904. if (!require.eqItem.empty()) {
  14905. size_t count = require.eqItem.size();
  14906. for (const auto &it : require.eqItem) {
  14907. int32 reqeqit = it;
  14908. if (!reqeqit)
  14909. break; // Skill has no required item(s); get out of here
  14910. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  14911. case NC_PILEBUNKER:
  14912. case RL_P_ALTER:
  14913. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14914. count--;
  14915. if (!count) {
  14916. if( skill_id == RL_P_ALTER ){
  14917. clif_msg( sd, SKILL_NEED_HOLY_BULLET );
  14918. }else{
  14919. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14920. }
  14921. return false;
  14922. } else
  14923. continue;
  14924. }
  14925. break;
  14926. case NC_ACCELERATION:
  14927. case NC_SELFDESTRUCTION:
  14928. case NC_SHAPESHIFT:
  14929. case NC_EMERGENCYCOOL:
  14930. case NC_MAGNETICFIELD:
  14931. case NC_NEUTRALBARRIER:
  14932. case NC_STEALTHFIELD:
  14933. if (pc_search_inventory(sd, reqeqit) == -1) {
  14934. count--;
  14935. if (!count) {
  14936. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0]);
  14937. return false;
  14938. } else
  14939. continue;
  14940. }
  14941. break;
  14942. default:
  14943. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14944. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit);
  14945. return false;
  14946. }
  14947. break;
  14948. }
  14949. }
  14950. }
  14951. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  14952. //mhp is the max-hp-requirement, that is,
  14953. //you must have this % or less of HP to cast it.
  14954. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14955. return false;
  14956. }
  14957. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14958. switch(skill_id) {
  14959. case RA_AIMEDBOLT:
  14960. break;
  14961. default:
  14962. switch((unsigned int)log2(require.weapon)) {
  14963. case W_REVOLVER:
  14964. clif_msg(sd, SKILL_NEED_REVOLVER);
  14965. break;
  14966. case W_RIFLE:
  14967. clif_msg(sd, SKILL_NEED_RIFLE);
  14968. break;
  14969. case W_GATLING:
  14970. clif_msg(sd, SKILL_NEED_GATLING);
  14971. break;
  14972. case W_SHOTGUN:
  14973. clif_msg(sd, SKILL_NEED_SHOTGUN);
  14974. break;
  14975. case W_GRENADE:
  14976. clif_msg(sd, SKILL_NEED_GRENADE);
  14977. break;
  14978. default:
  14979. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
  14980. break;
  14981. }
  14982. return false;
  14983. }
  14984. }
  14985. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  14986. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14987. return false;
  14988. }
  14989. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  14990. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14991. return false;
  14992. }
  14993. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  14994. switch (skill_id) { // Skills that require soul spheres.
  14995. case SP_SOULGOLEM:
  14996. case SP_SOULSHADOW:
  14997. case SP_SOULFALCON:
  14998. case SP_SOULFAIRY:
  14999. case SP_SOULCURSE:
  15000. case SP_SPA:
  15001. case SP_SHA:
  15002. case SP_SWHOO:
  15003. case SP_SOULUNITY:
  15004. case SP_SOULDIVISION:
  15005. case SP_SOULREAPER:
  15006. case SP_SOULEXPLOSION:
  15007. case SP_KAUTE:
  15008. if (sd->soulball < require.spiritball) {
  15009. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  15010. return false;
  15011. }
  15012. break;
  15013. default: // Skills that require spirit/coin spheres.
  15014. if (sd->spiritball < require.spiritball) {
  15015. if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  15016. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
  15017. else
  15018. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
  15019. return false;
  15020. }
  15021. break;
  15022. }
  15023. }
  15024. return true;
  15025. }
  15026. /**
  15027. * Check skill condition when cast end.
  15028. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  15029. * @param sd Player who uses skill
  15030. * @param skill_id ID of used skill
  15031. * @param skill_lv Level of used skill
  15032. * @return true: All condition passed, false: Failed
  15033. */
  15034. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  15035. {
  15036. struct s_skill_condition require;
  15037. struct status_data *status;
  15038. int i;
  15039. short index[MAX_SKILL_ITEM_REQUIRE];
  15040. nullpo_retr(false,sd);
  15041. if( sd->chatID )
  15042. return false;
  15043. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  15044. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  15045. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  15046. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  15047. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  15048. return true;
  15049. }
  15050. switch( sd->menuskill_id ) { // Cast start or cast end??
  15051. case AM_PHARMACY:
  15052. switch( skill_id ) {
  15053. case AM_PHARMACY:
  15054. case AC_MAKINGARROW:
  15055. case BS_REPAIRWEAPON:
  15056. case AM_TWILIGHT1:
  15057. case AM_TWILIGHT2:
  15058. case AM_TWILIGHT3:
  15059. return false;
  15060. }
  15061. break;
  15062. case GN_MIX_COOKING:
  15063. case GN_MAKEBOMB:
  15064. case GN_S_PHARMACY:
  15065. case GN_CHANGEMATERIAL:
  15066. if( sd->menuskill_id != skill_id )
  15067. return false;
  15068. break;
  15069. }
  15070. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  15071. return true;
  15072. if( pc_is90overweight(sd) ) {
  15073. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  15074. return false;
  15075. }
  15076. // perform skill-specific checks (and actions)
  15077. switch( skill_id ) {
  15078. case PR_BENEDICTIO:
  15079. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  15080. break;
  15081. case AM_CANNIBALIZE:
  15082. case AM_SPHEREMINE: {
  15083. int c=0;
  15084. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  15085. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  15086. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  15087. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  15088. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  15089. if(c >= maxcount ||
  15090. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  15091. { //Fails when: exceed max limit. There are other plant types already out.
  15092. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15093. return false;
  15094. }
  15095. }
  15096. break;
  15097. }
  15098. case NC_SILVERSNIPER:
  15099. case NC_MAGICDECOY: {
  15100. int c = 0;
  15101. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  15102. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  15103. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  15104. if( skill_id == NC_MAGICDECOY ) {
  15105. int j;
  15106. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  15107. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  15108. } else
  15109. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  15110. if( c >= maxcount ) {
  15111. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  15112. return false;
  15113. }
  15114. }
  15115. }
  15116. break;
  15117. case KO_ZANZOU: {
  15118. int c = 0;
  15119. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  15120. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  15121. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  15122. return false;
  15123. }
  15124. }
  15125. break;
  15126. }
  15127. status = &sd->battle_status;
  15128. require = skill_get_requirement(sd,skill_id,skill_lv);
  15129. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  15130. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  15131. return false;
  15132. }
  15133. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  15134. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15135. return false;
  15136. }
  15137. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  15138. uint8 extra_ammo = 0;
  15139. #ifdef RENEWAL
  15140. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  15141. case WM_SEVERE_RAINSTORM:
  15142. case RL_FIREDANCE:
  15143. case RL_R_TRIP:
  15144. case RL_FIRE_RAIN:
  15145. extra_ammo = 1;
  15146. break;
  15147. default:
  15148. break;
  15149. }
  15150. #endif
  15151. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  15152. clif_arrow_fail(sd,0);
  15153. return false;
  15154. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  15155. char e_msg[100];
  15156. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  15157. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  15158. return false;
  15159. }
  15160. else if (require.ammo&(1<<AMMO_KUNAI)) {
  15161. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  15162. return false;
  15163. }
  15164. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  15165. skill_get_desc(skill_id),
  15166. require.ammo_qty,
  15167. itemdb_jname(sd->inventory.u.items_inventory[i].nameid));
  15168. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  15169. return false;
  15170. }
  15171. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  15172. //which is the closest we have to wrong ammo type. [Skotlex]
  15173. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  15174. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15175. return false;
  15176. }
  15177. }
  15178. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  15179. if( !require.itemid[i] )
  15180. continue;
  15181. index[i] = pc_search_inventory(sd,require.itemid[i]);
  15182. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  15183. if( require.itemid[i] == ITEMID_HOLY_WATER )
  15184. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  15185. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  15186. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  15187. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  15188. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  15189. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  15190. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  15191. else if( require.itemid[i] == ITEMID_ANCILLA )
  15192. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  15193. else
  15194. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  15195. return false;
  15196. }
  15197. }
  15198. /* check the status required */
  15199. if (!require.status.empty()) {
  15200. switch (skill_id) {
  15201. case WZ_SIGHTRASHER:
  15202. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  15203. return false;
  15204. break;
  15205. default:
  15206. break;
  15207. }
  15208. }
  15209. return true;
  15210. }
  15211. /** Consume skill requirement
  15212. * @param sd Player who uses the skill
  15213. * @param skill_id ID of used skill
  15214. * @param skill_lv Level of used skill
  15215. * @param type Consume type
  15216. * type&1: consume the others (before skill was used);
  15217. * type&2: consume items (after skill was used)
  15218. */
  15219. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  15220. {
  15221. struct s_skill_condition require;
  15222. nullpo_retv(sd);
  15223. require = skill_get_requirement(sd,skill_id,skill_lv);
  15224. if( type&1 ) {
  15225. switch( skill_id ) {
  15226. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  15227. case MC_IDENTIFY:
  15228. require.sp = 0;
  15229. break;
  15230. case MO_KITRANSLATION:
  15231. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  15232. require.spiritball = 0;
  15233. //Fall through
  15234. default:
  15235. if(sd->state.autocast)
  15236. require.sp = 0;
  15237. break;
  15238. }
  15239. if(require.hp || require.sp)
  15240. status_zap(&sd->bl, require.hp, require.sp);
  15241. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  15242. switch (skill_id) { // Skills that require soul spheres.
  15243. case SP_SOULGOLEM:
  15244. case SP_SOULSHADOW:
  15245. case SP_SOULFALCON:
  15246. case SP_SOULFAIRY:
  15247. case SP_SOULCURSE:
  15248. case SP_SPA:
  15249. case SP_SHA:
  15250. case SP_SWHOO:
  15251. case SP_SOULUNITY:
  15252. case SP_SOULDIVISION:
  15253. case SP_SOULREAPER:
  15254. case SP_SOULEXPLOSION:
  15255. case SP_KAUTE:
  15256. pc_delsoulball(sd, require.spiritball, false);
  15257. break;
  15258. default: // Skills that require spirit/coin spheres.
  15259. pc_delspiritball(sd, require.spiritball, 0);
  15260. break;
  15261. }
  15262. }
  15263. else if(require.spiritball == -1) {
  15264. sd->spiritball_old = sd->spiritball;
  15265. pc_delspiritball(sd,sd->spiritball,0);
  15266. }
  15267. if(require.zeny > 0)
  15268. {
  15269. if( skill_id == NJ_ZENYNAGE )
  15270. require.zeny = 0; //Zeny is reduced on skill_attack.
  15271. if( sd->status.zeny < require.zeny )
  15272. require.zeny = sd->status.zeny;
  15273. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  15274. }
  15275. }
  15276. if( type&2 ) {
  15277. struct status_change *sc = &sd->sc;
  15278. int n,i;
  15279. if( !sc->count )
  15280. sc = NULL;
  15281. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  15282. {
  15283. if( !require.itemid[i] )
  15284. continue;
  15285. 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 )
  15286. continue; //Gemstones are checked, but not substracted from inventory.
  15287. switch( skill_id ){
  15288. case SA_SEISMICWEAPON:
  15289. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  15290. continue;
  15291. break;
  15292. case SA_FLAMELAUNCHER:
  15293. case SA_VOLCANO:
  15294. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  15295. continue;
  15296. break;
  15297. case SA_FROSTWEAPON:
  15298. case SA_DELUGE:
  15299. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  15300. continue;
  15301. break;
  15302. case SA_LIGHTNINGLOADER:
  15303. case SA_VIOLENTGALE:
  15304. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  15305. continue;
  15306. break;
  15307. }
  15308. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  15309. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  15310. }
  15311. }
  15312. }
  15313. /**
  15314. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  15315. * @param sd Player's that will be checked
  15316. * @param skill_id Skill that's being used
  15317. * @param skill_lv Skill level of used skill
  15318. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  15319. */
  15320. struct s_skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  15321. {
  15322. struct s_skill_condition req;
  15323. struct status_data *status;
  15324. struct status_change *sc;
  15325. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  15326. bool level_dependent = false;
  15327. memset(&req,0,sizeof(req));
  15328. if( !sd )
  15329. return req;
  15330. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  15331. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  15332. sc = &sd->sc;
  15333. if( !sc->count )
  15334. sc = NULL;
  15335. //Checks if disabling skill - in which case no SP requirements are necessary
  15336. if( sc && skill_disable_check(sc,skill_id) )
  15337. return req;
  15338. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  15339. status = &sd->battle_status;
  15340. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  15341. req.hp = skill->require.hp[skill_lv - 1];
  15342. hp_rate = skill->require.hp_rate[skill_lv - 1];
  15343. if(hp_rate > 0)
  15344. req.hp += (status->hp * hp_rate)/100;
  15345. else
  15346. req.hp += (status->max_hp * (-hp_rate))/100;
  15347. req.sp = skill->require.sp[skill_lv-1];
  15348. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  15349. req.sp /= 2;
  15350. sp_rate = skill->require.sp_rate[skill_lv-1];
  15351. if(sp_rate > 0)
  15352. req.sp += (status->sp * sp_rate)/100;
  15353. else
  15354. req.sp += (status->max_sp * (-sp_rate))/100;
  15355. if( sd->dsprate != 100 )
  15356. req.sp = req.sp * sd->dsprate / 100;
  15357. for (auto &it : sd->skillusesprate) {
  15358. if (it.id == skill_id) {
  15359. sp_skill_rate_bonus -= it.val;
  15360. break;
  15361. }
  15362. }
  15363. for (auto &it : sd->skillusesp) {
  15364. if (it.id == skill_id) {
  15365. req.sp -= it.val;
  15366. break;
  15367. }
  15368. }
  15369. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  15370. req.sp += req.sp * 30 / 100;
  15371. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  15372. if( sc ) {
  15373. if( sc->data[SC__LAZINESS] )
  15374. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  15375. if( sc->data[SC_RECOGNIZEDSPELL] )
  15376. req.sp += req.sp / 4;
  15377. if( sc->data[SC_OFFERTORIUM])
  15378. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  15379. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  15380. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  15381. #ifdef RENEWAL
  15382. if (sc->data[SC_ADAPTATION] && (skill_get_inf2(skill_id, INF2_ISSONG)))
  15383. req.sp -= req.sp * 20 / 100;
  15384. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPCONSUM)
  15385. req.sp -= req.sp * 30 / 100;
  15386. #endif
  15387. if (sc->data[SC_GLOOMYDAY])
  15388. req.sp += req.sp * (skill_lv * 10) / 100;
  15389. }
  15390. req.zeny = skill->require.zeny[skill_lv-1];
  15391. if( sc && sc->data[SC__UNLUCKY] ) {
  15392. if(sc->data[SC__UNLUCKY]->val1 < 3)
  15393. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  15394. else
  15395. req.zeny += 1000;
  15396. }
  15397. req.spiritball = skill->require.spiritball[skill_lv-1];
  15398. req.state = skill->require.state;
  15399. req.mhp = skill->require.mhp[skill_lv-1];
  15400. req.weapon = skill->require.weapon;
  15401. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  15402. if (req.ammo_qty)
  15403. req.ammo = skill->require.ammo;
  15404. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  15405. { //Assume this skill is using the weapon, therefore it requires arrows.
  15406. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  15407. req.ammo_qty = 1;
  15408. }
  15409. req.status = skill->require.status;
  15410. req.eqItem = skill->require.eqItem;
  15411. switch( skill_id ) {
  15412. /* Skill level-dependent checks */
  15413. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  15414. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  15415. req.itemid[1] = skill->require.itemid[skill->max];
  15416. req.amount[1] = skill->require.amount[skill->max];
  15417. case KO_MAKIBISHI:
  15418. case GN_FIRE_EXPANSION:
  15419. case SO_SUMMON_AGNI:
  15420. case SO_SUMMON_AQUA:
  15421. case SO_SUMMON_VENTUS:
  15422. case SO_SUMMON_TERA:
  15423. case SO_WATER_INSIGNIA:
  15424. case SO_FIRE_INSIGNIA:
  15425. case SO_WIND_INSIGNIA:
  15426. case SO_EARTH_INSIGNIA:
  15427. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  15428. req.itemid[0] = skill->require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  15429. req.amount[0] = skill->require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  15430. level_dependent = true;
  15431. /* Normal skill requirements and gemstone checks */
  15432. default:
  15433. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  15434. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  15435. if (!level_dependent) {
  15436. switch( skill_id ) {
  15437. case AM_POTIONPITCHER:
  15438. case CR_SLIMPITCHER:
  15439. case CR_CULTIVATION:
  15440. if (i != skill_lv%11 - 1)
  15441. continue;
  15442. break;
  15443. case AM_CALLHOMUN:
  15444. if (sd->status.hom_id) //Don't delete items when hom is already out.
  15445. continue;
  15446. break;
  15447. case AB_ADORAMUS:
  15448. if( itemdb_group_item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  15449. continue;
  15450. break;
  15451. case WL_COMET:
  15452. if( itemdb_group_item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  15453. continue;
  15454. break;
  15455. }
  15456. req.itemid[i] = skill->require.itemid[i];
  15457. req.amount[i] = skill->require.amount[i];
  15458. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  15459. int16 itIndex;
  15460. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  15461. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  15462. req.itemid[i] = ITEMID_TRAP;
  15463. else
  15464. req.itemid[i] = ITEMID_TRAP_ALLOY;
  15465. req.amount[i] = 1;
  15466. }
  15467. break;
  15468. }
  15469. }
  15470. // Check requirement for gemstone.
  15471. if (itemdb_group_item_exists(IG_GEMSTONE, req.itemid[i])) {
  15472. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  15473. req.itemid[i] = req.amount[i] = 0;
  15474. else {
  15475. if( sd->special_state.no_gemstone || (sc && sc->data[SC_INTOABYSS]) )
  15476. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  15477. if( skill_id != SA_ABRACADABRA )
  15478. req.itemid[i] = req.amount[i] = 0;
  15479. else if( --req.amount[i] < 1 )
  15480. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  15481. }
  15482. }
  15483. }
  15484. // Check requirement for Magic Gear Fuel
  15485. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL) {
  15486. if (sd->special_state.no_mado_fuel)
  15487. {
  15488. req.itemid[i] = req.amount[i] = 0;
  15489. }
  15490. }
  15491. }
  15492. break;
  15493. }
  15494. // Check for cost reductions due to skills & SCs
  15495. switch(skill_id) {
  15496. case MC_MAMMONITE:
  15497. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  15498. req.zeny -= req.zeny*10/100;
  15499. break;
  15500. case AL_HOLYLIGHT:
  15501. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  15502. req.sp *= 5;
  15503. break;
  15504. case SL_SMA:
  15505. case SL_STUN:
  15506. case SL_STIN:
  15507. {
  15508. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  15509. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  15510. break;
  15511. if(sd->status.base_level>=90)
  15512. req.sp -= req.sp*7*kaina_lv/100;
  15513. else if(sd->status.base_level>=80)
  15514. req.sp -= req.sp*5*kaina_lv/100;
  15515. else if(sd->status.base_level>=70)
  15516. req.sp -= req.sp*3*kaina_lv/100;
  15517. }
  15518. break;
  15519. case MO_CHAINCOMBO:
  15520. case MO_COMBOFINISH:
  15521. case CH_TIGERFIST:
  15522. case CH_CHAINCRUSH:
  15523. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  15524. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  15525. break;
  15526. case MO_BODYRELOCATION:
  15527. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  15528. req.spiritball = 0;
  15529. break;
  15530. case MO_EXTREMITYFIST:
  15531. if( sc ) {
  15532. if( sc->data[SC_BLADESTOP] )
  15533. req.spiritball--;
  15534. else if( sc->data[SC_COMBO] ) {
  15535. #ifndef RENEWAL
  15536. switch( sc->data[SC_COMBO]->val1 ) {
  15537. case MO_COMBOFINISH:
  15538. req.spiritball = 4;
  15539. break;
  15540. case CH_TIGERFIST:
  15541. req.spiritball = 3;
  15542. break;
  15543. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  15544. req.spiritball = sd->spiritball?sd->spiritball:1;
  15545. break;
  15546. }
  15547. #else
  15548. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  15549. #endif
  15550. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  15551. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  15552. }
  15553. break;
  15554. case LG_RAGEBURST:
  15555. req.spiritball = sd->spiritball?sd->spiritball:1;
  15556. break;
  15557. case SR_GATEOFHELL:
  15558. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  15559. req.sp -= req.sp * 10 / 100;
  15560. break;
  15561. case SO_SUMMON_AGNI:
  15562. case SO_SUMMON_AQUA:
  15563. case SO_SUMMON_VENTUS:
  15564. case SO_SUMMON_TERA: {
  15565. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  15566. if( spirit_sympathy )
  15567. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  15568. }
  15569. break;
  15570. case SO_PSYCHIC_WAVE:
  15571. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  15572. req.sp += req.sp / 2; // 1.5x SP cost
  15573. break;
  15574. }
  15575. //Check if player is using the copied skill [Cydh]
  15576. uint16 idx = skill_get_index(skill_id);
  15577. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  15578. uint16 req_opt = skill->copyable.req_opt;
  15579. if (req_opt & SKILL_REQ_HPCOST)
  15580. req.hp = 0;
  15581. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  15582. req.mhp = 0;
  15583. if (req_opt & SKILL_REQ_SPCOST)
  15584. req.sp = 0;
  15585. if (req_opt & SKILL_REQ_HPRATECOST)
  15586. req.hp_rate = 0;
  15587. if (req_opt & SKILL_REQ_SPRATECOST)
  15588. req.sp_rate = 0;
  15589. if (req_opt & SKILL_REQ_ZENYCOST)
  15590. req.zeny = 0;
  15591. if (req_opt & SKILL_REQ_WEAPON)
  15592. req.weapon = 0;
  15593. if (req_opt & SKILL_REQ_AMMO) {
  15594. req.ammo = 0;
  15595. req.ammo_qty = 0;
  15596. }
  15597. if (req_opt & SKILL_REQ_STATE)
  15598. req.state = ST_NONE;
  15599. if (req_opt & SKILL_REQ_STATUS) {
  15600. req.status.clear();
  15601. req.status.shrink_to_fit();
  15602. }
  15603. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  15604. req.spiritball = 0;
  15605. if (req_opt & SKILL_REQ_ITEMCOST) {
  15606. memset(req.itemid, 0, sizeof(req.itemid));
  15607. memset(req.amount, 0, sizeof(req.amount));
  15608. }
  15609. if (req_opt & SKILL_REQ_EQUIPMENT) {
  15610. req.eqItem.clear();
  15611. req.eqItem.shrink_to_fit();
  15612. }
  15613. }
  15614. return req;
  15615. }
  15616. /*==========================================
  15617. * Does cast-time reductions based on dex, item bonuses and config setting
  15618. *------------------------------------------*/
  15619. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  15620. double time = skill_get_cast(skill_id, skill_lv);
  15621. nullpo_ret(bl);
  15622. #ifndef RENEWAL_CAST
  15623. {
  15624. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  15625. struct status_change *sc = status_get_sc(bl);
  15626. int reduce_cast_rate = 0;
  15627. uint8 flag = skill_get_castnodex(skill_id);
  15628. // Calculate base cast time (reduced by dex)
  15629. if (!(flag&1)) {
  15630. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15631. if (scale > 0) // not instant cast
  15632. time = time * (float)scale / battle_config.castrate_dex_scale;
  15633. else
  15634. return 0; // instant cast
  15635. }
  15636. // Calculate cast time reduced by item/card bonuses
  15637. if (sd) {
  15638. if (!(flag&4)) {
  15639. if (sd->castrate != 100)
  15640. reduce_cast_rate += 100 - sd->castrate;
  15641. if (sd->bonus.add_varcast != 0)
  15642. time += sd->bonus.add_varcast; // bonus bVariableCast
  15643. }
  15644. // Skill-specific reductions work regardless of flag
  15645. for (const auto &it : sd->skillcastrate) {
  15646. if (it.id == skill_id) {
  15647. time += time * it.val / 100;
  15648. break;
  15649. }
  15650. }
  15651. for (const auto &it : sd->skillvarcast) {
  15652. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  15653. time += it.val;
  15654. break;
  15655. }
  15656. }
  15657. }
  15658. // These cast time reductions are processed even if the skill fails
  15659. if (sc && sc->count) {
  15660. // Magic Strings stacks additively with item bonuses
  15661. if (!(flag&2) && sc->data[SC_POEMBRAGI])
  15662. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15663. // Foresight halves the cast time, it does not stack additively
  15664. if (sc->data[SC_MEMORIZE]) {
  15665. if(!(flag&2))
  15666. time -= time * 50 / 100;
  15667. // Foresight counter gets reduced even if the skill is not affected by it
  15668. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15669. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15670. }
  15671. }
  15672. time = time * (1 - (float)reduce_cast_rate / 100);
  15673. }
  15674. #endif
  15675. // config cast time multiplier
  15676. if (battle_config.cast_rate != 100)
  15677. time = time * battle_config.cast_rate / 100;
  15678. // return final cast time
  15679. time = max(time, 0);
  15680. //ShowInfo("Castime castfix = %f\n",time);
  15681. return (int)time;
  15682. }
  15683. #ifndef RENEWAL_CAST
  15684. /**
  15685. * Get the skill cast time for Pre-Re cast
  15686. * @param bl: The caster
  15687. * @param time: Cast time before Status Change addition or reduction
  15688. * @return time: Modified castime after status change addition or reduction
  15689. */
  15690. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  15691. {
  15692. struct status_change *sc = status_get_sc(bl);
  15693. if (time < 0)
  15694. return 0;
  15695. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15696. return (int)time;
  15697. if (sc && sc->count) {
  15698. if (!(flag&2)) {
  15699. if (sc->data[SC_SLOWCAST])
  15700. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  15701. if (sc->data[SC_PARALYSIS])
  15702. time += sc->data[SC_PARALYSIS]->val3;
  15703. if (sc->data[SC_IZAYOI])
  15704. time -= time * 50 / 100;
  15705. }
  15706. if (sc->data[SC_SUFFRAGIUM]) {
  15707. if(!(flag&2))
  15708. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  15709. //Suffragium ends even if the skill is not affected by it
  15710. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15711. }
  15712. }
  15713. time = max(time, 0);
  15714. //ShowInfo("Castime castfix_sc = %f\n",time);
  15715. return (int)time;
  15716. }
  15717. #else
  15718. /**
  15719. * Get the skill cast time for RENEWAL_CAST.
  15720. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  15721. * Additive value:
  15722. * Variable CastTime : time += value
  15723. * Fixed CastTime : fixed += value
  15724. * Multipicative value
  15725. * Variable CastTime : VARCAST_REDUCTION(value)
  15726. * Fixed CastTime : FIXEDCASTRATE2(value)
  15727. * @param bl: The caster
  15728. * @param time: Cast time without reduction
  15729. * @param skill_id: Skill ID of the casted skill
  15730. * @param skill_lv: Skill level of the casted skill
  15731. * @return time: Modified castime after status and bonus addition or reduction
  15732. */
  15733. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  15734. {
  15735. struct status_change *sc = status_get_sc(bl);
  15736. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  15737. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  15738. uint8 flag = skill_get_castnodex(skill_id);
  15739. nullpo_ret(bl);
  15740. if (time < 0)
  15741. return 0;
  15742. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15743. return (int)time;
  15744. if (fixed < 0) // no fixed cast time
  15745. fixed = 0;
  15746. else if (fixed == 0) {
  15747. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  15748. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  15749. }
  15750. // Else, use fixed cast time from database (when default_fixed_castrate is set to 0)
  15751. // Additive Variable Cast bonus adjustments by items
  15752. if (sd && !(flag&4)) {
  15753. if (sd->bonus.varcastrate != 0)
  15754. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  15755. if (sd->bonus.fixcastrate != 0)
  15756. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  15757. if (sd->bonus.add_varcast != 0)
  15758. time += sd->bonus.add_varcast; // bonus bVariableCast
  15759. if (sd->bonus.add_fixcast != 0)
  15760. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  15761. for (const auto &it : sd->skillfixcast) {
  15762. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  15763. fixed += it.val;
  15764. break;
  15765. }
  15766. }
  15767. for (const auto &it : sd->skillvarcast) {
  15768. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  15769. time += it.val;
  15770. break;
  15771. }
  15772. }
  15773. for (const auto &it : sd->skillcastrate) {
  15774. if (it.id == skill_id) { // bonus2 bVariableCastrate
  15775. reduce_cast_rate += it.val;
  15776. break;
  15777. }
  15778. }
  15779. for (const auto &it : sd->skillfixcastrate) {
  15780. if (it.id == skill_id) { // bonus2 bFixedCastrate
  15781. fixcast_r = max(fixcast_r, it.val);
  15782. break;
  15783. }
  15784. }
  15785. }
  15786. // Adjusted by active statuses
  15787. if (sc && sc->count && !(flag&2)) {
  15788. // Multiplicative Variable CastTime values
  15789. if (sc->data[SC_SLOWCAST])
  15790. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  15791. if (sc->data[SC__LAZINESS])
  15792. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  15793. if (sc->data[SC_SUFFRAGIUM]) {
  15794. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  15795. #ifndef RENEWAL
  15796. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15797. #endif
  15798. }
  15799. if (sc->data[SC_MEMORIZE]) {
  15800. reduce_cast_rate += 50;
  15801. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15802. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15803. }
  15804. if (sc->data[SC_POEMBRAGI])
  15805. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15806. if (sc->data[SC_IZAYOI])
  15807. VARCAST_REDUCTION(50);
  15808. 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)
  15809. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  15810. if (sc->data[SC_TELEKINESIS_INTENSE])
  15811. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  15812. if (sc->data[SC_SOULFAIRY])
  15813. VARCAST_REDUCTION(sc->data[SC_SOULFAIRY]->val3);
  15814. // Multiplicative Fixed CastTime values
  15815. if (sc->data[SC_SECRAMENT])
  15816. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15817. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  15818. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  15819. if (sc->data[SC_DANCEWITHWUG])
  15820. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  15821. if (sc->data[SC_HEAT_BARREL])
  15822. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  15823. if (sc->data[SC_FREEZING])
  15824. fixcast_r -= 50;
  15825. if (sc->data[SC_SWINGDANCE])
  15826. fixcast_r = max(fixcast_r, skill_lv * 6);
  15827. // Additive Fixed CastTime values
  15828. if (sc->data[SC_MANDRAGORA])
  15829. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  15830. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  15831. fixed -= 1000;
  15832. if (sc->data[SC_IZAYOI])
  15833. fixed = 0;
  15834. if (sc->data[SC_GLOOMYDAY])
  15835. fixed += skill_lv * 500;
  15836. }
  15837. if (sc && sc->data[SC_SECRAMENT] && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  15838. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15839. if (varcast_r < 0)
  15840. time = time * (1 - (float)min(varcast_r, 100) / 100);
  15841. // Apply Variable CastTime calculation by INT & DEX
  15842. if (!(flag&1))
  15843. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  15844. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  15845. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  15846. return (int)time;
  15847. }
  15848. #endif
  15849. /*==========================================
  15850. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  15851. *------------------------------------------*/
  15852. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  15853. {
  15854. int delaynodex = skill_get_delaynodex(skill_id);
  15855. int time = skill_get_delay(skill_id, skill_lv);
  15856. struct map_session_data *sd;
  15857. struct status_change *sc = status_get_sc(bl);
  15858. nullpo_ret(bl);
  15859. sd = BL_CAST(BL_PC, bl);
  15860. if (skill_id == SA_ABRACADABRA)
  15861. return 0; //Will use picked skill's delay.
  15862. if (bl->type&battle_config.no_skill_delay)
  15863. return battle_config.min_skill_delay_limit;
  15864. if (time < 0)
  15865. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  15866. // Delay reductions
  15867. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  15868. case MO_TRIPLEATTACK:
  15869. case MO_CHAINCOMBO:
  15870. case MO_COMBOFINISH:
  15871. case CH_TIGERFIST:
  15872. case CH_CHAINCRUSH:
  15873. case SR_DRAGONCOMBO:
  15874. case SR_FALLENEMPIRE:
  15875. case SJ_PROMINENCEKICK:
  15876. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  15877. if (time == 0)
  15878. time = 1000;
  15879. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  15880. break;
  15881. #ifndef RENEWAL
  15882. case HP_BASILICA:
  15883. if (sc && !sc->data[SC_BASILICA])
  15884. time = 0; // There is no Delay on Basilica creation, only on cancel
  15885. break;
  15886. #endif
  15887. default:
  15888. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  15889. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15890. if (scale > 0)
  15891. time = time * scale / battle_config.castrate_dex_scale;
  15892. else //To be capped later to minimum.
  15893. time = 0;
  15894. }
  15895. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  15896. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  15897. if (scale > 0)
  15898. time = time * scale / battle_config.castrate_dex_scale;
  15899. else //To be capped later to minimum.
  15900. time = 0;
  15901. }
  15902. }
  15903. if (sc && sc->count) {
  15904. if (sc->data[SC_SPIRIT]) {
  15905. switch (skill_id) {
  15906. case CR_SHIELDBOOMERANG:
  15907. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  15908. time /= 2;
  15909. break;
  15910. case AS_SONICBLOW:
  15911. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  15912. time /= 2;
  15913. break;
  15914. }
  15915. }
  15916. }
  15917. if (!(delaynodex&2)) {
  15918. if (sc && sc->count) {
  15919. if (sc->data[SC_POEMBRAGI])
  15920. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  15921. 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)
  15922. time /= 2; // After Delay of Wind element spells reduced by 50%.
  15923. if (sc->data[SC_MAGICMUSHROOM] && sc->data[SC_MAGICMUSHROOM]->val3 == 0)
  15924. time -= time * sc->data[SC_MAGICMUSHROOM]->val2 / 100;
  15925. }
  15926. }
  15927. if (!(delaynodex&4) && sd) {
  15928. if (sd->delayrate != 100)
  15929. time = time * sd->delayrate / 100;
  15930. for (auto &it : sd->skilldelay) {
  15931. if (it.id == skill_id) {
  15932. time += it.val;
  15933. break;
  15934. }
  15935. }
  15936. }
  15937. if (battle_config.delay_rate != 100)
  15938. time = time * battle_config.delay_rate / 100;
  15939. //ShowInfo("Delay delayfix = %d\n",time);
  15940. return max(time,0);
  15941. }
  15942. /*==========================================
  15943. * Weapon Repair [Celest/DracoRPG]
  15944. *------------------------------------------*/
  15945. void skill_repairweapon(struct map_session_data *sd, int idx) {
  15946. unsigned short material, materials[4] = { ITEMID_IRON_ORE, ITEMID_IRON, ITEMID_STEEL, ITEMID_ORIDECON_STONE };
  15947. struct item *item;
  15948. struct map_session_data *target_sd;
  15949. nullpo_retv(sd);
  15950. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  15951. return;
  15952. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  15953. return;
  15954. if( idx < 0 || idx >= MAX_INVENTORY )
  15955. return; //Invalid index??
  15956. item = &target_sd->inventory.u.items_inventory[idx];
  15957. if( !item->nameid || !item->attribute )
  15958. return; //Again invalid item....
  15959. if (itemdb_ishatched_egg(item))
  15960. return;
  15961. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  15962. clif_item_repaireffect(sd, idx, 1);
  15963. return;
  15964. }
  15965. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  15966. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  15967. else
  15968. material = materials [2]; // Armors consume 1 Steel
  15969. if ( pc_search_inventory(sd,material) < 0 ) {
  15970. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15971. return;
  15972. }
  15973. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  15974. item->attribute = 0;/* clear broken state */
  15975. clif_equiplist(target_sd);
  15976. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  15977. clif_item_repaireffect(sd,idx,0);
  15978. if( sd != target_sd )
  15979. clif_item_repaireffect(target_sd,idx,0);
  15980. }
  15981. /*==========================================
  15982. * Item Appraisal
  15983. *------------------------------------------*/
  15984. void skill_identify(struct map_session_data *sd, int idx)
  15985. {
  15986. int flag=1;
  15987. nullpo_retv(sd);
  15988. sd->state.workinprogress = WIP_DISABLE_NONE;
  15989. if(idx >= 0 && idx < MAX_INVENTORY) {
  15990. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  15991. flag=0;
  15992. sd->inventory.u.items_inventory[idx].identify = 1;
  15993. }
  15994. }
  15995. clif_item_identified(sd,idx,flag);
  15996. }
  15997. /*==========================================
  15998. * Weapon Refine [Celest]
  15999. *------------------------------------------*/
  16000. void skill_weaponrefine(struct map_session_data *sd, int idx)
  16001. {
  16002. nullpo_retv(sd);
  16003. if (idx >= 0 && idx < MAX_INVENTORY)
  16004. {
  16005. struct item *item;
  16006. struct item_data *ditem = sd->inventory_data[idx];
  16007. item = &sd->inventory.u.items_inventory[idx];
  16008. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  16009. int i = 0, per;
  16010. unsigned short material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON };
  16011. if( ditem->flag.no_refine ) { // if the item isn't refinable
  16012. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  16013. return;
  16014. }
  16015. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  16016. clif_upgrademessage(sd, 2, item->nameid);
  16017. return;
  16018. }
  16019. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  16020. clif_upgrademessage(sd, 3, material[ditem->wlv]);
  16021. return;
  16022. }
  16023. per = status_get_refine_chance(static_cast<refine_type>(ditem->wlv), (int)item->refine, false);
  16024. if( sd->class_&JOBL_THIRD )
  16025. per += 10;
  16026. else
  16027. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  16028. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  16029. if (per > rnd() % 100) {
  16030. int ep=0;
  16031. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  16032. item->refine++;
  16033. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  16034. if(item->equip) {
  16035. ep = item->equip;
  16036. pc_unequipitem(sd,idx,3);
  16037. }
  16038. clif_delitem(sd,idx,1,3);
  16039. clif_upgrademessage(sd, 0, item->nameid);
  16040. clif_inventorylist(sd);
  16041. clif_refine(sd->fd,0,idx,item->refine);
  16042. achievement_update_objective(sd, AG_REFINE_SUCCESS, 2, ditem->wlv, item->refine);
  16043. if (ep)
  16044. pc_equipitem(sd,idx,ep);
  16045. clif_misceffect(&sd->bl,3);
  16046. if(item->refine == 10 &&
  16047. item->card[0] == CARD0_FORGE &&
  16048. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  16049. { // Fame point system [DracoRPG]
  16050. switch(ditem->wlv){
  16051. case 1:
  16052. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  16053. break;
  16054. case 2:
  16055. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  16056. break;
  16057. case 3:
  16058. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  16059. break;
  16060. }
  16061. }
  16062. } else {
  16063. item->refine = 0;
  16064. if(item->equip)
  16065. pc_unequipitem(sd,idx,3);
  16066. clif_upgrademessage(sd, 1, item->nameid);
  16067. clif_refine(sd->fd,1,idx,item->refine);
  16068. achievement_update_objective(sd, AG_REFINE_FAIL, 1, 1);
  16069. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  16070. clif_misceffect(&sd->bl,2);
  16071. clif_emotion(&sd->bl, ET_HUK);
  16072. }
  16073. }
  16074. }
  16075. }
  16076. /*==========================================
  16077. *
  16078. *------------------------------------------*/
  16079. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  16080. {
  16081. nullpo_ret(sd);
  16082. if (skill_id == 0 || skill_get_index_(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  16083. return 0;
  16084. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  16085. uint16 maxlv = 1;
  16086. if (skill_lv == 0 || lv == 0)
  16087. return 0; // Player must learn the skill before doing auto-spell [Lance]
  16088. #ifdef RENEWAL
  16089. if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  16090. maxlv = 10; //Soul Linker bonus. [Skotlex]
  16091. else
  16092. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  16093. #else
  16094. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  16095. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  16096. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  16097. maxlv = 10; //Soul Linker bonus. [Skotlex]
  16098. else if(skill_lv==2) maxlv=1;
  16099. else if(skill_lv==3) maxlv=2;
  16100. else if(skill_lv>=4) maxlv=3;
  16101. }
  16102. else if(skill_id==MG_SOULSTRIKE){
  16103. if(skill_lv==5) maxlv=1;
  16104. else if(skill_lv==6) maxlv=2;
  16105. else if(skill_lv>=7) maxlv=3;
  16106. }
  16107. else if(skill_id==MG_FIREBALL){
  16108. if(skill_lv==8) maxlv=1;
  16109. else if(skill_lv>=9) maxlv=2;
  16110. }
  16111. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  16112. else return 0;
  16113. #endif
  16114. maxlv = min(lv, maxlv);
  16115. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  16116. skill_get_time(SA_AUTOSPELL,skill_lv));
  16117. return 0;
  16118. }
  16119. /**
  16120. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  16121. * @param bl: Player object
  16122. * @param ap: va_arg list
  16123. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  16124. */
  16125. static int skill_sit_count(struct block_list *bl, va_list ap)
  16126. {
  16127. struct map_session_data *sd = (struct map_session_data*)bl;
  16128. int flag = va_arg(ap, int);
  16129. if (!pc_issit(sd))
  16130. return 0;
  16131. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  16132. return 1;
  16133. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  16134. return 1;
  16135. return 0;
  16136. }
  16137. /**
  16138. * Triggered when a player sits down to activate bonus states.
  16139. * @param bl: Player object
  16140. * @param ap: va_arg list
  16141. * @return 0
  16142. */
  16143. static int skill_sit_in(struct block_list *bl, va_list ap)
  16144. {
  16145. struct map_session_data *sd = (struct map_session_data*)bl;
  16146. int flag = va_arg(ap, int);
  16147. if (!pc_issit(sd))
  16148. return 0;
  16149. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  16150. sd->state.gangsterparadise = 1;
  16151. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  16152. sd->state.rest = 1;
  16153. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  16154. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  16155. }
  16156. return 0;
  16157. }
  16158. /**
  16159. * Triggered when a player stands up to deactivate bonus states.
  16160. * @param bl: Player object
  16161. * @param ap: va_arg list
  16162. * @return 0
  16163. */
  16164. static int skill_sit_out(struct block_list *bl, va_list ap)
  16165. {
  16166. struct map_session_data *sd = (struct map_session_data*)bl;
  16167. int flag = va_arg(ap, int), range = va_arg(ap, int);
  16168. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  16169. return 0;
  16170. if (flag&1 && sd->state.gangsterparadise)
  16171. sd->state.gangsterparadise = 0;
  16172. if (flag&2 && sd->state.rest) {
  16173. sd->state.rest = 0;
  16174. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  16175. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  16176. }
  16177. return 0;
  16178. }
  16179. /**
  16180. * Toggle Sit icon and player bonuses when sitting/standing.
  16181. * @param sd: Player data
  16182. * @param sitting: True when sitting or false when standing
  16183. * @return 0
  16184. */
  16185. int skill_sit(struct map_session_data *sd, bool sitting)
  16186. {
  16187. int flag = 0, range = 0, lv;
  16188. nullpo_ret(sd);
  16189. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  16190. flag |= 1;
  16191. range = skill_get_splash(RG_GANGSTER, lv);
  16192. }
  16193. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  16194. flag |= 2;
  16195. range = skill_get_splash(TK_HPTIME, lv);
  16196. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  16197. flag |= 2;
  16198. range = skill_get_splash(TK_SPTIME, lv);
  16199. }
  16200. if (sitting)
  16201. clif_status_load(&sd->bl, EFST_SIT, 1);
  16202. else
  16203. clif_status_load(&sd->bl, EFST_SIT, 0);
  16204. if (!flag) // No need to count area if no skills are learned.
  16205. return 0;
  16206. if (sitting) {
  16207. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  16208. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  16209. } else
  16210. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  16211. return 0;
  16212. }
  16213. /*==========================================
  16214. * Do Forstjoke/Scream effect
  16215. *------------------------------------------*/
  16216. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  16217. {
  16218. struct block_list *src;
  16219. uint16 skill_id,skill_lv;
  16220. t_tick tick;
  16221. nullpo_ret(bl);
  16222. nullpo_ret(src = va_arg(ap,struct block_list*));
  16223. skill_id = va_arg(ap,int);
  16224. skill_lv = va_arg(ap,int);
  16225. if(!skill_lv)
  16226. return 0;
  16227. tick = va_arg(ap,t_tick);
  16228. if (src == bl || status_isdead(bl))
  16229. return 0;
  16230. if (bl->type == BL_PC) {
  16231. struct map_session_data *sd = (struct map_session_data *)bl;
  16232. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  16233. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  16234. }
  16235. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  16236. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  16237. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  16238. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  16239. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  16240. return 0;
  16241. }
  16242. /**
  16243. * Set map cell flag as skill unit effect
  16244. * @param src Skill unit
  16245. * @param skill_id
  16246. * @param skill_lv
  16247. * @param cell Cell type cell_t
  16248. * @param flag 0/1
  16249. */
  16250. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  16251. {
  16252. int range = skill_get_unit_range(skill_id,skill_lv);
  16253. int x, y;
  16254. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  16255. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  16256. map_setcell(src->bl.m, x, y, cell, flag);
  16257. }
  16258. /**
  16259. * Do skill attack area (such splash effect) around the 'first' target.
  16260. * First target will skip skill condition, always receive damage. But,
  16261. * around it, still need target/condition validation by
  16262. * battle_check_target and status_check_skilluse
  16263. * @param bl
  16264. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  16265. */
  16266. int skill_attack_area(struct block_list *bl, va_list ap)
  16267. {
  16268. struct block_list *src,*dsrc;
  16269. int atk_type,skill_id,skill_lv,flag,type;
  16270. t_tick tick;
  16271. if(status_isdead(bl))
  16272. return 0;
  16273. atk_type = va_arg(ap,int);
  16274. src = va_arg(ap,struct block_list*);
  16275. dsrc = va_arg(ap,struct block_list*);
  16276. skill_id = va_arg(ap,int);
  16277. skill_lv = va_arg(ap,int);
  16278. tick = va_arg(ap,t_tick);
  16279. flag = va_arg(ap,int);
  16280. type = va_arg(ap,int);
  16281. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  16282. switch (skill_id) {
  16283. case LG_CANNONSPEAR:
  16284. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  16285. default:
  16286. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  16287. }
  16288. }
  16289. if(battle_check_target(dsrc,bl,type) <= 0 ||
  16290. !status_check_skilluse(NULL, bl, skill_id, 2))
  16291. return 0;
  16292. switch (skill_id) {
  16293. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  16294. if (src->x == bl->x && src->y == bl->y)
  16295. return 0; //Does not hit current cell
  16296. //Fall through
  16297. case NPC_ACIDBREATH:
  16298. case NPC_DARKNESSBREATH:
  16299. case NPC_FIREBREATH:
  16300. case NPC_ICEBREATH:
  16301. case NPC_THUNDERBREATH:
  16302. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  16303. default:
  16304. //Area-splash, disable skill animation.
  16305. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  16306. }
  16307. }
  16308. /**
  16309. * Clear skill unit group
  16310. * @param bl
  16311. * @param flag &1
  16312. */
  16313. int skill_clear_group(struct block_list *bl, int flag)
  16314. {
  16315. struct unit_data *ud = NULL;
  16316. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  16317. int i, count = 0;
  16318. nullpo_ret(bl);
  16319. if (!(ud = unit_bl2ud(bl)))
  16320. return 0;
  16321. // All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  16322. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  16323. switch (ud->skillunit[i]->skill_id) {
  16324. case SA_DELUGE:
  16325. case SA_VOLCANO:
  16326. case SA_VIOLENTGALE:
  16327. case SA_LANDPROTECTOR:
  16328. case NJ_SUITON:
  16329. case NJ_KAENSIN:
  16330. case SC_CHAOSPANIC:
  16331. if (flag&1)
  16332. group[count++] = ud->skillunit[i];
  16333. break;
  16334. case SO_CLOUD_KILL:
  16335. if( flag&4 )
  16336. group[count++] = ud->skillunit[i];
  16337. break;
  16338. case SO_WARMER:
  16339. if( flag&8 )
  16340. group[count++] = ud->skillunit[i];
  16341. break;
  16342. default:
  16343. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id, INF2_ISTRAP))
  16344. group[count++] = ud->skillunit[i];
  16345. break;
  16346. }
  16347. }
  16348. for (i = 0; i < count; i++)
  16349. skill_delunitgroup(group[i]);
  16350. return count;
  16351. }
  16352. /**
  16353. * Returns the first element field found [Skotlex]
  16354. * @param bl
  16355. * @return skill_unit_group
  16356. */
  16357. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  16358. {
  16359. struct unit_data *ud = NULL;
  16360. int i;
  16361. nullpo_ret(bl);
  16362. if (!(ud = unit_bl2ud(bl)))
  16363. return NULL;
  16364. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  16365. switch (ud->skillunit[i]->skill_id) {
  16366. case SA_DELUGE:
  16367. case SA_VOLCANO:
  16368. case SA_VIOLENTGALE:
  16369. case SA_LANDPROTECTOR:
  16370. case NJ_SUITON:
  16371. case SO_CLOUD_KILL:
  16372. case SO_WARMER:
  16373. case SC_CHAOSPANIC:
  16374. return ud->skillunit[i];
  16375. }
  16376. }
  16377. return NULL;
  16378. }
  16379. /// Graffiti cleaner [Valaris]
  16380. int skill_graffitiremover(struct block_list *bl, va_list ap)
  16381. {
  16382. struct skill_unit *unit = NULL;
  16383. int remove = va_arg(ap, int);
  16384. nullpo_retr(0, bl);
  16385. nullpo_retr(0, ap);
  16386. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  16387. return 0;
  16388. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  16389. if (remove == 1)
  16390. skill_delunit(unit);
  16391. return 1;
  16392. }
  16393. return 0;
  16394. }
  16395. /// Greed effect
  16396. int skill_greed(struct block_list *bl, va_list ap)
  16397. {
  16398. struct block_list *src;
  16399. struct map_session_data *sd = NULL;
  16400. struct flooritem_data *fitem = NULL;
  16401. nullpo_ret(bl);
  16402. nullpo_ret(src = va_arg(ap, struct block_list *));
  16403. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  16404. pc_takeitem(sd, fitem);
  16405. return 0;
  16406. }
  16407. /// Ranger's Detonator [Jobbie/3CeAM]
  16408. int skill_detonator(struct block_list *bl, va_list ap)
  16409. {
  16410. nullpo_ret(bl);
  16411. nullpo_ret(ap);
  16412. if (bl->type != BL_SKILL)
  16413. return 0;
  16414. block_list *src = va_arg(ap, block_list *);
  16415. skill_unit *unit = (skill_unit *)bl;
  16416. if (unit == nullptr)
  16417. return 0;
  16418. skill_unit_group *group = unit->group;
  16419. if (group == nullptr || group->src_id != src->id)
  16420. return 0;
  16421. int unit_id = group->unit_id;
  16422. switch( unit_id )
  16423. { //List of Hunter and Ranger Traps that can be detonate.
  16424. case UNT_BLASTMINE:
  16425. case UNT_SANDMAN:
  16426. case UNT_CLAYMORETRAP:
  16427. case UNT_TALKIEBOX:
  16428. case UNT_CLUSTERBOMB:
  16429. case UNT_FIRINGTRAP:
  16430. case UNT_ICEBOUNDTRAP:
  16431. switch(unit_id) {
  16432. case UNT_TALKIEBOX:
  16433. clif_talkiebox(bl,group->valstr);
  16434. group->val2 = -1;
  16435. break;
  16436. case UNT_CLAYMORETRAP:
  16437. case UNT_FIRINGTRAP:
  16438. case UNT_ICEBOUNDTRAP:
  16439. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag|BL_SKILL|~BCT_SELF,bl,group->tick);
  16440. break;
  16441. default:
  16442. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  16443. break;
  16444. }
  16445. if (unit->group == nullptr)
  16446. return 0;
  16447. clif_changetraplook(bl, UNT_USED_TRAPS);
  16448. group->unit_id = UNT_USED_TRAPS;
  16449. group->limit = DIFF_TICK(gettick(),group->tick) +
  16450. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  16451. break;
  16452. }
  16453. return 0;
  16454. }
  16455. /**
  16456. * Calculate Royal Guard's Banding bonus
  16457. * @param sd: Player data
  16458. * @return Number of Royal Guard
  16459. */
  16460. int skill_banding_count(struct map_session_data *sd)
  16461. {
  16462. nullpo_ret(sd);
  16463. int range = skill_get_splash(LG_BANDING, 1);
  16464. uint8 count = party_foreachsamemap(party_sub_count_banding, sd, range, 0);
  16465. unsigned int group_hp = party_foreachsamemap(party_sub_count_banding, sd, range, 1);
  16466. // HP is set to the average HP of the Banding group
  16467. if (count > 1)
  16468. status_set_hp(&sd->bl, group_hp / count, 0);
  16469. // Royal Guard count check for Banding
  16470. if (sd && sd->status.party_id) {
  16471. if (count > MAX_PARTY)
  16472. return MAX_PARTY;
  16473. else if (count > 1)
  16474. return count; // Effect bonus from additional Royal Guards if not above the max
  16475. }
  16476. return 0;
  16477. }
  16478. /**
  16479. * Rebellion's Bind Trap explosion
  16480. * @author [Cydh]
  16481. */
  16482. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  16483. struct skill_unit *su = NULL;
  16484. struct block_list *src = NULL;
  16485. nullpo_ret(bl);
  16486. nullpo_ret(ap);
  16487. src = va_arg(ap,struct block_list *);
  16488. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  16489. return 0;
  16490. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  16491. return 0;
  16492. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  16493. clif_changetraplook(bl, UNT_USED_TRAPS);
  16494. su->group->unit_id = UNT_USED_TRAPS;
  16495. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  16496. return 1;
  16497. }
  16498. /*==========================================
  16499. * Check new skill unit cell when overlapping in other skill unit cell.
  16500. * Catched skill in cell value pushed to *unit pointer.
  16501. * Set (*alive) to 0 will ends 'new unit' check
  16502. *------------------------------------------*/
  16503. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  16504. {
  16505. uint16 skill_id;
  16506. int *alive;
  16507. struct skill_unit *unit;
  16508. skill_id = va_arg(ap,int);
  16509. alive = va_arg(ap,int *);
  16510. unit = (struct skill_unit *)bl;
  16511. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  16512. return 0;
  16513. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  16514. return 0;
  16515. switch (skill_id) {
  16516. case SA_LANDPROTECTOR: {
  16517. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  16518. (*alive) = 0;
  16519. skill_delunit(unit);
  16520. return 1;
  16521. }
  16522. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  16523. //It deletes everything except traps and barriers
  16524. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  16525. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  16526. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16527. skill_delunitgroup(unit->group);
  16528. } else
  16529. skill_delunit(unit);
  16530. return 1;
  16531. }
  16532. }
  16533. break;
  16534. case GN_CRAZYWEED_ATK:
  16535. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  16536. break;
  16537. case HW_GANBANTEIN:
  16538. case LG_EARTHDRIVE:
  16539. // Officially songs/dances are removed
  16540. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  16541. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16542. skill_delunitgroup(unit->group);
  16543. } else
  16544. skill_delunit(unit);
  16545. return 1;
  16546. case SA_VOLCANO:
  16547. case SA_DELUGE:
  16548. case SA_VIOLENTGALE:
  16549. // The official implementation makes them fail to appear when casted on top of ANYTHING
  16550. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  16551. // hence, I leave the alternate implementation here, commented. [Skotlex]
  16552. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  16553. {
  16554. (*alive) = 0;
  16555. return 1;
  16556. }
  16557. /*
  16558. switch (unit->group->skill_id)
  16559. { //These cannot override each other.
  16560. case SA_VOLCANO:
  16561. case SA_DELUGE:
  16562. case SA_VIOLENTGALE:
  16563. (*alive) = 0;
  16564. return 1;
  16565. }
  16566. */
  16567. break;
  16568. case PF_FOGWALL:
  16569. switch(unit->group->skill_id) {
  16570. case SA_VOLCANO: //Can't be placed on top of these
  16571. case SA_VIOLENTGALE:
  16572. (*alive) = 0;
  16573. return 1;
  16574. case SA_DELUGE:
  16575. case NJ_SUITON:
  16576. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  16577. (*alive) = 2;
  16578. break;
  16579. }
  16580. break;
  16581. case WZ_WATERBALL:
  16582. switch (unit->group->skill_id) {
  16583. case SA_DELUGE:
  16584. case NJ_SUITON:
  16585. //Consumes deluge/suiton
  16586. skill_delunit(unit);
  16587. return 1;
  16588. }
  16589. break;
  16590. case WZ_ICEWALL:
  16591. #ifndef RENEWAL
  16592. case HP_BASILICA:
  16593. case HW_GRAVITATION:
  16594. #endif
  16595. //These can't be placed on top of themselves (duration can't be refreshed)
  16596. if (unit->group->skill_id == skill_id)
  16597. {
  16598. (*alive) = 0;
  16599. return 1;
  16600. }
  16601. break;
  16602. case RL_FIRE_RAIN: {
  16603. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  16604. if (uf[UF_REMOVEDBYFIRERAIN]) {
  16605. if (uf[UF_RANGEDSINGLEUNIT]) {
  16606. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16607. skill_delunitgroup(unit->group);
  16608. } else
  16609. skill_delunit(unit);
  16610. return 1;
  16611. }
  16612. }
  16613. break;
  16614. }
  16615. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  16616. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  16617. (*alive) = 0;
  16618. return 1;
  16619. }
  16620. return 0;
  16621. }
  16622. /*==========================================
  16623. * Splash effect for skill unit 'trap type'.
  16624. * Chance triggered when damaged, timeout, or char step on it.
  16625. *------------------------------------------*/
  16626. static int skill_trap_splash(struct block_list *bl, va_list ap)
  16627. {
  16628. struct block_list *src = va_arg(ap,struct block_list *);
  16629. struct skill_unit *unit = NULL;
  16630. t_tick tick = va_arg(ap,t_tick);
  16631. struct skill_unit_group *sg;
  16632. struct block_list *ss; //Skill src bl
  16633. nullpo_ret(src);
  16634. unit = (struct skill_unit *)src;
  16635. if (!unit || !unit->alive || bl->prev == NULL)
  16636. return 0;
  16637. nullpo_ret(sg = unit->group);
  16638. nullpo_ret(ss = map_id2bl(sg->src_id));
  16639. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  16640. return 0;
  16641. switch (sg->unit_id) {
  16642. case UNT_B_TRAP:
  16643. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  16644. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  16645. break;
  16646. case UNT_SHOCKWAVE:
  16647. case UNT_SANDMAN:
  16648. case UNT_FLASHER:
  16649. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  16650. break;
  16651. case UNT_GROUNDDRIFT_WIND:
  16652. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16653. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  16654. break;
  16655. case UNT_GROUNDDRIFT_DARK:
  16656. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16657. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  16658. break;
  16659. case UNT_GROUNDDRIFT_POISON:
  16660. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16661. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  16662. break;
  16663. case UNT_GROUNDDRIFT_WATER:
  16664. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16665. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  16666. break;
  16667. case UNT_GROUNDDRIFT_FIRE:
  16668. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16669. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  16670. break;
  16671. case UNT_ELECTRICSHOCKER:
  16672. if (bl->id != ss->id) {
  16673. if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  16674. break;
  16675. 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)) {
  16676. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  16677. clif_fixpos(bl);
  16678. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  16679. }
  16680. }
  16681. break;
  16682. case UNT_MAGENTATRAP:
  16683. case UNT_COBALTTRAP:
  16684. case UNT_MAIZETRAP:
  16685. case UNT_VERDURETRAP:
  16686. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  16687. struct status_data *status = status_get_status_data(bl);
  16688. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  16689. status->ele_lv = (unsigned char)sg->skill_lv;
  16690. }
  16691. break;
  16692. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  16693. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  16694. break;
  16695. case UNT_FIRINGTRAP:
  16696. case UNT_ICEBOUNDTRAP:
  16697. if( src->id == bl->id ) break;
  16698. if( bl->type == BL_SKILL ) {
  16699. struct skill_unit *su = (struct skill_unit *)bl;
  16700. if (su && su->group->unit_id == UNT_USED_TRAPS)
  16701. break;
  16702. }
  16703. case UNT_CLUSTERBOMB:
  16704. if( ss != bl )
  16705. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  16706. break;
  16707. case UNT_CLAYMORETRAP:
  16708. if( src->id == bl->id ) break;
  16709. if( bl->type == BL_SKILL ) {
  16710. struct skill_unit *su = (struct skill_unit *)bl;
  16711. if (!su)
  16712. return 0;
  16713. switch(su->group->unit_id) {
  16714. case UNT_CLAYMORETRAP:
  16715. case UNT_LANDMINE:
  16716. case UNT_BLASTMINE:
  16717. case UNT_SHOCKWAVE:
  16718. case UNT_SANDMAN:
  16719. case UNT_FLASHER:
  16720. case UNT_FREEZINGTRAP:
  16721. case UNT_FIRINGTRAP:
  16722. case UNT_ICEBOUNDTRAP:
  16723. clif_changetraplook(bl, UNT_USED_TRAPS);
  16724. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  16725. su->group->unit_id = UNT_USED_TRAPS;
  16726. break;
  16727. }
  16728. }
  16729. default: {
  16730. int split_count = 0;
  16731. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  16732. split_count = max(1, map_foreachinallrange(skill_area_sub, src, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, src, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count));
  16733. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  16734. }
  16735. break;
  16736. }
  16737. return 1;
  16738. }
  16739. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  16740. {
  16741. uint16 skill_id, skill_lv;
  16742. struct skill_unit *unit;
  16743. nullpo_ret(bl);
  16744. skill_id = va_arg(ap,int);
  16745. skill_lv = va_arg(ap,int);
  16746. unit = (struct skill_unit *)bl;
  16747. if( unit == NULL || unit->group == NULL )
  16748. return 0;
  16749. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  16750. return 0;
  16751. if( unit->group->skill_id == SC_MAELSTROM ) {
  16752. struct block_list *src;
  16753. if( (src = map_id2bl(unit->group->src_id)) ){
  16754. int sp = unit->group->skill_lv * skill_lv;
  16755. if( src->type == BL_PC )
  16756. sp += ((TBL_PC*)src)->status.job_level / 5;
  16757. status_heal(src, 0, sp/2, 1);
  16758. }
  16759. }
  16760. return 0;
  16761. }
  16762. /**
  16763. * Remove current enchanted element for new element
  16764. * @param bl Char
  16765. * @param type New element
  16766. */
  16767. void skill_enchant_elemental_end(struct block_list *bl, int type)
  16768. {
  16769. struct status_change *sc;
  16770. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON };
  16771. int i;
  16772. nullpo_retv(bl);
  16773. nullpo_retv(sc= status_get_sc(bl));
  16774. if (!sc->count)
  16775. return;
  16776. status_change_end(bl, SC_ENCHANTARMS, INVALID_TIMER); // Should always end
  16777. for (i = 0; i < ARRAYLENGTH(scs); i++)
  16778. if (type != scs[i] && sc->data[scs[i]])
  16779. status_change_end(bl, scs[i], INVALID_TIMER);
  16780. }
  16781. /**
  16782. * Check cloaking condition
  16783. * @param bl
  16784. * @param sce
  16785. * @return True if near wall; False otherwise
  16786. */
  16787. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  16788. {
  16789. bool wall = true;
  16790. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  16791. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  16792. { //Check for walls.
  16793. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16794. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16795. int i;
  16796. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16797. if( i == 8 )
  16798. wall = false;
  16799. }
  16800. if( sce ) {
  16801. if( !wall ) {
  16802. if( sce->val1 < 3 ) //End cloaking.
  16803. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  16804. else if( sce->val4&1 ) { //Remove wall bonus
  16805. sce->val4&=~1;
  16806. status_calc_bl(bl,SCB_SPEED);
  16807. }
  16808. } else {
  16809. if( !(sce->val4&1) ) { //Add wall speed bonus
  16810. sce->val4|=1;
  16811. status_calc_bl(bl,SCB_SPEED);
  16812. }
  16813. }
  16814. }
  16815. return wall;
  16816. }
  16817. /** Check Shadow Form on the target
  16818. * @param bl: Target
  16819. * @param damage: Damage amount
  16820. * @param hit
  16821. * @return true - in Shadow Form state; false - otherwise
  16822. */
  16823. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  16824. {
  16825. struct status_change *sc;
  16826. nullpo_retr(false,bl);
  16827. if (!damage)
  16828. return false;
  16829. sc = status_get_sc(bl);
  16830. if( sc && sc->data[SC__SHADOWFORM] ) {
  16831. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  16832. if( !src || src->m != bl->m ) {
  16833. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16834. return false;
  16835. }
  16836. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  16837. if( src->type == BL_PC )
  16838. ((TBL_PC*)src)->shadowform_id = 0;
  16839. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16840. return false;
  16841. }
  16842. 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, SC__SHADOWFORM);
  16843. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  16844. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16845. if( src->type == BL_PC )
  16846. ((TBL_PC*)src)->shadowform_id = 0;
  16847. }
  16848. return true;
  16849. }
  16850. return false;
  16851. }
  16852. /**
  16853. * Check camouflage condition
  16854. * @param bl
  16855. * @param sce
  16856. * @return True if near wall; False otherwise
  16857. * @TODO: Seems wrong
  16858. */
  16859. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  16860. {
  16861. bool wall = true;
  16862. if( bl->type == BL_PC ) { //Check for walls.
  16863. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16864. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16865. int i;
  16866. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16867. if( i == 8 )
  16868. wall = false;
  16869. }
  16870. if( sce ) {
  16871. if( !wall && sce->val1 < 3 ) //End camouflage.
  16872. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  16873. status_calc_bl(bl,SCB_SPEED);
  16874. }
  16875. return wall;
  16876. }
  16877. /**
  16878. * Process skill unit visibilty for single BL in area
  16879. * @param bl
  16880. * @param ap
  16881. * @author [Cydh]
  16882. **/
  16883. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  16884. struct skill_unit *su = NULL;
  16885. struct block_list *src = NULL;
  16886. unsigned int party1 = 0;
  16887. bool visible = true;
  16888. nullpo_ret(bl);
  16889. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  16890. nullpo_ret((src = va_arg(ap, struct block_list*)));
  16891. party1 = va_arg(ap, unsigned int);
  16892. if (src != bl) {
  16893. unsigned int party2 = status_get_party_id(bl);
  16894. if (!party1 || !party2 || party1 != party2)
  16895. visible = false;
  16896. }
  16897. clif_getareachar_skillunit(bl, su, SELF, visible);
  16898. return 1;
  16899. }
  16900. /**
  16901. * Check for skill unit visibilty in area on
  16902. * - skill first placement
  16903. * - skill moved (knocked back, moved dance)
  16904. * @param su Skill unit
  16905. * @param target Affected target for this visibility @see enum send_target
  16906. * @author [Cydh]
  16907. **/
  16908. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  16909. nullpo_retv(su);
  16910. if (!su->hidden) // It's not hidden, just do this!
  16911. clif_getareachar_skillunit(&su->bl, su, target, true);
  16912. else {
  16913. struct block_list *src = battle_get_master(&su->bl);
  16914. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  16915. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  16916. }
  16917. }
  16918. /**
  16919. * Check for skill unit visibilty on single BL on insight/spawn action
  16920. * @param su Skill unit
  16921. * @param bl Block list
  16922. * @author [Cydh]
  16923. **/
  16924. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  16925. bool visible = true;
  16926. struct block_list *src = NULL;
  16927. nullpo_retv(bl);
  16928. nullpo_retv(su);
  16929. nullpo_retv((src = battle_get_master(&su->bl)));
  16930. if (su->hidden && src != bl) {
  16931. unsigned int party1 = status_get_party_id(src);
  16932. unsigned int party2 = status_get_party_id(bl);
  16933. if (!party1 || !party2 || party1 != party2)
  16934. visible = false;
  16935. }
  16936. clif_getareachar_skillunit(bl, su, SELF, visible);
  16937. }
  16938. /**
  16939. * Initialize new skill unit for skill unit group.
  16940. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  16941. * @param group Skill unit group
  16942. * @param idx
  16943. * @param x
  16944. * @param y
  16945. * @param val1
  16946. * @param val2
  16947. */
  16948. struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2, bool hidden)
  16949. {
  16950. struct skill_unit *unit;
  16951. nullpo_retr(NULL, group);
  16952. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  16953. nullpo_retr(NULL, (unit = &group->unit[idx]));
  16954. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  16955. return unit;
  16956. if(!unit->alive)
  16957. group->alive_count++;
  16958. unit->bl.id = map_get_new_object_id();
  16959. unit->bl.type = BL_SKILL;
  16960. unit->bl.m = group->map;
  16961. unit->bl.x = x;
  16962. unit->bl.y = y;
  16963. unit->group = group;
  16964. unit->alive = 1;
  16965. unit->val1 = val1;
  16966. unit->val2 = val2;
  16967. unit->hidden = hidden;
  16968. // Stores new skill unit
  16969. idb_put(skillunit_db, unit->bl.id, unit);
  16970. map_addiddb(&unit->bl);
  16971. if(map_addblock(&unit->bl))
  16972. return NULL;
  16973. // Perform oninit actions
  16974. switch (group->skill_id) {
  16975. case WZ_ICEWALL:
  16976. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  16977. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  16978. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  16979. break;
  16980. case SA_LANDPROTECTOR:
  16981. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  16982. break;
  16983. #ifndef RENEWAL
  16984. case HP_BASILICA:
  16985. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  16986. break;
  16987. #endif
  16988. case SC_MAELSTROM:
  16989. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  16990. break;
  16991. default:
  16992. if (group->state.song_dance&0x1) //Check for dissonance.
  16993. skill_dance_overlap(unit, 1);
  16994. break;
  16995. }
  16996. skill_getareachar_skillunit_visibilty(unit, AREA);
  16997. return unit;
  16998. }
  16999. /**
  17000. * Remove unit
  17001. * @param unit
  17002. */
  17003. int skill_delunit(struct skill_unit* unit)
  17004. {
  17005. struct skill_unit_group *group;
  17006. nullpo_ret(unit);
  17007. if( !unit->alive )
  17008. return 0;
  17009. unit->alive = 0;
  17010. nullpo_ret(group = unit->group);
  17011. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  17012. skill_dance_overlap(unit, 0);
  17013. // invoke onout event
  17014. if( !unit->range )
  17015. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  17016. // perform ondelete actions
  17017. switch (group->skill_id) {
  17018. case HT_ANKLESNARE:
  17019. case SC_ESCAPE:
  17020. {
  17021. struct block_list* target = map_id2bl(group->val2);
  17022. enum sc_type type = status_skill2sc(group->skill_id);
  17023. if( target )
  17024. status_change_end(target, type, INVALID_TIMER);
  17025. }
  17026. break;
  17027. case WZ_ICEWALL:
  17028. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  17029. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  17030. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  17031. break;
  17032. case SA_LANDPROTECTOR:
  17033. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  17034. break;
  17035. #ifndef RENEWAL
  17036. case HP_BASILICA:
  17037. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  17038. break;
  17039. #endif
  17040. case RA_ELECTRICSHOCKER: {
  17041. struct block_list* target = map_id2bl(group->val2);
  17042. if( target )
  17043. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  17044. }
  17045. break;
  17046. case SC_MAELSTROM:
  17047. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  17048. break;
  17049. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  17050. if( group->val2 ) { // Someone Traped
  17051. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  17052. if( tsc && tsc->data[SC__MANHOLE] )
  17053. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  17054. }
  17055. break;
  17056. }
  17057. clif_skill_delunit(unit);
  17058. unit->group=NULL;
  17059. map_delblock(&unit->bl); // don't free yet
  17060. map_deliddb(&unit->bl);
  17061. idb_remove(skillunit_db, unit->bl.id);
  17062. if(--group->alive_count==0)
  17063. skill_delunitgroup(group);
  17064. return 0;
  17065. }
  17066. static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
  17067. /// Returns the target skill_unit_group or NULL if not found.
  17068. struct skill_unit_group* skill_id2group(int group_id) {
  17069. return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
  17070. }
  17071. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  17072. /**
  17073. * Returns a new group_id that isn't being used in skillunit_group_db.
  17074. * Fatal error if nothing is available.
  17075. */
  17076. static int skill_get_new_group_id(void)
  17077. {
  17078. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  17079. return skill_unit_group_newid++;// available
  17080. {// find next id
  17081. int base_id = skill_unit_group_newid;
  17082. while( base_id != ++skill_unit_group_newid )
  17083. {
  17084. if( skill_unit_group_newid < MAX_SKILL )
  17085. skill_unit_group_newid = MAX_SKILL;
  17086. if( skill_id2group(skill_unit_group_newid) == NULL )
  17087. return skill_unit_group_newid++;// available
  17088. }
  17089. // full loop, nothing available
  17090. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  17091. exit(1);
  17092. }
  17093. }
  17094. /**
  17095. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  17096. * @param src Object that cast the skill
  17097. * @param count How many 'cells' used that needed. Related with skill layout
  17098. * @param skill_id ID of used skill
  17099. * @param skill_lv Skill level of used skill
  17100. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  17101. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  17102. * @param interval Time interval
  17103. * @return skill_unit_group
  17104. */
  17105. struct skill_unit_group* skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, t_tick limit, int interval)
  17106. {
  17107. struct unit_data* ud = unit_bl2ud( src );
  17108. struct skill_unit_group* group;
  17109. int i;
  17110. if(!(skill_id && skill_lv)) return 0;
  17111. nullpo_retr(NULL, src);
  17112. nullpo_retr(NULL, ud);
  17113. // Find a free spot to store the new unit group
  17114. // TODO: Make this flexible maybe by changing this fixed array?
  17115. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  17116. if(i == MAX_SKILLUNITGROUP) {
  17117. // Array is full, make room by discarding oldest group
  17118. int j = 0;
  17119. t_tick maxdiff = 0, tick = gettick();
  17120. for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  17121. t_tick x = DIFF_TICK(tick,ud->skillunit[i]->tick);
  17122. if(x > maxdiff){
  17123. maxdiff = x;
  17124. j = i;
  17125. }
  17126. }
  17127. skill_delunitgroup(ud->skillunit[j]);
  17128. // Since elements must have shifted, we use the last slot.
  17129. i = MAX_SKILLUNITGROUP-1;
  17130. }
  17131. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  17132. group->src_id = src->id;
  17133. group->party_id = status_get_party_id(src);
  17134. group->guild_id = status_get_guild_id(src);
  17135. group->bg_id = bg_team_get_id(src);
  17136. group->group_id = skill_get_new_group_id();
  17137. group->link_group_id = 0;
  17138. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  17139. group->unit_count = count;
  17140. group->alive_count = 0;
  17141. group->val1 = 0;
  17142. group->val2 = 0;
  17143. group->val3 = 0;
  17144. group->skill_id = skill_id;
  17145. group->skill_lv = skill_lv;
  17146. group->unit_id = unit_id;
  17147. group->map = src->m;
  17148. group->limit = limit;
  17149. group->interval = interval;
  17150. group->tick = gettick();
  17151. group->valstr = NULL;
  17152. ud->skillunit[i] = group;
  17153. // Stores this new group to DBMap
  17154. idb_put(skillunit_group_db, group->group_id, group);
  17155. return group;
  17156. }
  17157. /**
  17158. * Remove skill unit group
  17159. * @param group
  17160. * @param file
  17161. * @param line
  17162. * @param *func
  17163. */
  17164. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  17165. {
  17166. struct block_list* src;
  17167. struct unit_data *ud;
  17168. short i, j;
  17169. int link_group_id;
  17170. if( group == NULL ) {
  17171. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  17172. return 0;
  17173. }
  17174. src = map_id2bl(group->src_id);
  17175. ud = unit_bl2ud(src);
  17176. if (!src || !ud) {
  17177. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  17178. return 0;
  17179. }
  17180. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  17181. switch( group->skill_id ) {
  17182. case BA_DISSONANCE:
  17183. case BA_POEMBRAGI:
  17184. case BA_WHISTLE:
  17185. case BA_ASSASSINCROSS:
  17186. case BA_APPLEIDUN:
  17187. case DC_UGLYDANCE:
  17188. case DC_HUMMING:
  17189. case DC_DONTFORGETME:
  17190. case DC_FORTUNEKISS:
  17191. case DC_SERVICEFORYOU:
  17192. case NC_NEUTRALBARRIER:
  17193. case NC_STEALTHFIELD:
  17194. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  17195. break;
  17196. }
  17197. }
  17198. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  17199. struct status_change* sc = status_get_sc(src);
  17200. if (sc && sc->data[SC_DANCING]) {
  17201. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  17202. status_change_end(src, SC_DANCING, INVALID_TIMER);
  17203. }
  17204. }
  17205. // End SC from the master when the skill group is deleted
  17206. i = SC_NONE;
  17207. switch (group->unit_id) {
  17208. case UNT_GOSPEL: i = SC_GOSPEL; break;
  17209. #ifndef RENEWAL
  17210. case UNT_BASILICA: i = SC_BASILICA; break;
  17211. #endif
  17212. }
  17213. if (i != SC_NONE) {
  17214. struct status_change *sc = status_get_sc(src);
  17215. if (sc && sc->data[i]) {
  17216. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  17217. status_change_end(src, (sc_type)i, INVALID_TIMER);
  17218. }
  17219. }
  17220. switch( group->skill_id ) {
  17221. case PF_SPIDERWEB:
  17222. {
  17223. struct block_list* target = map_id2bl(group->val2);
  17224. struct status_change *sc;
  17225. bool removed = true;
  17226. //Clear group id from status change
  17227. if (target && (sc = status_get_sc(target)) != NULL && sc->data[SC_SPIDERWEB]) {
  17228. if (sc->data[SC_SPIDERWEB]->val2 == group->group_id)
  17229. sc->data[SC_SPIDERWEB]->val2 = 0;
  17230. else if (sc->data[SC_SPIDERWEB]->val3 == group->group_id)
  17231. sc->data[SC_SPIDERWEB]->val3 = 0;
  17232. else if (sc->data[SC_SPIDERWEB]->val4 == group->group_id)
  17233. sc->data[SC_SPIDERWEB]->val4 = 0;
  17234. else //Group was already removed in status_change_end, don't call it again!
  17235. removed = false;
  17236. //The last group was cleared, end status change
  17237. if(removed && sc->data[SC_SPIDERWEB]->val2 == 0 && sc->data[SC_SPIDERWEB]->val3 == 0 && sc->data[SC_SPIDERWEB]->val4 == 0)
  17238. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  17239. }
  17240. }
  17241. break;
  17242. case SG_SUN_WARM:
  17243. case SG_MOON_WARM:
  17244. case SG_STAR_WARM:
  17245. case LG_BANDING:
  17246. {
  17247. status_change *sc = status_get_sc(src);
  17248. sc_type type = status_skill2sc(group->skill_id);
  17249. if (sc && sc->data[type]) {
  17250. sc->data[type]->val4 = 0;
  17251. status_change_end(src, type, INVALID_TIMER);
  17252. }
  17253. }
  17254. break;
  17255. case NC_NEUTRALBARRIER:
  17256. {
  17257. struct status_change *sc = NULL;
  17258. if( (sc = status_get_sc(src)) != NULL ) {
  17259. if ( sc->data[SC_NEUTRALBARRIER_MASTER] )
  17260. {
  17261. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  17262. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  17263. }
  17264. status_change_end(src,SC_NEUTRALBARRIER,INVALID_TIMER);
  17265. }
  17266. }
  17267. break;
  17268. case NC_STEALTHFIELD:
  17269. {
  17270. struct status_change *sc = NULL;
  17271. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  17272. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  17273. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  17274. }
  17275. }
  17276. break;
  17277. }
  17278. if (src->type==BL_PC && group->state.ammo_consume)
  17279. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  17280. group->alive_count=0;
  17281. // remove all unit cells
  17282. if(group->unit != NULL)
  17283. for( i = 0; i < group->unit_count; i++ )
  17284. skill_delunit(&group->unit[i]);
  17285. // clear Talkie-box string
  17286. if( group->valstr != NULL ) {
  17287. aFree(group->valstr);
  17288. group->valstr = NULL;
  17289. }
  17290. idb_remove(skillunit_group_db, group->group_id);
  17291. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  17292. group->unit = NULL;
  17293. group->group_id = 0;
  17294. group->unit_count = 0;
  17295. link_group_id = group->link_group_id;
  17296. group->link_group_id = 0;
  17297. // locate this group, swap with the last entry and delete it
  17298. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  17299. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  17300. j--;
  17301. if( i < MAX_SKILLUNITGROUP ) {
  17302. ud->skillunit[i] = ud->skillunit[j];
  17303. ud->skillunit[j] = NULL;
  17304. ers_free(skill_unit_ers, group);
  17305. } else
  17306. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  17307. if(link_group_id) {
  17308. struct skill_unit_group* group_cur = skill_id2group(link_group_id);
  17309. if(group_cur)
  17310. skill_delunitgroup(group_cur);
  17311. }
  17312. return 1;
  17313. }
  17314. /**
  17315. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  17316. * @param src
  17317. */
  17318. void skill_clear_unitgroup(struct block_list *src)
  17319. {
  17320. struct unit_data *ud;
  17321. nullpo_retv(src);
  17322. nullpo_retv((ud = unit_bl2ud(src)));
  17323. while (ud->skillunit[0])
  17324. skill_delunitgroup(ud->skillunit[0]);
  17325. }
  17326. /**
  17327. * Search tickset for skill unit in skill unit group
  17328. * @param bl Block List for skill_unit
  17329. * @param group Skill unit group
  17330. * @param tick
  17331. * @return skill_unit_group_tickset if found
  17332. */
  17333. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, t_tick tick)
  17334. {
  17335. int i, j = -1, s, id;
  17336. struct unit_data *ud;
  17337. struct skill_unit_group_tickset *set;
  17338. nullpo_ret(bl);
  17339. if (group->interval == -1)
  17340. return NULL;
  17341. ud = unit_bl2ud(bl);
  17342. if (!ud)
  17343. return NULL;
  17344. set = ud->skillunittick;
  17345. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  17346. id = s = group->skill_id;
  17347. else
  17348. id = s = group->group_id;
  17349. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  17350. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  17351. if (set[k].id == id)
  17352. return &set[k];
  17353. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  17354. j=k;
  17355. }
  17356. if (j == -1) {
  17357. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  17358. j = id % MAX_SKILLUNITGROUPTICKSET;
  17359. }
  17360. set[j].id = id;
  17361. set[j].tick = tick;
  17362. return &set[j];
  17363. }
  17364. /*==========================================
  17365. * Check for validity skill unit that triggered by skill_unit_timer_sub
  17366. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  17367. *------------------------------------------*/
  17368. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  17369. {
  17370. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  17371. struct skill_unit_group* group = NULL;
  17372. t_tick tick = va_arg(ap,t_tick);
  17373. nullpo_ret(unit);
  17374. if( !unit->alive || bl->prev == NULL )
  17375. return 0;
  17376. nullpo_ret(group = unit->group);
  17377. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  17378. if( !(skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISTRAP]) && !skill->inf2[INF2_IGNORELANDPROTECTOR] && group->skill_id != NC_NEUTRALBARRIER && (battle_config.land_protector_behavior ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) )
  17379. return 0; //AoE skills are ineffective. [Skotlex]
  17380. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  17381. return 0;
  17382. skill_unit_onplace_timer(unit,bl,tick);
  17383. return 1;
  17384. }
  17385. /**
  17386. * @see DBApply
  17387. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  17388. */
  17389. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  17390. {
  17391. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  17392. struct skill_unit_group* group = NULL;
  17393. t_tick tick = va_arg(ap,t_tick);
  17394. bool dissonance;
  17395. struct block_list* bl = &unit->bl;
  17396. nullpo_ret(unit);
  17397. if( !unit->alive )
  17398. return 0;
  17399. nullpo_ret(group = unit->group);
  17400. // Check for expiration
  17401. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  17402. {// skill unit expired (inlined from skill_unit_onlimit())
  17403. switch( group->unit_id ) {
  17404. case UNT_ICEWALL:
  17405. unit->val1 -= 50; // icewall loses 50 hp every second
  17406. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  17407. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  17408. if( unit->val1 <= 0 )
  17409. skill_delunit(unit);
  17410. break;
  17411. case UNT_BLASTMINE:
  17412. #ifdef RENEWAL
  17413. case UNT_CLAYMORETRAP:
  17414. #endif
  17415. case UNT_GROUNDDRIFT_WIND:
  17416. case UNT_GROUNDDRIFT_DARK:
  17417. case UNT_GROUNDDRIFT_POISON:
  17418. case UNT_GROUNDDRIFT_WATER:
  17419. case UNT_GROUNDDRIFT_FIRE:
  17420. group->unit_id = UNT_USED_TRAPS;
  17421. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  17422. group->limit=DIFF_TICK(tick+1500,group->tick);
  17423. unit->limit=DIFF_TICK(tick+1500,group->tick);
  17424. break;
  17425. case UNT_ANKLESNARE:
  17426. case UNT_ELECTRICSHOCKER:
  17427. if (group->val2 > 0) { //Used Trap doesn't return back to item
  17428. skill_delunit(unit);
  17429. break;
  17430. }
  17431. case UNT_SKIDTRAP:
  17432. case UNT_LANDMINE:
  17433. case UNT_SHOCKWAVE:
  17434. case UNT_SANDMAN:
  17435. case UNT_FLASHER:
  17436. case UNT_FREEZINGTRAP:
  17437. #ifndef RENEWAL
  17438. case UNT_CLAYMORETRAP:
  17439. #endif
  17440. case UNT_TALKIEBOX:
  17441. case UNT_CLUSTERBOMB:
  17442. case UNT_MAGENTATRAP:
  17443. case UNT_COBALTTRAP:
  17444. case UNT_MAIZETRAP:
  17445. case UNT_VERDURETRAP:
  17446. case UNT_FIRINGTRAP:
  17447. case UNT_ICEBOUNDTRAP:
  17448. {
  17449. struct block_list* src;
  17450. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  17451. { // revert unit back into a trap
  17452. struct item item_tmp;
  17453. memset(&item_tmp,0,sizeof(item_tmp));
  17454. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  17455. item_tmp.identify = 1;
  17456. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  17457. }
  17458. skill_delunit(unit);
  17459. }
  17460. break;
  17461. case UNT_WARP_ACTIVE:
  17462. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  17463. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  17464. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  17465. // restart timers
  17466. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  17467. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  17468. // apply effect to all units standing on it
  17469. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  17470. break;
  17471. case UNT_CALLFAMILY:
  17472. {
  17473. struct map_session_data *sd = NULL;
  17474. if(group->val1) {
  17475. sd = map_charid2sd(group->val1);
  17476. group->val1 = 0;
  17477. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  17478. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  17479. }
  17480. if(group->val2) {
  17481. sd = map_charid2sd(group->val2);
  17482. group->val2 = 0;
  17483. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  17484. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  17485. }
  17486. skill_delunit(unit);
  17487. }
  17488. break;
  17489. case UNT_REVERBERATION:
  17490. case UNT_NETHERWORLD:
  17491. if( unit->val1 <= 0 ) { // If it was deactivated.
  17492. skill_delunit(unit);
  17493. break;
  17494. }
  17495. clif_changetraplook(bl,UNT_USED_TRAPS);
  17496. if (group->unit_id == UNT_REVERBERATION)
  17497. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  17498. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  17499. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  17500. group->unit_id = UNT_USED_TRAPS;
  17501. break;
  17502. case UNT_FEINTBOMB: {
  17503. struct block_list *src = map_id2bl(group->src_id);
  17504. if (src)
  17505. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, group->skill_id, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  17506. skill_delunit(unit);
  17507. }
  17508. break;
  17509. case UNT_BANDING:
  17510. {
  17511. struct block_list *src = map_id2bl(group->src_id);
  17512. struct status_change *sc;
  17513. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  17514. skill_delunit(unit);
  17515. break;
  17516. }
  17517. // This unit isn't removed while SC_BANDING is active.
  17518. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  17519. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  17520. }
  17521. break;
  17522. case UNT_B_TRAP:
  17523. {
  17524. struct block_list* src;
  17525. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  17526. struct item item_tmp;
  17527. memset(&item_tmp, 0, sizeof(item_tmp));
  17528. item_tmp.nameid = group->item_id;
  17529. item_tmp.identify = 1;
  17530. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  17531. }
  17532. skill_delunit(unit);
  17533. }
  17534. break;
  17535. default:
  17536. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2)) {
  17537. // Deal damage before expiration
  17538. break;
  17539. }
  17540. skill_delunit(unit);
  17541. break;
  17542. }
  17543. } else {// skill unit is still active
  17544. switch( group->unit_id ) {
  17545. case UNT_BLASTMINE:
  17546. case UNT_SKIDTRAP:
  17547. case UNT_LANDMINE:
  17548. case UNT_SHOCKWAVE:
  17549. case UNT_SANDMAN:
  17550. case UNT_FLASHER:
  17551. case UNT_CLAYMORETRAP:
  17552. case UNT_FREEZINGTRAP:
  17553. case UNT_TALKIEBOX:
  17554. case UNT_ANKLESNARE:
  17555. case UNT_B_TRAP:
  17556. if( unit->val1 <= 0 ) {
  17557. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  17558. skill_delunit(unit);
  17559. else {
  17560. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  17561. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  17562. group->unit_id = UNT_USED_TRAPS;
  17563. }
  17564. }
  17565. break;
  17566. case UNT_REVERBERATION:
  17567. case UNT_NETHERWORLD:
  17568. if (unit->val1 <= 0) {
  17569. clif_changetraplook(bl,UNT_USED_TRAPS);
  17570. if (group->unit_id == UNT_REVERBERATION)
  17571. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  17572. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  17573. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  17574. group->unit_id = UNT_USED_TRAPS;
  17575. }
  17576. break;
  17577. case UNT_WALLOFTHORN:
  17578. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  17579. skill_delunitgroup(group);
  17580. break;
  17581. }
  17582. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  17583. skill_delunit(unit);
  17584. break;
  17585. case UNT_SANCTUARY:
  17586. if (group->val1 <= 0) {
  17587. skill_delunitgroup(group);
  17588. }
  17589. break;
  17590. default:
  17591. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2) {
  17592. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  17593. // Unit will expire the next interval, start dropping Meteor
  17594. struct block_list* src;
  17595. if ((src = map_id2bl(group->src_id)) != NULL) {
  17596. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  17597. group->val2 = 1;
  17598. }
  17599. }
  17600. // No damage until expiration
  17601. return 0;
  17602. }
  17603. break;
  17604. }
  17605. }
  17606. //Don't continue if unit or even group is expired and has been deleted.
  17607. if( !group || !unit->alive )
  17608. return 0;
  17609. dissonance = skill_dance_switch(unit, 0);
  17610. if( unit->range >= 0 && group->interval != -1 )
  17611. {
  17612. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  17613. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  17614. group->unit_id = UNT_USED_TRAPS;
  17615. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  17616. unit->range = -1; //Disable processed cell.
  17617. if (--group->val1 <= 0) { // number of live cells
  17618. //All tiles were processed, disable skill.
  17619. group->target_flag=BCT_NOONE;
  17620. group->bl_flag= BL_NUL;
  17621. }
  17622. }
  17623. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2) {
  17624. skill_delunit(unit);
  17625. return 0;
  17626. }
  17627. }
  17628. if( dissonance )
  17629. skill_dance_switch(unit, 1);
  17630. return 0;
  17631. }
  17632. /*==========================================
  17633. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  17634. *------------------------------------------*/
  17635. TIMER_FUNC(skill_unit_timer){
  17636. map_freeblock_lock();
  17637. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  17638. map_freeblock_unlock();
  17639. return 0;
  17640. }
  17641. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  17642. /*==========================================
  17643. * flag :
  17644. * 1 : store that skill_unit in array
  17645. * 2 : clear that skill_unit
  17646. * 4 : call_on_left
  17647. *------------------------------------------*/
  17648. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  17649. {
  17650. struct skill_unit* unit = (struct skill_unit *)bl;
  17651. struct skill_unit_group* group = NULL;
  17652. struct block_list* target = va_arg(ap,struct block_list*);
  17653. t_tick tick = va_arg(ap,t_tick);
  17654. int flag = va_arg(ap,int);
  17655. bool dissonance;
  17656. uint16 skill_id;
  17657. int i;
  17658. nullpo_ret(unit);
  17659. nullpo_ret(target);
  17660. if( !unit->alive || target->prev == NULL )
  17661. return 0;
  17662. nullpo_ret(group = unit->group);
  17663. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  17664. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  17665. dissonance = skill_dance_switch(unit, 0);
  17666. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  17667. skill_id = group->skill_id;
  17668. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  17669. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  17670. if( dissonance ) {
  17671. skill_dance_switch(unit, 1);
  17672. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  17673. }
  17674. return 0;
  17675. }
  17676. //Target-type check.
  17677. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  17678. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  17679. if( flag&1 ) {
  17680. if( flag&2 ) { //Clear this skill id.
  17681. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  17682. if( i < ARRAYLENGTH(skill_unit_temp) )
  17683. skill_unit_temp[i] = 0;
  17684. }
  17685. } else {
  17686. if( flag&2 ) { //Store this skill id.
  17687. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  17688. if( i < ARRAYLENGTH(skill_unit_temp) )
  17689. skill_unit_temp[i] = skill_id;
  17690. else
  17691. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  17692. }
  17693. }
  17694. if( flag&4 )
  17695. skill_unit_onleft(skill_id,target,tick);
  17696. }
  17697. if( dissonance )
  17698. skill_dance_switch(unit, 1);
  17699. return 0;
  17700. } else {
  17701. if( flag&1 ) {
  17702. int result = skill_unit_onplace(unit,target,tick);
  17703. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  17704. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  17705. if( i < ARRAYLENGTH(skill_unit_temp) )
  17706. skill_unit_temp[i] = 0;
  17707. }
  17708. } else {
  17709. int result = skill_unit_onout(unit,target,tick);
  17710. if( flag&2 && result ) { //Store this unit id.
  17711. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  17712. if( i < ARRAYLENGTH(skill_unit_temp) )
  17713. skill_unit_temp[i] = skill_id;
  17714. else
  17715. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  17716. }
  17717. }
  17718. //TODO: Normally, this is dangerous since the unit and group could be freed
  17719. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  17720. //cells do not get deleted within them. [Skotlex]
  17721. if( dissonance )
  17722. skill_dance_switch(unit, 1);
  17723. if( flag&4 )
  17724. skill_unit_onleft(skill_id,target,tick);
  17725. return 1;
  17726. }
  17727. }
  17728. /*==========================================
  17729. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  17730. * Flag values:
  17731. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  17732. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  17733. * units to figure out when they have left a group.
  17734. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  17735. *------------------------------------------*/
  17736. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  17737. {
  17738. nullpo_ret(bl);
  17739. if( bl->prev == NULL )
  17740. return 0;
  17741. if( flag&2 && !(flag&1) ) //Onout, clear data
  17742. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  17743. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  17744. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  17745. int i;
  17746. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  17747. if( skill_unit_temp[i] )
  17748. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  17749. }
  17750. return 0;
  17751. }
  17752. /*==========================================
  17753. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  17754. * @param bl Skill unit
  17755. * @param m Map
  17756. * @param dx
  17757. * @param dy
  17758. *------------------------------------------*/
  17759. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  17760. t_tick tick = gettick();
  17761. struct skill_unit *su;
  17762. if (bl->type != BL_SKILL)
  17763. return;
  17764. if (!(su = (struct skill_unit *)bl))
  17765. return;
  17766. if (!su->alive)
  17767. return;
  17768. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  17769. return; //Ensembles may not be moved around.
  17770. if (!bl->prev) {
  17771. bl->x = dx;
  17772. bl->y = dy;
  17773. return;
  17774. }
  17775. map_moveblock(bl, dx, dy, tick);
  17776. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  17777. skill_getareachar_skillunit_visibilty(su, AREA);
  17778. return;
  17779. }
  17780. /**
  17781. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  17782. * @param group Skill Group
  17783. * @param m Map
  17784. * @param dx
  17785. * @param dy
  17786. */
  17787. void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  17788. {
  17789. int i, j;
  17790. t_tick tick = gettick();
  17791. int *m_flag;
  17792. struct skill_unit *unit1;
  17793. struct skill_unit *unit2;
  17794. if (group == NULL)
  17795. return;
  17796. if (group->unit_count <= 0)
  17797. return;
  17798. if (group->unit == NULL)
  17799. return;
  17800. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  17801. return; //Ensembles may not be moved around.
  17802. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  17803. // m_flag
  17804. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  17805. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  17806. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  17807. // 3: Both 1+2.
  17808. for(i = 0; i < group->unit_count; i++) {
  17809. unit1 =& group->unit[i];
  17810. if (!unit1->alive || unit1->bl.m != m)
  17811. continue;
  17812. for(j = 0; j < group->unit_count; j++) {
  17813. unit2 = &group->unit[j];
  17814. if (!unit2->alive)
  17815. continue;
  17816. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  17817. m_flag[i] |= 0x1;
  17818. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  17819. m_flag[i] |= 0x2;
  17820. }
  17821. }
  17822. j = 0;
  17823. for (i = 0; i < group->unit_count; i++) {
  17824. unit1 = &group->unit[i];
  17825. if (!unit1->alive)
  17826. continue;
  17827. if (!(m_flag[i]&0x2)) {
  17828. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  17829. skill_dance_overlap(unit1, 0);
  17830. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  17831. }
  17832. //Move Cell using "smart" criteria (avoid useless moving around)
  17833. switch(m_flag[i]) {
  17834. case 0:
  17835. //Cell moves independently, safely move it.
  17836. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  17837. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  17838. break;
  17839. case 1:
  17840. //Cell moves unto another cell, look for a replacement cell that won't collide
  17841. //and has no cell moving into it (flag == 2)
  17842. for(; j < group->unit_count; j++) {
  17843. int dx2, dy2;
  17844. if(m_flag[j] != 2 || !group->unit[j].alive)
  17845. continue;
  17846. //Move to where this cell would had moved.
  17847. unit2 = &group->unit[j];
  17848. dx2 = unit2->bl.x + dx - unit1->bl.x;
  17849. dy2 = unit2->bl.y + dy - unit1->bl.y;
  17850. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  17851. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  17852. j++; //Skip this cell as we have used it.
  17853. break;
  17854. }
  17855. break;
  17856. case 2:
  17857. case 3:
  17858. break; //Don't move the cell as a cell will end on this tile anyway.
  17859. }
  17860. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  17861. if (group->state.song_dance&0x1) //Check for dissonance effect.
  17862. skill_dance_overlap(unit1, 1);
  17863. skill_getareachar_skillunit_visibilty(unit1, AREA);
  17864. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  17865. }
  17866. }
  17867. aFree(m_flag);
  17868. }
  17869. /**
  17870. * Checking product requirement in player's inventory.
  17871. * Checking if player has the item or not, the amount, and the weight limit.
  17872. * @param sd Player
  17873. * @param nameid Product requested
  17874. * @param trigger Trigger criteria to match will 'ItemLv'
  17875. * @param qty Amount of item will be created
  17876. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  17877. */
  17878. short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty)
  17879. {
  17880. short i, j;
  17881. nullpo_ret(sd);
  17882. if (!nameid || !itemdb_exists(nameid))
  17883. return 0;
  17884. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  17885. if (skill_produce_db[i].nameid == nameid) {
  17886. if ((j = skill_produce_db[i].req_skill) > 0 &&
  17887. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  17888. continue; // must iterate again to check other skills that produce it. [malufett]
  17889. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  17890. continue; // special case
  17891. break;
  17892. }
  17893. }
  17894. if (i >= MAX_SKILL_PRODUCE_DB)
  17895. return 0;
  17896. // Cannot carry the produced stuff
  17897. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  17898. return 0;
  17899. // Matching the requested produce list
  17900. if (trigger >= 0) {
  17901. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  17902. if (skill_produce_db[i].itemlv != trigger)
  17903. return 0;
  17904. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  17905. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  17906. return 0;
  17907. } else { // Weapon (itemlv must be higher or equal)
  17908. if (skill_produce_db[i].itemlv > trigger)
  17909. return 0;
  17910. }
  17911. }
  17912. // Check on player's inventory
  17913. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  17914. unsigned short nameid_produce;
  17915. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  17916. continue;
  17917. if (skill_produce_db[i].mat_amount[j] == 0) {
  17918. if (pc_search_inventory(sd,nameid_produce) < 0)
  17919. return 0;
  17920. } else {
  17921. unsigned short idx, amt;
  17922. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  17923. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  17924. amt += sd->inventory.u.items_inventory[idx].amount;
  17925. if (amt < qty * skill_produce_db[i].mat_amount[j])
  17926. return 0;
  17927. }
  17928. }
  17929. return i + 1;
  17930. }
  17931. /**
  17932. * Attempt to produce an item
  17933. * @param sd Player
  17934. * @param skill_id Skill used
  17935. * @param nameid Requested product
  17936. * @param slot1
  17937. * @param slot2
  17938. * @param slot3
  17939. * @param qty Amount of requested item
  17940. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  17941. * @return True is success, False if failed
  17942. */
  17943. 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)
  17944. {
  17945. int slot[3];
  17946. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  17947. int num = -1; // exclude the recipe
  17948. struct status_data *status;
  17949. nullpo_ret(sd);
  17950. status = status_get_status_data(&sd->bl);
  17951. if( sd->skill_id_old == skill_id )
  17952. skill_lv = sd->skill_lv_old;
  17953. if (produce_idx == -1) {
  17954. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  17955. return false;
  17956. idx--;
  17957. }
  17958. else
  17959. idx = produce_idx;
  17960. if (qty < 1)
  17961. qty = 1;
  17962. if (!skill_id) //A skill can be specified for some override cases.
  17963. skill_id = skill_produce_db[idx].req_skill;
  17964. if( skill_id == GC_RESEARCHNEWPOISON )
  17965. skill_id = GC_CREATENEWPOISON;
  17966. slot[0] = slot1;
  17967. slot[1] = slot2;
  17968. slot[2] = slot3;
  17969. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  17970. short j;
  17971. if (slot[i] <= 0)
  17972. continue;
  17973. j = pc_search_inventory(sd,slot[i]);
  17974. if (j < 0)
  17975. continue;
  17976. if (slot[i] == ITEMID_STAR_CRUMB) {
  17977. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17978. sc++;
  17979. }
  17980. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  17981. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  17982. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17983. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  17984. }
  17985. }
  17986. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  17987. short id, x, j;
  17988. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  17989. continue;
  17990. num++;
  17991. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  17992. do {
  17993. int y = 0;
  17994. j = pc_search_inventory(sd,id);
  17995. if (j >= 0) {
  17996. y = sd->inventory.u.items_inventory[j].amount;
  17997. if (y > x)
  17998. y = x;
  17999. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  18000. } else {
  18001. ShowError("skill_produce_mix: material item error\n");
  18002. return false;
  18003. }
  18004. x -= y;
  18005. } while( j >= 0 && x > 0 );
  18006. }
  18007. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
  18008. wlv = itemdb_wlv(nameid);
  18009. if (!equip) {
  18010. switch (skill_id) {
  18011. case BS_IRON:
  18012. case BS_STEEL:
  18013. case BS_ENCHANTEDSTONE:
  18014. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  18015. i = pc_checkskill(sd,skill_id);
  18016. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  18017. switch (nameid) {
  18018. case ITEMID_IRON:
  18019. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  18020. break;
  18021. case ITEMID_STEEL:
  18022. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  18023. break;
  18024. case ITEMID_STAR_CRUMB:
  18025. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  18026. break;
  18027. default: // Enchanted Stones
  18028. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  18029. break;
  18030. }
  18031. break;
  18032. case ASC_CDP:
  18033. make_per = (2000 + 40*status->dex + 20*status->luk);
  18034. break;
  18035. case AL_HOLYWATER:
  18036. case AB_ANCILLA:
  18037. make_per = 100000; //100% success
  18038. break;
  18039. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  18040. case AM_TWILIGHT1:
  18041. case AM_TWILIGHT2:
  18042. case AM_TWILIGHT3:
  18043. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  18044. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  18045. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  18046. if (hom_is_active(sd->hd)) {//Player got a homun
  18047. int skill;
  18048. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  18049. make_per += skill*100; //+1% bonus per level
  18050. }
  18051. switch(nameid){
  18052. case ITEMID_RED_POTION:
  18053. case ITEMID_YELLOW_POTION:
  18054. case ITEMID_WHITE_POTION:
  18055. make_per += (1+rnd()%100)*10 + 2000;
  18056. break;
  18057. case ITEMID_ALCOHOL:
  18058. make_per += (1+rnd()%100)*10 + 1000;
  18059. break;
  18060. case ITEMID_FIRE_BOTTLE:
  18061. case ITEMID_ACID_BOTTLE:
  18062. case ITEMID_MAN_EATER_BOTTLE:
  18063. case ITEMID_MINI_BOTTLE:
  18064. make_per += (1+rnd()%100)*10;
  18065. break;
  18066. case ITEMID_YELLOW_SLIM_POTION:
  18067. make_per -= (1+rnd()%50)*10;
  18068. break;
  18069. case ITEMID_WHITE_SLIM_POTION:
  18070. case ITEMID_COATING_BOTTLE:
  18071. make_per -= (1+rnd()%100)*10;
  18072. break;
  18073. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  18074. case ITEMID_BLUE_POTION:
  18075. case ITEMID_RED_SLIM_POTION:
  18076. case ITEMID_ANODYNE:
  18077. case ITEMID_ALOEBERA:
  18078. default:
  18079. break;
  18080. }
  18081. if (battle_config.pp_rate != 100)
  18082. make_per = make_per * battle_config.pp_rate / 100;
  18083. break;
  18084. case SA_CREATECON: // Elemental Converter Creation
  18085. make_per = 100000; // should be 100% success rate
  18086. break;
  18087. case RK_RUNEMASTERY: {
  18088. int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  18089. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  18090. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  18091. int D = 0;
  18092. switch (nameid) { //rune rank it_diff 9 craftable rune
  18093. case ITEMID_BERKANA:
  18094. D = -2000;
  18095. break; //Rank S
  18096. case ITEMID_NAUTHIZ:
  18097. case ITEMID_URUZ:
  18098. D = -1500;
  18099. break; //Rank A
  18100. case ITEMID_ISA:
  18101. case ITEMID_WYRD:
  18102. D = -1000;
  18103. break; //Rank B
  18104. case ITEMID_RAIDO:
  18105. case ITEMID_THURISAZ:
  18106. case ITEMID_HAGALAZ:
  18107. case ITEMID_OTHILA:
  18108. D = -500;
  18109. break; //Rank C
  18110. default:
  18111. D = -1500;
  18112. break; //not specified =-15%
  18113. }
  18114. make_per = A + B + C + D;
  18115. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  18116. if (runemastery_skill_lv > 9)
  18117. qty = 2 + rnd() % 5; // 2~6
  18118. else if (runemastery_skill_lv > 4)
  18119. qty = 2 + rnd() % 3; // 2~4
  18120. else
  18121. qty = 2;
  18122. }
  18123. break;
  18124. case GC_CREATENEWPOISON:
  18125. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  18126. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  18127. break;
  18128. case GN_CHANGEMATERIAL:
  18129. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  18130. if (skill_changematerial_db[i].nameid == nameid) {
  18131. make_per = skill_changematerial_db[i].rate * 10;
  18132. break;
  18133. }
  18134. }
  18135. break;
  18136. case GN_S_PHARMACY:
  18137. {
  18138. int difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  18139. const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  18140. switch (nameid) { // Item difficulty factor
  18141. case ITEMID_HP_INCREASE_POTION_SMALL:
  18142. case ITEMID_SP_INCREASE_POTION_SMALL:
  18143. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  18144. difficulty += 10;
  18145. break;
  18146. case ITEMID_BOMB_MUSHROOM_SPORE:
  18147. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  18148. difficulty += 15;
  18149. break;
  18150. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  18151. case ITEMID_SP_INCREASE_POTION_LARGE:
  18152. case ITEMID_VITATA500:
  18153. difficulty += 20;
  18154. break;
  18155. case ITEMID_SEED_OF_HORNY_PLANT:
  18156. case ITEMID_BLOODSUCK_PLANT_SEED:
  18157. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  18158. difficulty += 30;
  18159. break;
  18160. case ITEMID_HP_INCREASE_POTION_LARGE:
  18161. case ITEMID_CURE_FREE:
  18162. difficulty += 40;
  18163. break;
  18164. }
  18165. make_per = status->int_ + status->dex / 2 + status->luk + sd->status.job_level + (30 + rnd() % 120 + 1) + // Caster's INT + (Caster's DEX / 2) + Caster's LUK + Caster's Job Level + Random number between (30 ~ 150) +
  18166. sd->status.base_level + 5 * (pc_checkskill(sd, AM_LEARNINGPOTION) - 20) + pc_checkskill(sd, CR_FULLPROTECTION) * (6 + rnd() % 4 + 1); // Caster's Base Level + (5 x (Potion Research Skill Level - 20)) + (Full Chemical Protection Skill Level x Random number between (6 ~ 10))
  18167. make_per -= difficulty;
  18168. qty = production_count[skill_lv - 1];
  18169. // Determine quantity from difficulty
  18170. if (make_per < 1)
  18171. qty -= 6;
  18172. else if (make_per < 100)
  18173. qty -= 5;
  18174. else if (make_per < 300)
  18175. qty -= 4;
  18176. else if (make_per < 400)
  18177. qty -= 3;
  18178. make_per = 100000; // Adjust success back to 100% for crafting
  18179. }
  18180. break;
  18181. case GN_MAKEBOMB:
  18182. case GN_MIX_COOKING:
  18183. {
  18184. int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  18185. switch (nameid) { // Item difficulty factor
  18186. // GN_MAKEBOMB
  18187. case ITEMID_APPLE_BOMB:
  18188. difficulty += 5;
  18189. break;
  18190. case ITEMID_COCONUT_BOMB:
  18191. case ITEMID_MELON_BOMB:
  18192. difficulty += 10;
  18193. break;
  18194. case ITEMID_PINEAPPLE_BOMB:
  18195. difficulty += 15;
  18196. break;
  18197. case ITEMID_BANANA_BOMB:
  18198. difficulty += 20;
  18199. break;
  18200. // GN_MIX_COOKING
  18201. case ITEMID_SAVAGE_FULL_ROAST:
  18202. case ITEMID_COCKTAIL_WARG_BLOOD:
  18203. case ITEMID_MINOR_STEW:
  18204. case ITEMID_SIROMA_ICED_TEA:
  18205. case ITEMID_DROSERA_HERB_SALAD:
  18206. case ITEMID_PETITE_TAIL_NOODLES:
  18207. difficulty += 15;
  18208. break;
  18209. }
  18210. 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)
  18211. if (skill_lv > 1) {
  18212. make_per -= difficulty;
  18213. // Determine quantity from difficulty
  18214. if (make_per >= 30)
  18215. qty = 10 + rnd() % 2;
  18216. else if (make_per >= 10)
  18217. qty = 10;
  18218. else if (make_per >= -10)
  18219. qty = 8;
  18220. else if (make_per >= -30)
  18221. qty = 5;
  18222. else
  18223. qty = 0;
  18224. } else {
  18225. if (make_per < difficulty)
  18226. qty = 0;
  18227. }
  18228. make_per = 100000; // Adjust success back to 100% for crafting
  18229. }
  18230. break;
  18231. default:
  18232. if (sd->menuskill_id == AM_PHARMACY &&
  18233. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  18234. { //Assume Cooking Dish
  18235. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  18236. make_per = 10000; //100% Success
  18237. else
  18238. make_per = 1200 * (sd->menuskill_val - 10)
  18239. + 20 * (sd->status.base_level + 1)
  18240. + 20 * (status->dex + 1)
  18241. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  18242. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  18243. - 10 * (100 - status->luk + 1)
  18244. - 500 * (num - 1)
  18245. - 100 * (rnd()%4 + 1);
  18246. break;
  18247. }
  18248. make_per = 5000;
  18249. break;
  18250. }
  18251. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  18252. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  18253. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  18254. 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
  18255. 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
  18256. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  18257. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  18258. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  18259. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  18260. if (battle_config.wp_rate != 100)
  18261. make_per = make_per * battle_config.wp_rate / 100;
  18262. }
  18263. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  18264. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  18265. if (make_per < 1) make_per = 1;
  18266. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  18267. struct item tmp_item;
  18268. memset(&tmp_item,0,sizeof(tmp_item));
  18269. tmp_item.nameid = nameid;
  18270. tmp_item.amount = 1;
  18271. tmp_item.identify = 1;
  18272. if (equip) {
  18273. tmp_item.card[0] = CARD0_FORGE;
  18274. tmp_item.card[1] = ((sc*5)<<8)+ele;
  18275. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  18276. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  18277. } else {
  18278. //Flag is only used on the end, so it can be used here. [Skotlex]
  18279. switch (skill_id) {
  18280. case BS_DAGGER:
  18281. case BS_SWORD:
  18282. case BS_TWOHANDSWORD:
  18283. case BS_AXE:
  18284. case BS_MACE:
  18285. case BS_KNUCKLE:
  18286. case BS_SPEAR:
  18287. flag = battle_config.produce_item_name_input&0x1;
  18288. break;
  18289. case AM_PHARMACY:
  18290. case AM_TWILIGHT1:
  18291. case AM_TWILIGHT2:
  18292. case AM_TWILIGHT3:
  18293. flag = battle_config.produce_item_name_input&0x2;
  18294. break;
  18295. case AL_HOLYWATER:
  18296. case AB_ANCILLA:
  18297. flag = battle_config.produce_item_name_input&0x8;
  18298. break;
  18299. case ASC_CDP:
  18300. flag = battle_config.produce_item_name_input&0x10;
  18301. break;
  18302. default:
  18303. flag = battle_config.produce_item_name_input&0x80;
  18304. break;
  18305. }
  18306. if (flag) {
  18307. tmp_item.card[0] = CARD0_CREATE;
  18308. tmp_item.card[1] = 0;
  18309. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  18310. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  18311. }
  18312. }
  18313. // if(log_config.produce > 0)
  18314. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  18315. //TODO update PICKLOG
  18316. if (equip) {
  18317. clif_produceeffect(sd,0,nameid);
  18318. clif_misceffect(&sd->bl,3);
  18319. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  18320. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  18321. } else {
  18322. int fame = 0;
  18323. tmp_item.amount = 0;
  18324. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  18325. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  18326. tmp_item.amount = qty;
  18327. break;
  18328. }
  18329. if (qty == 1 || rnd()%10000 < make_per) { //Success
  18330. tmp_item.amount++;
  18331. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  18332. continue;
  18333. if (skill_id != AM_PHARMACY &&
  18334. skill_id != AM_TWILIGHT1 &&
  18335. skill_id != AM_TWILIGHT2 &&
  18336. skill_id != AM_TWILIGHT3)
  18337. continue;
  18338. //Add fame as needed.
  18339. switch(++sd->potion_success_counter) {
  18340. case 3:
  18341. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  18342. break;
  18343. case 5:
  18344. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  18345. break;
  18346. case 7:
  18347. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  18348. break;
  18349. case 10:
  18350. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  18351. sd->potion_success_counter = 0;
  18352. break;
  18353. }
  18354. } else //Failure
  18355. sd->potion_success_counter = 0;
  18356. }
  18357. if (fame)
  18358. pc_addfame(sd,fame);
  18359. //Visual effects and the like.
  18360. switch (skill_id) {
  18361. case AM_PHARMACY:
  18362. case AM_TWILIGHT1:
  18363. case AM_TWILIGHT2:
  18364. case AM_TWILIGHT3:
  18365. case ASC_CDP:
  18366. case GC_CREATENEWPOISON:
  18367. clif_produceeffect(sd,2,nameid);
  18368. clif_misceffect(&sd->bl,5);
  18369. break;
  18370. case BS_IRON:
  18371. case BS_STEEL:
  18372. case BS_ENCHANTEDSTONE:
  18373. clif_produceeffect(sd,0,nameid);
  18374. clif_misceffect(&sd->bl,3);
  18375. break;
  18376. default: //Those that don't require a skill?
  18377. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  18378. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  18379. if (sd->cook_mastery < 1999)
  18380. pc_setglobalreg(sd, add_str(COOKMASTERY_VAR), sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  18381. }
  18382. break;
  18383. }
  18384. }
  18385. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  18386. int j, k = 0, l;
  18387. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  18388. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  18389. if (skill_changematerial_db[i].nameid == nameid){
  18390. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  18391. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  18392. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  18393. tmp_item.amount = (isStackable ? total_qty : 1);
  18394. for (l = 0; l < total_qty; l += tmp_item.amount) {
  18395. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18396. clif_additem(sd,0,0,flag);
  18397. if( battle_config.skill_drop_items_full ){
  18398. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18399. }
  18400. }
  18401. }
  18402. k++;
  18403. }
  18404. }
  18405. break;
  18406. }
  18407. }
  18408. if (k) {
  18409. clif_produceeffect(sd,6,nameid);
  18410. clif_misceffect(&sd->bl,5);
  18411. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  18412. return true;
  18413. }
  18414. } else if (tmp_item.amount) { //Success
  18415. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18416. clif_additem(sd,0,0,flag);
  18417. if( battle_config.skill_drop_items_full ){
  18418. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18419. }
  18420. }
  18421. switch (skill_id) {
  18422. case RK_RUNEMASTERY:
  18423. clif_produceeffect(sd, 4, nameid);
  18424. clif_misceffect(&sd->bl, 5);
  18425. break;
  18426. case GN_MIX_COOKING:
  18427. case GN_MAKEBOMB:
  18428. case GN_S_PHARMACY:
  18429. clif_produceeffect(sd, 6, nameid);
  18430. clif_misceffect(&sd->bl, 5);
  18431. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  18432. break;
  18433. }
  18434. return true;
  18435. }
  18436. }
  18437. //Failure
  18438. // if(log_config.produce)
  18439. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  18440. //TODO update PICKLOG
  18441. if (equip) {
  18442. clif_produceeffect(sd,1,nameid);
  18443. clif_misceffect(&sd->bl,2);
  18444. } else {
  18445. switch (skill_id) {
  18446. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  18447. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  18448. case AM_PHARMACY:
  18449. case AM_TWILIGHT1:
  18450. case AM_TWILIGHT2:
  18451. case AM_TWILIGHT3:
  18452. case GC_CREATENEWPOISON:
  18453. clif_produceeffect(sd,3,nameid);
  18454. clif_misceffect(&sd->bl,6);
  18455. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  18456. break;
  18457. case BS_IRON:
  18458. case BS_STEEL:
  18459. case BS_ENCHANTEDSTONE:
  18460. clif_produceeffect(sd,1,nameid);
  18461. clif_misceffect(&sd->bl,2);
  18462. break;
  18463. case RK_RUNEMASTERY:
  18464. clif_produceeffect(sd,5,nameid);
  18465. clif_misceffect(&sd->bl,6);
  18466. break;
  18467. case GN_MIX_COOKING:
  18468. if (qty == 0) {
  18469. item tmp_item;
  18470. const int compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  18471. int rate = rnd() % 1000 + 1;
  18472. memset(&tmp_item, 0, sizeof(tmp_item));
  18473. if (rate < 500)
  18474. i = 0;
  18475. else if (rate < 750)
  18476. i = 1;
  18477. else if (rate < 850)
  18478. i = 2;
  18479. else if (rate < 950)
  18480. i = 3;
  18481. else
  18482. i = 4;
  18483. tmp_item.nameid = compensation[i];
  18484. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  18485. tmp_item.identify = 1;
  18486. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18487. clif_additem(sd,0,0,flag);
  18488. if( battle_config.skill_drop_items_full ){
  18489. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18490. }
  18491. }
  18492. clif_produceeffect(sd,7,nameid);
  18493. clif_misceffect(&sd->bl,6);
  18494. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  18495. }
  18496. break;
  18497. case GN_MAKEBOMB:
  18498. case GN_S_PHARMACY:
  18499. case GN_CHANGEMATERIAL:
  18500. clif_produceeffect(sd,7,nameid);
  18501. clif_misceffect(&sd->bl,6);
  18502. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  18503. break;
  18504. default:
  18505. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  18506. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  18507. if (sd->cook_mastery > 0)
  18508. pc_setglobalreg(sd, add_str(COOKMASTERY_VAR), sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  18509. }
  18510. break;
  18511. }
  18512. }
  18513. return false;
  18514. }
  18515. /**
  18516. * Attempt to create arrow by specified material
  18517. * @param sd Player
  18518. * @param nameid Item ID of material
  18519. * @return True if created, False is failed
  18520. */
  18521. bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid)
  18522. {
  18523. short i, j, idx = -1;
  18524. struct item tmp_item;
  18525. nullpo_ret(sd);
  18526. if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
  18527. return false;
  18528. for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
  18529. if (nameid == skill_arrow_db[i].nameid) {
  18530. idx = i;
  18531. break;
  18532. }
  18533. }
  18534. if (idx < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  18535. return false;
  18536. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  18537. for (i = 0; i < MAX_ARROW_RESULT; i++) {
  18538. char flag = 0;
  18539. 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)
  18540. continue;
  18541. memset(&tmp_item,0,sizeof(tmp_item));
  18542. tmp_item.identify = 1;
  18543. tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
  18544. tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
  18545. if (battle_config.produce_item_name_input&0x4) {
  18546. tmp_item.card[0] = CARD0_CREATE;
  18547. tmp_item.card[1] = 0;
  18548. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  18549. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  18550. }
  18551. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18552. clif_additem(sd,0,0,flag);
  18553. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18554. }
  18555. }
  18556. return true;
  18557. }
  18558. /**
  18559. * Enchant weapon with poison
  18560. * @param sd Player
  18561. * @nameid Item ID of poison type
  18562. */
  18563. int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid)
  18564. {
  18565. nullpo_ret(sd);
  18566. if( !nameid || pc_delitem(sd,pc_search_inventory(sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  18567. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  18568. return 0;
  18569. }
  18570. sc_type type;
  18571. int chance;
  18572. //uint16 msg = 1443; //Official is using msgstringtable.txt
  18573. char output[CHAT_SIZE_MAX];
  18574. const char *msg;
  18575. switch( nameid ) {
  18576. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  18577. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  18578. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  18579. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  18580. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  18581. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  18582. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  18583. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  18584. default:
  18585. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  18586. return 0;
  18587. }
  18588. status_change_end(&sd->bl, SC_POISONINGWEAPON, INVALID_TIMER); // End the status so a new poison can be applied (if changed)
  18589. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  18590. 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
  18591. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  18592. status_change_start(&sd->bl, &sd->bl, type, 10000, sd->menuskill_val, 0, 0, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val), SCSTART_NOAVOID | SCSTART_NOICON); // Apply bonus to caster
  18593. sprintf(output, msg_txt(sd,721), msg);
  18594. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  18595. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  18596. clif_msg(sd,msg);
  18597. #endif*/
  18598. return 0;
  18599. }
  18600. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  18601. {
  18602. struct status_change *sc = status_get_sc(bl);
  18603. // non-offensive and non-magic skills do not affect the status
  18604. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  18605. return;
  18606. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  18607. if (sc->data[SC_MAGICPOWER]->val4) {
  18608. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  18609. } else {
  18610. sc->data[SC_MAGICPOWER]->val4 = 1;
  18611. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  18612. #ifndef RENEWAL
  18613. if(bl->type == BL_PC){// update current display.
  18614. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  18615. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  18616. }
  18617. #endif
  18618. }
  18619. }
  18620. }
  18621. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
  18622. int x, y, i, class_, skill;
  18623. struct mob_data *md;
  18624. nullpo_ret(sd);
  18625. skill = sd->menuskill_val;
  18626. 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) ) {
  18627. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  18628. return 0;
  18629. }
  18630. // Spawn Position
  18631. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  18632. x = sd->sc.comet_x;
  18633. y = sd->sc.comet_y;
  18634. sd->sc.comet_x = 0;
  18635. sd->sc.comet_y = 0;
  18636. sd->menuskill_val = 0;
  18637. // Item picked decides the mob class
  18638. switch(nameid) {
  18639. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  18640. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  18641. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  18642. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  18643. default:
  18644. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  18645. return 0;
  18646. }
  18647. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  18648. if( md ) {
  18649. struct unit_data *ud = unit_bl2ud(&md->bl);
  18650. md->master_id = sd->bl.id;
  18651. md->special_state.ai = AI_FAW;
  18652. if(ud) {
  18653. ud->skill_id = NC_MAGICDECOY;
  18654. ud->skill_lv = skill;
  18655. }
  18656. if( md->deletetimer != INVALID_TIMER )
  18657. delete_timer(md->deletetimer, mob_timer_delete);
  18658. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  18659. mob_spawn(md);
  18660. }
  18661. return 0;
  18662. }
  18663. // Warlock Spellbooks. [LimitLine/3CeAM]
  18664. void skill_spellbook(struct map_session_data *sd, unsigned short nameid) {
  18665. nullpo_retv(sd);
  18666. if (reading_spellbook_db.empty())
  18667. return;
  18668. int i;
  18669. struct status_change *sc = status_get_sc(&sd->bl);
  18670. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  18671. for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  18672. // No further checks needed
  18673. if( !sc ){
  18674. break;
  18675. }
  18676. if( !sc->data[i] )
  18677. break;
  18678. }
  18679. if( i > SC_MAXSPELLBOOK ) {
  18680. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  18681. return;
  18682. }
  18683. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  18684. if (spell == nullptr)
  18685. return;
  18686. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(sd, skill_id);
  18687. if (!skill_lv) { // Caster hasn't learned the skill
  18688. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd, WL_READING_SB)));
  18689. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  18690. return;
  18691. }
  18692. int points = spell->points;
  18693. if (sc && sc->data[SC_FREEZE_SP]) {
  18694. if ((sc->data[SC_FREEZE_SP]->val2 + points) > 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10) {
  18695. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  18696. return;
  18697. }
  18698. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  18699. if (!sc->data[i]) {
  18700. sc->data[SC_FREEZE_SP]->val2 += points; // increase points
  18701. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  18702. break;
  18703. }
  18704. }
  18705. } else {
  18706. sc_start2(&sd->bl, &sd->bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  18707. sc_start4(&sd->bl, &sd->bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  18708. }
  18709. // Reading Spell Book SP cost same as the sealed spell.
  18710. status_zap(&sd->bl, 0, skill_get_sp(skill_id, skill_lv));
  18711. }
  18712. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  18713. int lv, prob, aslvl = 0;
  18714. uint16 id, sk_idx = 0;
  18715. nullpo_ret(sd);
  18716. if (sd->sc.data[SC_STOP]) {
  18717. aslvl = sd->sc.data[SC_STOP]->val1;
  18718. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  18719. }
  18720. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  18721. return 0;
  18722. if( !skill_get_inf2(skill_id, INF2_ISAUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  18723. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  18724. return 0;
  18725. }
  18726. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  18727. lv = min(lv,sd->status.skill[sk_idx].lv);
  18728. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  18729. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  18730. return 0;
  18731. }
  18732. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  18733. int i;
  18734. nullpo_ret(sd);
  18735. nullpo_ret(item_list);
  18736. if( n <= 0 )
  18737. return 1;
  18738. for( i = 0; i < n; i++ ) {
  18739. unsigned short nameid;
  18740. int add_amount, del_amount, idx, product;
  18741. struct item tmp_item;
  18742. idx = item_list[i*2+0]-2;
  18743. if( idx < 0 || idx >= MAX_INVENTORY ){
  18744. return 1;
  18745. }
  18746. del_amount = item_list[i*2+1];
  18747. if( skill_lv == 2 )
  18748. del_amount -= (del_amount % 10);
  18749. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  18750. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  18751. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18752. return 1;
  18753. }
  18754. switch( nameid ) {
  18755. // Level 1
  18756. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  18757. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  18758. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  18759. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  18760. // Level 2
  18761. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  18762. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  18763. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  18764. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  18765. default:
  18766. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18767. return 1;
  18768. }
  18769. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  18770. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18771. return 1;
  18772. }
  18773. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  18774. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18775. return 1;
  18776. }
  18777. memset(&tmp_item,0,sizeof(tmp_item));
  18778. tmp_item.nameid = product;
  18779. tmp_item.amount = add_amount;
  18780. tmp_item.identify = 1;
  18781. if( tmp_item.amount ) {
  18782. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  18783. if( flag != 0 ) {
  18784. clif_additem(sd,0,0,flag);
  18785. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18786. }
  18787. }
  18788. }
  18789. return 0;
  18790. }
  18791. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  18792. int i, j, k, c, p = 0, amount;
  18793. unsigned short nameid;
  18794. nullpo_ret(sd);
  18795. nullpo_ret(item_list);
  18796. // Search for objects that can be created.
  18797. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  18798. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  18799. p = 0;
  18800. do {
  18801. c = 0;
  18802. // Verification of overlap between the objects required and the list submitted.
  18803. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  18804. if( skill_produce_db[i].mat_id[j] > 0 ) {
  18805. for( k = 0; k < n; k++ ) {
  18806. int idx = item_list[k*2+0]-2;
  18807. if( idx < 0 || idx >= MAX_INVENTORY ){
  18808. return 0;
  18809. }
  18810. nameid = sd->inventory.u.items_inventory[idx].nameid;
  18811. amount = item_list[k*2+1];
  18812. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  18813. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  18814. return 0;
  18815. }
  18816. 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]
  18817. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  18818. c++; // match
  18819. }
  18820. }
  18821. else
  18822. break; // No more items required
  18823. }
  18824. p++;
  18825. } while(n == j && c == n);
  18826. p--;
  18827. if ( p > 0 ) {
  18828. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  18829. return 1;
  18830. }
  18831. }
  18832. }
  18833. if( p == 0)
  18834. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  18835. return 0;
  18836. }
  18837. /**
  18838. * For Royal Guard's LG_TRAMPLE
  18839. */
  18840. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  18841. {
  18842. struct skill_unit *su = (struct skill_unit *)bl;
  18843. struct skill_unit_group *sg = NULL;
  18844. t_tick tick;
  18845. nullpo_ret(su);
  18846. tick = va_arg(ap, t_tick);
  18847. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  18848. switch( sg->unit_id ) {
  18849. case UNT_CLAYMORETRAP:
  18850. case UNT_FIRINGTRAP:
  18851. case UNT_ICEBOUNDTRAP:
  18852. 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);
  18853. break;
  18854. case UNT_LANDMINE:
  18855. case UNT_BLASTMINE:
  18856. case UNT_SHOCKWAVE:
  18857. case UNT_SANDMAN:
  18858. case UNT_FLASHER:
  18859. case UNT_FREEZINGTRAP:
  18860. case UNT_CLUSTERBOMB:
  18861. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  18862. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18863. else
  18864. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18865. break;
  18866. }
  18867. // Traps aren't recovered.
  18868. skill_delunit(su);
  18869. }
  18870. return 0;
  18871. }
  18872. /*==========================================
  18873. *
  18874. *------------------------------------------*/
  18875. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  18876. int i;
  18877. nullpo_retr(-1, sd);
  18878. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  18879. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  18880. }
  18881. TIMER_FUNC(skill_blockpc_end){
  18882. struct map_session_data *sd = map_id2sd(id);
  18883. int i = (int)data;
  18884. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  18885. return 0;
  18886. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  18887. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  18888. return 0;
  18889. }
  18890. aFree(sd->scd[i]);
  18891. sd->scd[i] = NULL;
  18892. return 1;
  18893. }
  18894. /**
  18895. * Flags a singular skill as being blocked from persistent usage.
  18896. * @param sd the player the skill delay affects
  18897. * @param skill_id the skill which should be delayed
  18898. * @param tick the length of time the delay should last
  18899. * @param load whether this assignment is being loaded upon player login
  18900. * @return 0 if successful, -1 otherwise
  18901. */
  18902. int skill_blockpc_start(struct map_session_data *sd, int skill_id, t_tick tick) {
  18903. int i;
  18904. nullpo_retr(-1, sd);
  18905. if (!skill_id || tick < 1)
  18906. return -1;
  18907. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  18908. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  18909. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18910. aFree(sd->scd[i]);
  18911. sd->scd[i] = NULL;
  18912. }
  18913. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  18914. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  18915. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  18916. sd->scd[i]->skill_id = skill_id;
  18917. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  18918. if (battle_config.display_status_timers && tick > 0)
  18919. clif_skill_cooldown(sd, skill_id, tick);
  18920. return 1;
  18921. } else {
  18922. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  18923. return 0;
  18924. }
  18925. }
  18926. int skill_blockpc_clear(struct map_session_data *sd) {
  18927. int i;
  18928. nullpo_ret(sd);
  18929. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  18930. if (!sd->scd[i])
  18931. continue;
  18932. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18933. aFree(sd->scd[i]);
  18934. sd->scd[i] = NULL;
  18935. }
  18936. return 1;
  18937. }
  18938. TIMER_FUNC(skill_blockhomun_end){
  18939. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  18940. if (hd) {
  18941. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  18942. if (skill != hd->blockskill.end())
  18943. hd->blockskill.erase(skill);
  18944. }
  18945. return 1;
  18946. }
  18947. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  18948. {
  18949. nullpo_retr(-1, hd);
  18950. if (!skill_db.exists(skill_id))
  18951. return -1;
  18952. auto skill = util::vector_get(hd->blockskill, skill_id);
  18953. if (tick < 1 && skill != hd->blockskill.end()) {
  18954. hd->blockskill.erase(skill);
  18955. return -1;
  18956. }
  18957. hd->blockskill.push_back(skill_id);
  18958. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  18959. }
  18960. TIMER_FUNC(skill_blockmerc_end){
  18961. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  18962. if (md) {
  18963. auto skill = util::vector_get(md->blockskill, (uint16)data);
  18964. if (skill != md->blockskill.end())
  18965. md->blockskill.erase(skill);
  18966. }
  18967. return 1;
  18968. }
  18969. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  18970. {
  18971. nullpo_retr(-1, md);
  18972. if (!skill_db.exists(skill_id))
  18973. return -1;
  18974. auto skill = util::vector_get(md->blockskill, skill_id);
  18975. if (tick < 1 && skill != md->blockskill.end()) {
  18976. md->blockskill.erase(skill);
  18977. return -1;
  18978. }
  18979. md->blockskill.push_back(skill_id);
  18980. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  18981. }
  18982. /**
  18983. * Adds a new skill unit entry for this player to recast after map load
  18984. * @param sd: Player
  18985. * @param skill_id: Skill ID to save
  18986. * @param skill_lv: Skill level to save
  18987. */
  18988. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  18989. {
  18990. struct skill_usave *sus = NULL;
  18991. if (idb_exists(skillusave_db,sd->status.char_id))
  18992. idb_remove(skillusave_db,sd->status.char_id);
  18993. CREATE(sus, struct skill_usave, 1);
  18994. idb_put(skillusave_db, sd->status.char_id, sus);
  18995. sus->skill_id = skill_id;
  18996. sus->skill_lv = skill_lv;
  18997. }
  18998. /**
  18999. * Loads saved skill unit entries for this player after map load
  19000. * @param sd: Player
  19001. */
  19002. void skill_usave_trigger(struct map_session_data *sd)
  19003. {
  19004. struct skill_usave *sus = NULL;
  19005. struct skill_unit_group *group = NULL;
  19006. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  19007. return;
  19008. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  19009. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  19010. 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));
  19011. idb_remove(skillusave_db, sd->status.char_id);
  19012. }
  19013. /*
  19014. *
  19015. */
  19016. int skill_split_str (char *str, char **val, int num)
  19017. {
  19018. int i;
  19019. for( i = 0; i < num && str; i++ ) {
  19020. val[i] = str;
  19021. str = strchr(str,',');
  19022. if( str )
  19023. *str++ = 0;
  19024. }
  19025. return i;
  19026. }
  19027. /*
  19028. *
  19029. */
  19030. void skill_init_unit_layout (void) {
  19031. int i,j,pos = 0;
  19032. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  19033. // standard square layouts go first
  19034. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  19035. int size = i*2+1;
  19036. skill_unit_layout[i].count = size*size;
  19037. for (j=0; j<size*size; j++) {
  19038. skill_unit_layout[i].dx[j] = (j%size-i);
  19039. skill_unit_layout[i].dy[j] = (j/size-i);
  19040. }
  19041. }
  19042. // afterwards add special ones
  19043. pos = i;
  19044. for (const auto &it : skill_db) {
  19045. std::shared_ptr<s_skill_db> skill = it.second;
  19046. uint16 skill_id = skill->nameid;
  19047. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  19048. continue;
  19049. if( skill_id == EL_FIRE_MANTLE ) {
  19050. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  19051. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  19052. skill_unit_layout[pos].count = 8;
  19053. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19054. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19055. } else {
  19056. switch (skill_id) {
  19057. case MG_FIREWALL:
  19058. case WZ_ICEWALL:
  19059. case WL_EARTHSTRAIN:
  19060. case RL_FIRE_RAIN:
  19061. // these will be handled later
  19062. break;
  19063. case PR_SANCTUARY:
  19064. case NPC_EVILLAND: {
  19065. static const int dx[] = {
  19066. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  19067. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  19068. static const int dy[]={
  19069. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  19070. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  19071. skill_unit_layout[pos].count = 21;
  19072. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19073. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19074. }
  19075. break;
  19076. case PR_MAGNUS: {
  19077. static const int dx[] = {
  19078. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  19079. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  19080. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  19081. static const int dy[] = {
  19082. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  19083. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  19084. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  19085. skill_unit_layout[pos].count = 33;
  19086. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19087. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19088. }
  19089. break;
  19090. case AS_VENOMDUST: {
  19091. static const int dx[] = {-1, 0, 0, 0, 1};
  19092. static const int dy[] = { 0,-1, 0, 1, 0};
  19093. skill_unit_layout[pos].count = 5;
  19094. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19095. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19096. }
  19097. break;
  19098. case CR_GRANDCROSS:
  19099. case NPC_GRANDDARKNESS: {
  19100. static const int dx[] = {
  19101. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  19102. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  19103. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  19104. static const int dy[] = {
  19105. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  19106. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  19107. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  19108. skill_unit_layout[pos].count = 29;
  19109. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19110. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19111. }
  19112. break;
  19113. case PF_FOGWALL: {
  19114. static const int dx[] = {
  19115. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  19116. static const int dy[] = {
  19117. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  19118. skill_unit_layout[pos].count = 15;
  19119. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19120. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19121. }
  19122. break;
  19123. case PA_GOSPEL: {
  19124. static const int dx[] = {
  19125. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  19126. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  19127. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  19128. -1, 0, 1};
  19129. static const int dy[] = {
  19130. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  19131. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  19132. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  19133. 3, 3, 3};
  19134. skill_unit_layout[pos].count = 33;
  19135. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19136. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19137. }
  19138. break;
  19139. case NJ_KAENSIN: {
  19140. 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};
  19141. 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};
  19142. skill_unit_layout[pos].count = 24;
  19143. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19144. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19145. }
  19146. break;
  19147. case NJ_TATAMIGAESHI: {
  19148. //Level 1 (count 4, cross of 3x3)
  19149. static const int dx1[] = {-1, 1, 0, 0};
  19150. static const int dy1[] = { 0, 0,-1, 1};
  19151. //Level 2-3 (count 8, cross of 5x5)
  19152. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  19153. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  19154. //Level 4-5 (count 12, cross of 7x7
  19155. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  19156. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  19157. //lv1
  19158. j = 0;
  19159. skill_unit_layout[pos].count = 4;
  19160. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  19161. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  19162. skill->unit_layout_type[j] = pos;
  19163. //lv2/3
  19164. j++;
  19165. pos++;
  19166. skill_unit_layout[pos].count = 8;
  19167. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  19168. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  19169. skill->unit_layout_type[j] = pos;
  19170. skill->unit_layout_type[++j] = pos;
  19171. //lv4/5
  19172. j++;
  19173. pos++;
  19174. skill_unit_layout[pos].count = 12;
  19175. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  19176. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  19177. skill->unit_layout_type[j] = pos;
  19178. skill->unit_layout_type[++j] = pos;
  19179. //Fill in the rest using lv 5.
  19180. for (;j<MAX_SKILL_LEVEL;j++)
  19181. skill->unit_layout_type[j] = pos;
  19182. //Skip, this way the check below will fail and continue to the next skill.
  19183. pos++;
  19184. }
  19185. break;
  19186. case GN_WALLOFTHORN: {
  19187. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  19188. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  19189. skill_unit_layout[pos].count = 16;
  19190. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19191. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19192. }
  19193. break;
  19194. case NPC_FLAMECROSS: {
  19195. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  19196. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  19197. skill_unit_layout[pos].count = 8;
  19198. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19199. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19200. }
  19201. break;
  19202. default:
  19203. ShowError("unknown unit layout at skill %d\n",i);
  19204. break;
  19205. }
  19206. }
  19207. if (!skill_unit_layout[pos].count)
  19208. continue;
  19209. for (j=0;j<MAX_SKILL_LEVEL;j++)
  19210. skill->unit_layout_type[j] = pos;
  19211. pos++;
  19212. }
  19213. // firewall and icewall have 8 layouts (direction-dependent)
  19214. firewall_unit_pos = pos;
  19215. for (i=0;i<8;i++) {
  19216. if (i&1) {
  19217. skill_unit_layout[pos].count = 5;
  19218. if (i&0x2) {
  19219. int dx[] = {-1,-1, 0, 0, 1};
  19220. int dy[] = { 1, 0, 0,-1,-1};
  19221. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19222. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19223. } else {
  19224. int dx[] = { 1, 1 ,0, 0,-1};
  19225. int dy[] = { 1, 0, 0,-1,-1};
  19226. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19227. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19228. }
  19229. } else {
  19230. skill_unit_layout[pos].count = 3;
  19231. if (i%4==0) {
  19232. int dx[] = {-1, 0, 1};
  19233. int dy[] = { 0, 0, 0};
  19234. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19235. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19236. } else {
  19237. int dx[] = { 0, 0, 0};
  19238. int dy[] = {-1, 0, 1};
  19239. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19240. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19241. }
  19242. }
  19243. pos++;
  19244. }
  19245. icewall_unit_pos = pos;
  19246. for (i=0;i<8;i++) {
  19247. skill_unit_layout[pos].count = 5;
  19248. if (i&1) {
  19249. if (i&0x2) {
  19250. int dx[] = {-2,-1, 0, 1, 2};
  19251. int dy[] = { 2, 1, 0,-1,-2};
  19252. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19253. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19254. } else {
  19255. int dx[] = { 2, 1 ,0,-1,-2};
  19256. int dy[] = { 2, 1, 0,-1,-2};
  19257. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19258. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19259. }
  19260. } else {
  19261. if (i%4==0) {
  19262. int dx[] = {-2,-1, 0, 1, 2};
  19263. int dy[] = { 0, 0, 0, 0, 0};
  19264. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19265. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19266. } else {
  19267. int dx[] = { 0, 0, 0, 0, 0};
  19268. int dy[] = {-2,-1, 0, 1, 2};
  19269. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19270. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19271. }
  19272. }
  19273. pos++;
  19274. }
  19275. earthstrain_unit_pos = pos;
  19276. for( i = 0; i < 8; i++ )
  19277. { // For each Direction
  19278. skill_unit_layout[pos].count = 15;
  19279. switch( i )
  19280. {
  19281. case 0: case 1: case 3: case 4: case 5: case 7:
  19282. {
  19283. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  19284. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19285. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19286. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19287. }
  19288. break;
  19289. case 2:
  19290. case 6:
  19291. {
  19292. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19293. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  19294. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19295. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19296. }
  19297. break;
  19298. }
  19299. pos++;
  19300. }
  19301. firerain_unit_pos = pos;
  19302. for( i = 0; i < 8; i++ ) {
  19303. skill_unit_layout[pos].count = 3;
  19304. switch( i ) {
  19305. case 0: case 1: case 3: case 4: case 5: case 7:
  19306. {
  19307. static const int dx[] = {-1, 0, 1};
  19308. static const int dy[] = { 0, 0, 0};
  19309. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19310. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19311. }
  19312. break;
  19313. case 2:
  19314. case 6:
  19315. {
  19316. static const int dx[] = { 0, 0, 0};
  19317. static const int dy[] = {-1, 0, 1};
  19318. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19319. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19320. }
  19321. break;
  19322. }
  19323. pos++;
  19324. }
  19325. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  19326. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  19327. }
  19328. void skill_init_nounit_layout (void) {
  19329. int i, pos = 0;
  19330. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  19331. overbrand_nounit_pos = pos;
  19332. for( i = 0; i < 8; i++ ) {
  19333. if( i&1 ) {
  19334. skill_nounit_layout[pos].count = 33;
  19335. if( i&2 ) {
  19336. if( i&4 ) { // 7
  19337. 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};
  19338. 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};
  19339. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19340. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19341. } else { // 3
  19342. 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};
  19343. 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};
  19344. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19345. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19346. }
  19347. } else {
  19348. if( i&4 ) { // 5
  19349. 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};
  19350. 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};
  19351. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19352. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19353. } else { // 1
  19354. 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};
  19355. 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};
  19356. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19357. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19358. }
  19359. }
  19360. } else {
  19361. skill_nounit_layout[pos].count = 21;
  19362. if( i&2 ) {
  19363. if( i&4 ) { // 6
  19364. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  19365. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  19366. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19367. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19368. } else { // 2
  19369. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  19370. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  19371. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19372. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19373. }
  19374. } else {
  19375. if( i&4 ) { // 4
  19376. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  19377. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  19378. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19379. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19380. } else { // 0
  19381. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  19382. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  19383. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19384. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19385. }
  19386. }
  19387. }
  19388. pos++;
  19389. }
  19390. overbrand_brandish_nounit_pos = pos;
  19391. for( i = 0; i < 8; i++ ) {
  19392. if( i&1 ) {
  19393. skill_nounit_layout[pos].count = 74;
  19394. if( i&2 ) {
  19395. if( i&4 ) { // 7
  19396. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  19397. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  19398. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  19399. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19400. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  19401. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  19402. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  19403. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19404. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19405. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19406. } else { // 3
  19407. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  19408. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  19409. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  19410. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19411. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  19412. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  19413. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  19414. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19415. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19416. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19417. }
  19418. } else {
  19419. if( i&4 ) { // 5
  19420. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  19421. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  19422. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  19423. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19424. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  19425. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  19426. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  19427. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19428. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19429. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19430. } else { // 1
  19431. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  19432. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  19433. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  19434. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19435. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  19436. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  19437. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  19438. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19439. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19440. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19441. }
  19442. }
  19443. } else {
  19444. skill_nounit_layout[pos].count = 44;
  19445. if( i&2 ) {
  19446. if( i&4 ) { // 6
  19447. 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};
  19448. 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};
  19449. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19450. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19451. } else { // 2
  19452. 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};
  19453. 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};
  19454. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19455. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19456. }
  19457. } else {
  19458. if( i&4 ) { // 4
  19459. 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};
  19460. 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};
  19461. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19462. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19463. } else { // 0
  19464. 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};
  19465. 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};
  19466. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19467. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19468. }
  19469. }
  19470. }
  19471. pos++;
  19472. }
  19473. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  19474. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  19475. }
  19476. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  19477. struct status_change *sc = status_get_sc(bl);
  19478. if( !sc || !bl || !skill_id )
  19479. return 0; // Can do it
  19480. switch (type) {
  19481. case SC_ANKLE:
  19482. if (skill_id == AL_TELEPORT)
  19483. return 1;
  19484. break;
  19485. case SC_STASIS:
  19486. if (bl->type == BL_PC && !skill_get_inf2(skill_id, INF2_IGNORESTASIS))
  19487. return 1; // Can't do it.
  19488. break;
  19489. case SC_KAGEHUMI:
  19490. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  19491. return 1;
  19492. case SC_BITE:
  19493. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  19494. return 1;
  19495. break;
  19496. }
  19497. return 0;
  19498. }
  19499. /* Determines whether a skill is currently active or not
  19500. * Used for purposes of cancelling SP usage when disabling a skill
  19501. */
  19502. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  19503. {
  19504. switch( skill_id ) { //HP & SP Consumption Check
  19505. case BS_MAXIMIZE:
  19506. case NV_TRICKDEAD:
  19507. case TF_HIDING:
  19508. case AS_CLOAKING:
  19509. case GC_CLOAKINGEXCEED:
  19510. case ST_CHASEWALK:
  19511. case CR_DEFENDER:
  19512. case CR_SHRINK:
  19513. case CR_AUTOGUARD:
  19514. case ML_DEFENDER:
  19515. case ML_AUTOGUARD:
  19516. case PA_GOSPEL:
  19517. case GS_GATLINGFEVER:
  19518. case TK_READYCOUNTER:
  19519. case TK_READYDOWN:
  19520. case TK_READYSTORM:
  19521. case TK_READYTURN:
  19522. case TK_RUN:
  19523. case SG_FUSION:
  19524. case KO_YAMIKUMO:
  19525. case RA_WUGDASH:
  19526. case RA_CAMOUFLAGE:
  19527. case SJ_LUNARSTANCE:
  19528. case SJ_STARSTANCE:
  19529. case SJ_UNIVERSESTANCE:
  19530. case SJ_SUNSTANCE:
  19531. case SP_SOULCOLLECT:
  19532. if( sc->data[status_skill2sc(skill_id)] )
  19533. return 1;
  19534. break;
  19535. // These 2 skills contain a master and are not correctly pulled using skill2sc
  19536. case NC_NEUTRALBARRIER:
  19537. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  19538. return 1;
  19539. break;
  19540. case NC_STEALTHFIELD:
  19541. if( sc->data[SC_STEALTHFIELD_MASTER] )
  19542. return 1;
  19543. break;
  19544. }
  19545. return 0;
  19546. }
  19547. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  19548. int type = 0;
  19549. switch( skill_id ) {
  19550. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  19551. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  19552. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  19553. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  19554. }
  19555. type += skill_lv - 1;
  19556. return type;
  19557. }
  19558. /**
  19559. * Check before do `unit_movepos` call
  19560. * @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
  19561. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  19562. **/
  19563. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  19564. struct status_change *sc;
  19565. nullpo_retr(false, bl);
  19566. struct map_data *mapdata = map_getmapdata(bl->m);
  19567. if (check_flag&1 && mapdata->flag[MF_BATTLEGROUND])
  19568. return false;
  19569. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  19570. return false;
  19571. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  19572. return false;
  19573. sc = status_get_sc(bl);
  19574. if (sc && sc->data[SC_SV_ROOTTWIST])
  19575. return false;
  19576. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  19577. }
  19578. /**
  19579. * Get skill duration after adjustments by skill_duration mapflag
  19580. * @param mapdata: Source map data
  19581. * @param skill_id: Skill ID
  19582. * @param skill_lv: Skill level
  19583. * @return Adjusted skill duration
  19584. */
  19585. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  19586. int time = 0;
  19587. if (!(time = skill_get_time(skill_id, skill_lv)))
  19588. return 0;
  19589. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  19590. return time / 100 * mapdata->skill_duration[skill_id];
  19591. return time;
  19592. }
  19593. const std::string SkillDatabase::getDefaultLocation() {
  19594. return std::string(db_path) + "/skill_db.yml";
  19595. }
  19596. template<typename T, size_t S> bool SkillDatabase::parseNode(std::string nodeName, std::string subNodeName, YAML::Node node, T (&arr)[S]) {
  19597. int32 value;
  19598. if (node[nodeName].IsScalar()) {
  19599. if (!this->asInt32(node, nodeName, value))
  19600. return false;
  19601. for (size_t i = 0; i < S; i++)
  19602. arr[i] = value;
  19603. } else {
  19604. uint16 max_level = 0;
  19605. for (const YAML::Node &it : node[nodeName]) {
  19606. uint16 skill_lv;
  19607. if (!this->asUInt16(it, "Level", skill_lv))
  19608. continue;
  19609. if (skill_lv > MAX_SKILL_LEVEL) {
  19610. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  19611. return false;
  19612. }
  19613. if (!this->asInt32(it, subNodeName, value))
  19614. continue;
  19615. arr[skill_lv - 1] = value;
  19616. max_level = max(max_level, skill_lv);
  19617. }
  19618. size_t i = max_level, j;
  19619. // Check for linear change with increasing steps until we reach half of the data acquired.
  19620. for (size_t step = 1; step <= i / 2; step++) {
  19621. int diff = arr[i - 1] - arr[i - step - 1];
  19622. for (j = i - 1; j >= step; j--) {
  19623. if ((arr[j] - arr[j - step]) != diff)
  19624. break;
  19625. }
  19626. if (j >= step) // No match, try next step.
  19627. continue;
  19628. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  19629. arr[i] = arr[i - step] + diff;
  19630. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  19631. arr[i] = 1;
  19632. diff = 0;
  19633. step = 1;
  19634. }
  19635. }
  19636. return true;
  19637. }
  19638. // Unable to determine linear trend, fill remaining array values with last value
  19639. for (; i < S; i++)
  19640. arr[i] = arr[max_level - 1];
  19641. }
  19642. return true;
  19643. }
  19644. /**
  19645. * Reads and parses an entry from the skill_db.
  19646. * @param node: YAML node containing the entry.
  19647. * @return count of successfully parsed rows
  19648. */
  19649. uint64 SkillDatabase::parseBodyNode(const YAML::Node &node) {
  19650. uint16 skill_id;
  19651. if (!this->asUInt16(node, "Id", skill_id))
  19652. return 0;
  19653. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  19654. bool exists = skill != nullptr;
  19655. if (!exists) {
  19656. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  19657. return 0;
  19658. skill = std::make_shared<s_skill_db>();
  19659. skill->nameid = skill_id;
  19660. }
  19661. if (this->nodeExists(node, "Name")) {
  19662. std::string name;
  19663. if (!this->asString(node, "Name", name))
  19664. return 0;
  19665. name.resize(SKILL_NAME_LENGTH);
  19666. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  19667. }
  19668. if (this->nodeExists(node, "Description")) {
  19669. std::string name;
  19670. if (!this->asString(node, "Description", name))
  19671. return 0;
  19672. name.resize(SKILL_DESC_LENGTH);
  19673. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  19674. }
  19675. if (this->nodeExists(node, "MaxLevel")) {
  19676. uint16 skill_lv;
  19677. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  19678. return 0;
  19679. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  19680. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  19681. return 0;
  19682. }
  19683. skill->max = skill_lv;
  19684. }
  19685. if (this->nodeExists(node, "Type")) {
  19686. std::string type;
  19687. if (!this->asString(node, "Type", type))
  19688. return 0;
  19689. std::string type_constant = "BF_" + type;
  19690. int64 constant;
  19691. if (!script_get_constant(type_constant.c_str(), &constant)) {
  19692. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  19693. return 0;
  19694. }
  19695. if (constant < BF_NONE || constant > BF_MISC) {
  19696. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  19697. return 0;
  19698. }
  19699. skill->skill_type = static_cast<e_battle_flag>(constant);
  19700. } else {
  19701. if (!exists)
  19702. skill->skill_type = BF_NONE;
  19703. }
  19704. if (this->nodeExists(node, "TargetType")) {
  19705. std::string inf;
  19706. if (!this->asString(node, "TargetType", inf))
  19707. return 0;
  19708. std::string inf_constant = "INF_" + inf + "_SKILL";
  19709. int64 constant;
  19710. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  19711. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  19712. return 0;
  19713. }
  19714. skill->inf = static_cast<uint16>(constant);
  19715. }
  19716. if (this->nodeExists(node, "DamageFlags")) {
  19717. const YAML::Node &damageNode = node["DamageFlags"];
  19718. for (const auto &it : damageNode) {
  19719. std::string nk = it.first.as<std::string>(), nk_constant = "NK_" + nk;
  19720. int64 constant;
  19721. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  19722. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  19723. return 0;
  19724. }
  19725. bool active;
  19726. if (!this->asBool(damageNode, nk, active))
  19727. return 0;
  19728. if (active)
  19729. skill->nk.set(static_cast<uint8>(constant));
  19730. else
  19731. skill->nk.reset(static_cast<uint8>(constant));
  19732. }
  19733. }
  19734. if (this->nodeExists(node, "Flags")) {
  19735. const YAML::Node &infoNode = node["Flags"];
  19736. for (const auto &it : infoNode) {
  19737. std::string inf2 = it.first.as<std::string>(), inf2_constant = "INF2_" + inf2;
  19738. int64 constant;
  19739. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  19740. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  19741. continue;
  19742. }
  19743. bool active;
  19744. if (!this->asBool(infoNode, inf2, active))
  19745. return 0;
  19746. if (active)
  19747. skill->inf2.set(static_cast<uint8>(constant));
  19748. else
  19749. skill->inf2.reset(static_cast<uint8>(constant));
  19750. }
  19751. }
  19752. if (this->nodeExists(node, "Range")) {
  19753. if (!this->parseNode("Range", "Size", node, skill->range))
  19754. return 0;
  19755. } else {
  19756. if (!exists)
  19757. memset(skill->range, 0, sizeof(skill->range));
  19758. }
  19759. if (this->nodeExists(node, "Hit")) {
  19760. std::string hit;
  19761. if (!this->asString(node, "Hit", hit))
  19762. return 0;
  19763. std::string hit_constant = "DMG_" + hit;
  19764. int64 constant;
  19765. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  19766. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  19767. return 0;
  19768. }
  19769. skill->hit = static_cast<e_damage_type>(constant);
  19770. } else {
  19771. if (!exists)
  19772. skill->hit = DMG_NORMAL;
  19773. }
  19774. if (this->nodeExists(node, "HitCount")) {
  19775. if (!this->parseNode("HitCount", "Count", node, skill->num))
  19776. return 0;
  19777. } else {
  19778. if (!exists)
  19779. memset(skill->num, 0, sizeof(skill->num));
  19780. }
  19781. if (this->nodeExists(node, "Element")) {
  19782. const YAML::Node &elementNode = node["Element"];
  19783. std::string element;
  19784. if (elementNode.IsScalar()) {
  19785. if (!this->asString(node, "Element", element))
  19786. return 0;
  19787. std::string element_constant = "ELE_" + element;
  19788. int64 constant;
  19789. if (!script_get_constant(element_constant.c_str(), &constant)) {
  19790. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  19791. return 0;
  19792. }
  19793. if (constant == ELE_NONE) {
  19794. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  19795. return 0;
  19796. }
  19797. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  19798. } else {
  19799. for (const YAML::Node &it : elementNode) {
  19800. uint16 skill_lv;
  19801. if (!this->asUInt16(it, "Level", skill_lv))
  19802. continue;
  19803. if (skill_lv > MAX_SKILL_LEVEL) {
  19804. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  19805. return false;
  19806. }
  19807. if (!this->asString(it, "Element", element))
  19808. continue;
  19809. std::string element_constant = "ELE_" + element;
  19810. int64 constant;
  19811. if (!script_get_constant(element_constant.c_str(), &constant)) {
  19812. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  19813. return 0;
  19814. }
  19815. if (constant == ELE_NONE) {
  19816. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  19817. return 0;
  19818. }
  19819. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  19820. }
  19821. }
  19822. } else {
  19823. if (!exists)
  19824. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  19825. }
  19826. if (this->nodeExists(node, "SplashArea")) {
  19827. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  19828. return 0;
  19829. } else {
  19830. if (!exists)
  19831. memset(skill->splash, 0, sizeof(skill->splash));
  19832. }
  19833. if (this->nodeExists(node, "ActiveInstance")) {
  19834. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  19835. return 0;
  19836. } else {
  19837. if (!exists)
  19838. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  19839. }
  19840. if (this->nodeExists(node, "Knockback")) {
  19841. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  19842. return 0;
  19843. } else {
  19844. if (!exists)
  19845. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  19846. }
  19847. if (this->nodeExists(node, "CopyFlags")) {
  19848. const YAML::Node &copyNode = node["CopyFlags"];
  19849. if (this->nodeExists(copyNode, "Skill")) {
  19850. const YAML::Node &copyskillNode = copyNode["Skill"];
  19851. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  19852. bool active;
  19853. if (!this->asBool(copyskillNode, "Plagiarism", active))
  19854. return 0;
  19855. if (active)
  19856. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  19857. else
  19858. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  19859. }
  19860. if (this->nodeExists(copyskillNode, "Reproduce")) {
  19861. bool active;
  19862. if (!this->asBool(copyskillNode, "Reproduce", active))
  19863. return 0;
  19864. if (active)
  19865. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  19866. else
  19867. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  19868. }
  19869. } else {
  19870. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  19871. return 0;
  19872. }
  19873. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  19874. const YAML::Node &copyreqNode = copyNode["RemoveRequirement"];
  19875. for (const auto &it : copyreqNode) {
  19876. std::string req = it.first.as<std::string>(), req_constant = "SKILL_REQ_" + req;
  19877. int64 constant;
  19878. if (!script_get_constant(req_constant.c_str(), &constant)) {
  19879. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  19880. return 0;
  19881. }
  19882. skill->copyable.req_opt |= constant;
  19883. }
  19884. } else {
  19885. if (!exists)
  19886. skill->copyable.req_opt = 0;
  19887. }
  19888. }
  19889. if (this->nodeExists(node, "NoNearNpc")) {
  19890. const YAML::Node &npcNode = node["NoNearNpc"];
  19891. if (this->nodeExists(npcNode, "AdditionalRange")) {
  19892. uint16 range;
  19893. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  19894. return 0;
  19895. skill->unit_nonearnpc_range = range;
  19896. } else {
  19897. if (!exists)
  19898. skill->unit_nonearnpc_range = 0;
  19899. }
  19900. if (this->nodeExists(npcNode, "Type")) {
  19901. const YAML::Node &npctypeNode = npcNode["Type"];
  19902. for (const auto &it : npctypeNode) {
  19903. std::string type = it.first.as<std::string>(), type_constant = "SKILL_NONEAR_" + type;
  19904. int64 constant;
  19905. if (!script_get_constant(type_constant.c_str(), &constant)) {
  19906. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  19907. return 0;
  19908. }
  19909. bool active;
  19910. if (!this->asBool(npctypeNode, type, active))
  19911. return 0;
  19912. if (active)
  19913. skill->unit_nonearnpc_type |= constant;
  19914. else
  19915. skill->unit_nonearnpc_type &= ~constant;
  19916. }
  19917. } else {
  19918. if (!exists)
  19919. skill->unit_nonearnpc_type = 0;
  19920. }
  19921. }
  19922. if (this->nodeExists(node, "CastCancel")) {
  19923. bool active;
  19924. if (!this->asBool(node, "CastCancel", active))
  19925. return 0;
  19926. skill->castcancel = active;
  19927. } else {
  19928. if (!exists)
  19929. skill->castcancel = false;
  19930. }
  19931. if (this->nodeExists(node, "CastDefenseReduction")) {
  19932. uint16 reduction;
  19933. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  19934. return 0;
  19935. skill->cast_def_rate = reduction;
  19936. } else {
  19937. if (!exists)
  19938. skill->cast_def_rate = 0;
  19939. }
  19940. if (this->nodeExists(node, "CastTime")) {
  19941. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  19942. return 0;
  19943. } else {
  19944. if (!exists)
  19945. memset(skill->cast, 0, sizeof(skill->cast));
  19946. }
  19947. if (this->nodeExists(node, "AfterCastActDelay")) {
  19948. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  19949. return 0;
  19950. } else {
  19951. if (!exists)
  19952. memset(skill->delay, 0, sizeof(skill->delay));
  19953. }
  19954. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  19955. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  19956. return 0;
  19957. } else {
  19958. if (!exists)
  19959. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  19960. }
  19961. if (this->nodeExists(node, "Duration1")) {
  19962. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  19963. return 0;
  19964. } else {
  19965. if (!exists)
  19966. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  19967. }
  19968. if (this->nodeExists(node, "Duration2")) {
  19969. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  19970. return 0;
  19971. } else {
  19972. if (!exists)
  19973. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  19974. }
  19975. if (this->nodeExists(node, "Cooldown")) {
  19976. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  19977. return 0;
  19978. } else {
  19979. if (!exists)
  19980. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  19981. }
  19982. #ifdef RENEWAL_CAST
  19983. if (this->nodeExists(node, "FixedCastTime")) {
  19984. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  19985. return 0;
  19986. } else {
  19987. if (!exists)
  19988. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  19989. }
  19990. #endif
  19991. if (this->nodeExists(node, "CastTimeFlags")) {
  19992. const YAML::Node &castNode = node["CastTimeFlags"];
  19993. for (const auto &it : castNode) {
  19994. std::string flag = it.first.as<std::string>(), flag_constant = "SKILL_CAST_" + flag;
  19995. int64 constant;
  19996. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  19997. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  19998. return 0;
  19999. }
  20000. bool active;
  20001. if (!this->asBool(castNode, flag, active))
  20002. return 0;
  20003. if (active)
  20004. skill->castnodex |= constant;
  20005. else
  20006. skill->castnodex &= ~constant;
  20007. }
  20008. }
  20009. if (this->nodeExists(node, "CastDelayFlags")) {
  20010. const YAML::Node &castNode = node["CastDelayFlags"];
  20011. for (const auto &it : castNode) {
  20012. std::string flag = it.first.as<std::string>(), flag_constant = "SKILL_CAST_" + flag;
  20013. int64 constant;
  20014. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  20015. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  20016. return 0;
  20017. }
  20018. bool active;
  20019. if (!this->asBool(castNode, flag, active))
  20020. return 0;
  20021. if (active)
  20022. skill->delaynodex |= constant;
  20023. else
  20024. skill->delaynodex &= ~constant;
  20025. }
  20026. }
  20027. if (this->nodeExists(node, "Requires")) {
  20028. const YAML::Node &requireNode = node["Requires"];
  20029. if (this->nodeExists(requireNode, "HpCost")) {
  20030. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  20031. return 0;
  20032. } else {
  20033. if (!exists)
  20034. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  20035. }
  20036. if (this->nodeExists(requireNode, "SpCost")) {
  20037. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  20038. return 0;
  20039. } else {
  20040. if (!exists)
  20041. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  20042. }
  20043. if (this->nodeExists(requireNode, "HpRateCost")) {
  20044. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  20045. return 0;
  20046. } else {
  20047. if (!exists)
  20048. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  20049. }
  20050. if (this->nodeExists(requireNode, "SpRateCost")) {
  20051. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  20052. return 0;
  20053. } else {
  20054. if (!exists)
  20055. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  20056. }
  20057. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  20058. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  20059. return 0;
  20060. } else {
  20061. if (!exists)
  20062. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  20063. }
  20064. if (this->nodeExists(requireNode, "ZenyCost")) {
  20065. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  20066. return 0;
  20067. } else {
  20068. if (!exists)
  20069. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  20070. }
  20071. if (this->nodeExists(requireNode, "Weapon")) {
  20072. const YAML::Node &weaponNode = requireNode["Weapon"];
  20073. if (this->nodeExists(weaponNode, "All")) {
  20074. bool active;
  20075. if (!this->asBool(weaponNode, "All", active))
  20076. return 0;
  20077. if (active)
  20078. skill->require.weapon = 0;
  20079. } else {
  20080. for (const auto &it : weaponNode) {
  20081. std::string weapon = it.first.as<std::string>(), weapon_constant = "W_" + weapon;
  20082. int64 constant;
  20083. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  20084. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  20085. return 0;
  20086. }
  20087. bool active;
  20088. if (!this->asBool(weaponNode, weapon, active))
  20089. return 0;
  20090. if (active)
  20091. skill->require.weapon |= 1 << constant;
  20092. else
  20093. skill->require.weapon &= ~(1 << constant);
  20094. }
  20095. }
  20096. } else {
  20097. if (!exists)
  20098. skill->require.weapon = 0;
  20099. }
  20100. if (this->nodeExists(requireNode, "Ammo")) {
  20101. const YAML::Node &ammoNode = requireNode["Ammo"];
  20102. if (this->nodeExists(ammoNode, "None")) {
  20103. bool active;
  20104. if (!this->asBool(ammoNode, "None", active))
  20105. return 0;
  20106. if (active)
  20107. skill->require.ammo = 0;
  20108. } else {
  20109. for (const auto &it : ammoNode) {
  20110. std::string ammo = it.first.as<std::string>(), ammo_constant = "A_" + ammo;
  20111. int64 constant;
  20112. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  20113. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  20114. return 0;
  20115. }
  20116. bool active;
  20117. if (!this->asBool(ammoNode, ammo, active))
  20118. return 0;
  20119. if (active)
  20120. skill->require.ammo |= 1 << constant;
  20121. else
  20122. skill->require.ammo &= ~(1 << constant);
  20123. }
  20124. }
  20125. } else {
  20126. if (!exists)
  20127. skill->require.ammo = 0;
  20128. }
  20129. if (this->nodeExists(requireNode, "AmmoAmount")) {
  20130. if (skill->require.ammo == 0) {
  20131. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  20132. return 0;
  20133. }
  20134. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  20135. return 0;
  20136. } else {
  20137. if (!exists)
  20138. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  20139. }
  20140. if (this->nodeExists(requireNode, "State")) {
  20141. std::string state;
  20142. if (!this->asString(requireNode, "State", state))
  20143. return 0;
  20144. std::string state_constant = "ST_" + state;
  20145. int64 constant;
  20146. if (!script_get_constant(state_constant.c_str(), &constant)) {
  20147. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  20148. return 0;
  20149. }
  20150. skill->require.state = static_cast<int32>(constant);
  20151. }
  20152. if (this->nodeExists(requireNode, "Status")) {
  20153. const YAML::Node &statusNode = requireNode["Status"];
  20154. for (const auto &it : statusNode) {
  20155. std::string status = it.first.as<std::string>(), status_constant = "SC_" + status;
  20156. int64 constant;
  20157. if (!script_get_constant(status_constant.c_str(), &constant)) {
  20158. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  20159. return 0;
  20160. }
  20161. bool active;
  20162. if (!this->asBool(statusNode, status, active))
  20163. return 0;
  20164. auto status_exists = util::vector_get(skill->require.status, constant);
  20165. if (active && status_exists == skill->require.status.end())
  20166. skill->require.status.push_back(static_cast<sc_type>(constant));
  20167. else if (!active && status_exists != skill->require.status.end())
  20168. skill->require.status.erase(status_exists);
  20169. }
  20170. }
  20171. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  20172. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  20173. return 0;
  20174. } else {
  20175. if (!exists)
  20176. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  20177. }
  20178. if (this->nodeExists(requireNode, "ItemCost")) {
  20179. const YAML::Node &itemNode = requireNode["ItemCost"];
  20180. int32 count = 0;
  20181. for (const YAML::Node &it : itemNode) {
  20182. std::string item_name;
  20183. if (!this->asString(it, "Item", item_name))
  20184. continue;
  20185. struct item_data *item = itemdb_search_aegisname(item_name.c_str());
  20186. if (item == nullptr) {
  20187. this->invalidWarning(itemNode["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  20188. return 0;
  20189. }
  20190. int32 amount;
  20191. if (!this->asInt32(it, "Amount", amount))
  20192. continue;
  20193. skill->require.itemid[count] = item->nameid;
  20194. skill->require.amount[count] = amount;
  20195. count++;
  20196. }
  20197. }
  20198. if (this->nodeExists(requireNode, "Equipment")) {
  20199. const YAML::Node &equipNode = requireNode["Equipment"];
  20200. for (const auto &it : equipNode) {
  20201. std::string item_name = it.first.as<std::string>();
  20202. struct item_data *item = itemdb_search_aegisname(item_name.c_str());
  20203. if (item == nullptr) {
  20204. this->invalidWarning(equipNode, "Requires Equipment %s does not exist.\n", item_name.c_str());
  20205. return 0;
  20206. }
  20207. bool active;
  20208. if (!this->asBool(equipNode, item_name, active))
  20209. return 0;
  20210. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  20211. if (active && equip_exists == skill->require.eqItem.end())
  20212. skill->require.eqItem.push_back(item->nameid);
  20213. else if (!active && equip_exists != skill->require.eqItem.end())
  20214. skill->require.eqItem.erase(equip_exists);
  20215. }
  20216. }
  20217. }
  20218. if (this->nodeExists(node, "Unit")) {
  20219. const YAML::Node &unitNode = node["Unit"];
  20220. if (this->nodeExists(unitNode, "Id")) {
  20221. std::string unit;
  20222. if (!this->asString(unitNode, "Id", unit))
  20223. return 0;
  20224. std::string unit_constant = "UNT_" + unit;
  20225. int64 constant;
  20226. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  20227. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  20228. return 0;
  20229. }
  20230. skill->unit_id = static_cast<uint16>(constant);
  20231. } else {
  20232. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  20233. return 0;
  20234. }
  20235. if (this->nodeExists(unitNode, "AlternateId")) {
  20236. std::string unit;
  20237. if (!this->asString(unitNode, "AlternateId", unit))
  20238. return 0;
  20239. std::string unit_constant = "UNT_" + unit;
  20240. int64 constant;
  20241. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  20242. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  20243. return 0;
  20244. }
  20245. skill->unit_id2 = static_cast<uint16>(constant);
  20246. } else {
  20247. if (!exists)
  20248. skill->unit_id2 = 0;
  20249. }
  20250. if (this->nodeExists(unitNode, "Layout")) {
  20251. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  20252. return 0;
  20253. } else {
  20254. if (!exists)
  20255. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  20256. }
  20257. if (this->nodeExists(unitNode, "Range")) {
  20258. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  20259. return 0;
  20260. } else {
  20261. if (!exists)
  20262. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  20263. }
  20264. if (this->nodeExists(unitNode, "Interval")) {
  20265. int16 interval;
  20266. if (!this->asInt16(unitNode, "Interval", interval))
  20267. return 0;
  20268. skill->unit_interval = interval;
  20269. } else {
  20270. if (!exists)
  20271. skill->unit_interval = 0;
  20272. }
  20273. if (this->nodeExists(unitNode, "Target")) {
  20274. std::string target;
  20275. if (!this->asString(unitNode, "Target", target))
  20276. return 0;
  20277. std::string target_constant = "BCT_" + target;
  20278. int64 constant;
  20279. if (!script_get_constant(target_constant.c_str(), &constant)) {
  20280. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  20281. return 0;
  20282. }
  20283. skill->unit_target = static_cast<int32>(constant);
  20284. } else {
  20285. if (!exists)
  20286. skill->unit_target = BCT_ALL;
  20287. }
  20288. if (this->nodeExists(unitNode, "Flag")) {
  20289. const YAML::Node &flagNode = unitNode["Flag"];
  20290. for (const auto &it : flagNode) {
  20291. std::string flag = it.first.as<std::string>(), flag_constant = "UF_" + flag;
  20292. int64 constant;
  20293. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  20294. this->invalidWarning(flagNode, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  20295. return 0;
  20296. }
  20297. bool active;
  20298. if (!this->asBool(flagNode, flag, active))
  20299. return 0;
  20300. if (active)
  20301. skill->unit_flag.set(static_cast<uint8>(constant));
  20302. else
  20303. skill->unit_flag.reset(static_cast<uint8>(constant));
  20304. }
  20305. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  20306. skill->unit_target = BCT_NOENEMY;
  20307. // By default, target just characters.
  20308. skill->unit_target |= BL_CHAR;
  20309. if (skill->unit_flag[UF_NOPC])
  20310. skill->unit_target &= ~BL_PC;
  20311. if (skill->unit_flag[UF_NOMOB])
  20312. skill->unit_target &= ~BL_MOB;
  20313. if (skill->unit_flag[UF_SKILL])
  20314. skill->unit_target |= BL_SKILL;
  20315. } else {
  20316. if (!exists){
  20317. skill->unit_flag = UF_NONE;
  20318. // By default, target just characters.
  20319. skill->unit_target |= BL_CHAR;
  20320. }
  20321. }
  20322. }
  20323. if (!exists) {
  20324. this->put(skill_id, skill);
  20325. skilldb_id2idx[skill_id] = skill_num;
  20326. skill_num++;
  20327. }
  20328. return 1;
  20329. }
  20330. void SkillDatabase::clear() {
  20331. TypesafeCachedYamlDatabase::clear();
  20332. memset(skilldb_id2idx, 0, sizeof(skilldb_id2idx));
  20333. skill_num = 1;
  20334. }
  20335. SkillDatabase skill_db;
  20336. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  20337. return std::string(db_path) + "/spellbook_db.yml";
  20338. }
  20339. /**
  20340. * Reads and parses an entry from the spellbook_db.
  20341. * @param node: YAML node containing the entry.
  20342. * @return count of successfully parsed rows
  20343. */
  20344. uint64 ReadingSpellbookDatabase::parseBodyNode(const YAML::Node &node) {
  20345. std::string skill_name;
  20346. if (!this->asString(node, "Skill", skill_name))
  20347. return 0;
  20348. uint16 skill_id = skill_name2id(skill_name.c_str());
  20349. if (skill_id == 0) {
  20350. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  20351. return 0;
  20352. }
  20353. if (!skill_get_inf(skill_id)) {
  20354. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  20355. return 0;
  20356. }
  20357. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  20358. bool exists = spell != nullptr;
  20359. if (!exists) {
  20360. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  20361. return 0;
  20362. spell = std::make_shared<s_skill_spellbook_db>();
  20363. spell->skill_id = skill_id;
  20364. }
  20365. if (this->nodeExists(node, "Book")) {
  20366. std::string book_name;
  20367. if (!this->asString(node, "Book", book_name))
  20368. return 0;
  20369. struct item_data *item = itemdb_search_aegisname(book_name.c_str());
  20370. if (item == nullptr) {
  20371. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  20372. return 0;
  20373. }
  20374. spell->nameid = item->nameid;
  20375. }
  20376. if (this->nodeExists(node, "PreservePoints")) {
  20377. uint16 points;
  20378. if (!this->asUInt16(node, "PreservePoints", points))
  20379. return 0;
  20380. spell->points = points;
  20381. }
  20382. if (!exists)
  20383. this->put(skill_id, spell);
  20384. return 1;
  20385. }
  20386. /**
  20387. * Check if the specified item is available in the spellbook_db or not
  20388. * @param nameid: Book Item ID
  20389. * @return Spell data or nullptr otherwise
  20390. */
  20391. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(int32 nameid) {
  20392. if (nameid < 1 || !itemdb_exists(nameid) || reading_spellbook_db.size() == 0)
  20393. return nullptr;
  20394. for (const auto &spell : reading_spellbook_db) {
  20395. if (spell.second->nameid == nameid)
  20396. return spell.second;
  20397. }
  20398. return nullptr;
  20399. }
  20400. const std::string MagicMushroomDatabase::getDefaultLocation() {
  20401. return std::string(db_path) + "/magicmushroom_db.yml";
  20402. }
  20403. /**
  20404. * Reads and parses an entry from the magicmushroom_db.
  20405. * @param node: YAML node containing the entry.
  20406. * @return count of successfully parsed rows
  20407. */
  20408. uint64 MagicMushroomDatabase::parseBodyNode(const YAML::Node &node) {
  20409. std::string skill_name;
  20410. if (!this->asString(node, "Skill", skill_name))
  20411. return 0;
  20412. uint16 skill_id = skill_name2id(skill_name.c_str());
  20413. if (!skill_id) {
  20414. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  20415. return 0;
  20416. }
  20417. if (!skill_get_inf(skill_id)) {
  20418. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  20419. return 0;
  20420. }
  20421. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  20422. bool exists = mushroom != nullptr;
  20423. if (!exists) {
  20424. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  20425. mushroom->skill_id = skill_id;
  20426. this->put(skill_id, mushroom);
  20427. }
  20428. return 1;
  20429. }
  20430. /** Reads skill no cast db
  20431. * Structure: SkillID,Flag
  20432. */
  20433. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  20434. {
  20435. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  20436. if (!skill)
  20437. return false;
  20438. skill->nocast |= atoi(split[1]);
  20439. return true;
  20440. }
  20441. /** Reads Produce db
  20442. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  20443. */
  20444. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  20445. {
  20446. unsigned short x, y;
  20447. unsigned short id = atoi(split[0]);
  20448. unsigned short nameid = 0;
  20449. bool found = false;
  20450. if (id >= ARRAYLENGTH(skill_produce_db)) {
  20451. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  20452. return false;
  20453. }
  20454. // Clear previous data, for importing support
  20455. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  20456. // Import just for clearing/disabling from original data
  20457. if (!(nameid = atoi(split[1]))) {
  20458. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  20459. return true;
  20460. }
  20461. if (!itemdb_exists(nameid)) {
  20462. ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
  20463. return false;
  20464. }
  20465. skill_produce_db[id].nameid = nameid;
  20466. skill_produce_db[id].itemlv = atoi(split[2]);
  20467. skill_produce_db[id].req_skill = atoi(split[3]);
  20468. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  20469. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  20470. skill_produce_db[id].mat_id[y] = atoi(split[x]);
  20471. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  20472. }
  20473. if (!found)
  20474. skill_produce_count++;
  20475. return true;
  20476. }
  20477. /** Reads create arrow db
  20478. * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  20479. */
  20480. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  20481. {
  20482. unsigned short x, y, i, material_id = atoi(split[0]);
  20483. if (!(itemdb_exists(material_id))) {
  20484. ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
  20485. return false;
  20486. }
  20487. //search if we override something, (if not i=last idx)
  20488. ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
  20489. if (i >= ARRAYLENGTH(skill_arrow_db)) {
  20490. ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
  20491. return false;
  20492. }
  20493. // Import just for clearing/disabling from original data
  20494. if (atoi(split[1]) == 0) {
  20495. memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
  20496. //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
  20497. return true;
  20498. }
  20499. skill_arrow_db[i].nameid = material_id;
  20500. for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
  20501. skill_arrow_db[i].cre_id[y] = atoi(split[x]);
  20502. skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
  20503. }
  20504. if (i == skill_arrow_count)
  20505. skill_arrow_count++;
  20506. return true;
  20507. }
  20508. const std::string AbraDatabase::getDefaultLocation() {
  20509. return std::string(db_path) + "/abra_db.yml";
  20510. }
  20511. /**
  20512. * Reads and parses an entry from the abra_db.
  20513. * @param node: YAML node containing the entry.
  20514. * @return count of successfully parsed rows
  20515. */
  20516. uint64 AbraDatabase::parseBodyNode(const YAML::Node &node) {
  20517. std::string skill_name;
  20518. if (!this->asString(node, "Skill", skill_name))
  20519. return 0;
  20520. uint16 skill_id = skill_name2id(skill_name.c_str());
  20521. if (!skill_id) {
  20522. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  20523. return 0;
  20524. }
  20525. if (!skill_get_inf(skill_id)) {
  20526. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  20527. return 0;
  20528. }
  20529. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  20530. bool exists = abra != nullptr;
  20531. if (!exists) {
  20532. abra = std::make_shared<s_skill_abra_db>();
  20533. abra->skill_id = skill_id;
  20534. }
  20535. if (this->nodeExists(node, "Probability")) {
  20536. const YAML::Node probNode = node["Probability"];
  20537. uint16 probability;
  20538. if (probNode.IsScalar()) {
  20539. if (!this->asUInt16Rate(probNode, "Probability", probability))
  20540. return 0;
  20541. abra->per.fill(probability);
  20542. } else {
  20543. abra->per.fill(0);
  20544. for (const YAML::Node &it : probNode) {
  20545. uint16 skill_lv;
  20546. if (!this->asUInt16(it, "Level", skill_lv))
  20547. continue;
  20548. if (skill_lv > MAX_SKILL_LEVEL) {
  20549. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  20550. return 0;
  20551. }
  20552. if (!this->asUInt16Rate(it, "Probability", probability))
  20553. continue;
  20554. abra->per[skill_lv - 1] = probability;
  20555. }
  20556. }
  20557. } else {
  20558. if (!exists)
  20559. abra->per.fill(500);
  20560. }
  20561. if (!exists)
  20562. this->put(skill_id, abra);
  20563. return 1;
  20564. }
  20565. /** Reads change material db
  20566. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  20567. */
  20568. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  20569. {
  20570. uint16 id = atoi(split[0]), nameid = atoi(split[1]);
  20571. short rate = atoi(split[2]);
  20572. bool found = false;
  20573. int x, y;
  20574. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  20575. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  20576. return false;
  20577. }
  20578. // Clear previous data, for importing support
  20579. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  20580. found = true;
  20581. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  20582. }
  20583. // Import just for clearing/disabling from original data
  20584. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  20585. if (nameid == 0) {
  20586. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  20587. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  20588. return true;
  20589. }
  20590. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  20591. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  20592. if (skill_produce_db[x].nameid == nameid)
  20593. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  20594. break;
  20595. }
  20596. if (x >= MAX_SKILL_PRODUCE_DB) {
  20597. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid);
  20598. return false;
  20599. }
  20600. skill_changematerial_db[id].nameid = nameid;
  20601. skill_changematerial_db[id].rate = rate;
  20602. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  20603. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  20604. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  20605. }
  20606. if (!found)
  20607. skill_changematerial_count++;
  20608. return true;
  20609. }
  20610. /**
  20611. * Reads skill damage adjustment
  20612. * @author [Lilith]
  20613. */
  20614. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  20615. {
  20616. int64 caster_tmp;
  20617. uint16 id;
  20618. int caster, value;
  20619. char *result;
  20620. trim(split[0]);
  20621. if (ISDIGIT(split[0][0])) {
  20622. value = strtol(split[0], &result, 10);
  20623. if (*result) {
  20624. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  20625. return false;
  20626. }
  20627. id = value;
  20628. } else
  20629. id = skill_name2id(split[0]);
  20630. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  20631. if (!skill)
  20632. return false;
  20633. skill->damage = {};
  20634. trim(split[1]);
  20635. if (ISDIGIT(split[1][0])) {
  20636. value = strtol(split[1], &result, 10);
  20637. if (*result) {
  20638. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  20639. return false;
  20640. }
  20641. caster = value;
  20642. } else { // Try to parse caster as constant
  20643. if (!script_get_constant(split[1], &caster_tmp)) {
  20644. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  20645. return false;
  20646. }
  20647. caster = static_cast<uint16>(caster_tmp);
  20648. }
  20649. skill->damage.caster |= caster;
  20650. value = strtol(split[2], &result, 10);
  20651. if (*result) {
  20652. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  20653. return false;
  20654. }
  20655. skill->damage.map |= value;
  20656. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  20657. value = strtol(split[offset], &result, 10);
  20658. if (*result && *result != ' ') {
  20659. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  20660. value = 0;
  20661. }
  20662. skill->damage.rate[i] = cap_value(value, -100, 100000);
  20663. }
  20664. return true;
  20665. }
  20666. /*===============================
  20667. * DB reading.
  20668. * skill_db.yml
  20669. * skill_nocast_db.txt
  20670. * produce_db.txt
  20671. * create_arrow_db.txt
  20672. *------------------------------*/
  20673. static void skill_readdb(void)
  20674. {
  20675. int i;
  20676. const char* dbsubpath[] = {
  20677. "",
  20678. "/" DBIMPORT,
  20679. //add other path here
  20680. };
  20681. memset(skill_produce_db,0,sizeof(skill_produce_db));
  20682. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  20683. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  20684. skill_produce_count = skill_arrow_count = skill_changematerial_count = 0;
  20685. skill_db.load();
  20686. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  20687. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  20688. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  20689. char* dbsubpath1 = (char*)aMalloc(n1+1);
  20690. char* dbsubpath2 = (char*)aMalloc(n2+1);
  20691. if (i == 0) {
  20692. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  20693. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  20694. } else {
  20695. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  20696. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  20697. }
  20698. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  20699. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  20700. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i > 0);
  20701. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  20702. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  20703. aFree(dbsubpath1);
  20704. aFree(dbsubpath2);
  20705. }
  20706. abra_db.load();
  20707. magic_mushroom_db.load();
  20708. reading_spellbook_db.load();
  20709. skill_init_unit_layout();
  20710. skill_init_nounit_layout();
  20711. }
  20712. void skill_reload (void) {
  20713. skill_db.clear();
  20714. abra_db.clear();
  20715. magic_mushroom_db.clear();
  20716. reading_spellbook_db.clear();
  20717. skill_readdb();
  20718. initChangeTables(); // Re-init Status Change tables
  20719. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  20720. s_mapiterator *iter = mapit_getallusers();
  20721. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  20722. pc_validate_skill(sd);
  20723. clif_skillinfoblock(sd);
  20724. }
  20725. mapit_free(iter);
  20726. }
  20727. /*==========================================
  20728. *
  20729. *------------------------------------------*/
  20730. void do_init_skill(void)
  20731. {
  20732. skill_readdb();
  20733. skillunit_group_db = idb_alloc(DB_OPT_BASE);
  20734. skillunit_db = idb_alloc(DB_OPT_BASE);
  20735. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  20736. bowling_db = idb_alloc(DB_OPT_BASE);
  20737. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.cpp::skill_unit_ers",ERS_CACHE_OPTIONS);
  20738. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  20739. ers_chunk_size(skill_unit_ers, 150);
  20740. ers_chunk_size(skill_timer_ers, 150);
  20741. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  20742. add_timer_func_list(skill_castend_id,"skill_castend_id");
  20743. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  20744. add_timer_func_list(skill_timerskill,"skill_timerskill");
  20745. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  20746. add_timer_func_list(skill_keep_using, "skill_keep_using");
  20747. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  20748. }
  20749. void do_final_skill(void)
  20750. {
  20751. db_destroy(skillunit_group_db);
  20752. db_destroy(skillunit_db);
  20753. db_destroy(skillusave_db);
  20754. db_destroy(bowling_db);
  20755. ers_destroy(skill_unit_ers);
  20756. ers_destroy(skill_timer_ers);
  20757. }