skill.c 548 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/random.h"
  8. #include "../common/showmsg.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "../common/ers.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "pet.h"
  19. #include "homunculus.h"
  20. #include "mercenary.h"
  21. #include "elemental.h"
  22. #include "mob.h"
  23. #include "npc.h"
  24. #include "battle.h"
  25. #include "battleground.h"
  26. #include "party.h"
  27. #include "itemdb.h"
  28. #include "script.h"
  29. #include "intif.h"
  30. #include "log.h"
  31. #include "chrif.h"
  32. #include "guild.h"
  33. #include "date.h"
  34. #include "unit.h"
  35. #include <stdio.h>
  36. #include <stdlib.h>
  37. #include <string.h>
  38. #include <time.h>
  39. #include <math.h>
  40. #define SKILLUNITTIMER_INTERVAL 100
  41. // ranges reserved for mapping skill ids to skilldb offsets
  42. #define HM_SKILLRANGEMIN 700
  43. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  44. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  45. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  46. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  47. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  48. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  49. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  50. #if GD_SKILLRANGEMAX > 999
  51. #error GD_SKILLRANGEMAX is greater than 999
  52. #endif
  53. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  54. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  55. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  56. DBMap* skilldb_name2id = NULL;
  57. /**
  58. * Skill Cool Down Delay Saving
  59. * Struct skill_cd is not a member of struct map_session_data
  60. * to keep cooldowns in memory between player log-ins.
  61. * All cooldowns are reset when server is restarted.
  62. **/
  63. DBMap* skillcd_db = NULL; // char_id -> struct skill_cd
  64. struct skill_cd {
  65. int duration[MAX_SKILL_TREE];//milliseconds
  66. short skidx[MAX_SKILL_TREE];//the skill index entries belong to
  67. short nameid[MAX_SKILL_TREE];//skill id
  68. unsigned char cursor;
  69. };
  70. /**
  71. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  72. **/
  73. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  74. struct skill_usave {
  75. int skill_num, skill_lv;
  76. };
  77. struct s_skill_db skill_db[MAX_SKILL_DB];
  78. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  79. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  80. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  81. struct s_skill_improvise_db {
  82. int skillid;
  83. short per;//1-10000
  84. };
  85. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  86. bool skill_reproduce_db[MAX_SKILL_DB];
  87. struct s_skill_changematerial_db {
  88. int itemid;
  89. short rate;
  90. int qty[5];
  91. short qty_rate[5];
  92. };
  93. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB];
  94. //Warlock
  95. struct s_skill_spellbook_db {
  96. int nameid;
  97. int skillid;
  98. int point;
  99. };
  100. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  101. //Guillotine Cross
  102. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  103. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  104. int firewall_unit_pos;
  105. int icewall_unit_pos;
  106. int earthstrain_unit_pos;
  107. //early declaration
  108. int skill_block_check(struct block_list *bl, enum sc_type type, int skillid);
  109. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv);
  110. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv);
  111. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  112. //Since only mob-casted splash skills can hit ice-walls
  113. static inline int splash_target(struct block_list* bl)
  114. {
  115. #ifndef RENEWAL
  116. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  117. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  118. return BL_SKILL|BL_CHAR;
  119. #endif
  120. }
  121. /// Returns the id of the skill, or 0 if not found.
  122. int skill_name2id(const char* name)
  123. {
  124. if( name == NULL )
  125. return 0;
  126. return strdb_iget(skilldb_name2id, name);
  127. }
  128. /// Maps skill ids to skill db offsets.
  129. /// Returns the skill's array index, or 0 (Unknown Skill).
  130. int skill_get_index( int id )
  131. {
  132. // avoid ranges reserved for mapping guild/homun/mercenary skills
  133. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  134. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  135. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX)
  136. || (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX) )
  137. return 0;
  138. // map skill id to skill db index
  139. if( id >= GD_SKILLBASE )
  140. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  141. else if( id >= EL_SKILLBASE )
  142. id = EL_SKILLRANGEMIN + id - EL_SKILLBASE;
  143. else if( id >= MC_SKILLBASE )
  144. id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
  145. else if( id >= HM_SKILLBASE )
  146. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  147. // validate result
  148. if( id <= 0 || id >= MAX_SKILL_DB )
  149. return 0;
  150. return id;
  151. }
  152. const char* skill_get_name( int id )
  153. {
  154. return skill_db[skill_get_index(id)].name;
  155. }
  156. const char* skill_get_desc( int id )
  157. {
  158. return skill_db[skill_get_index(id)].desc;
  159. }
  160. // out of bounds error checking [celest]
  161. static void skill_chk(int* id, int lv)
  162. {
  163. *id = skill_get_index(*id); // checks/adjusts id
  164. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  165. }
  166. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  167. // Skill DB
  168. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  169. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  170. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  171. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  172. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  173. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  174. int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  175. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  176. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  177. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  178. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  179. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  180. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  181. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  182. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  183. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  184. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  185. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  186. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  187. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  188. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  189. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  190. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  191. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  192. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  193. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  194. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  195. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  196. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  197. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  198. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  199. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  200. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  201. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  202. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  203. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  204. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  205. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  206. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  207. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  208. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  209. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  210. int skill_get_cooldown( int id ,int lv ) { skill_get (skill_db[id].cooldown[lv-1], id, lv); }
  211. #ifdef RENEWAL_CAST
  212. int skill_get_fixed_cast( int id ,int lv ){ skill_get (skill_db[id].fixed_cast[lv-1], id, lv); }
  213. #endif
  214. int skill_tree_get_max(int id, int b_class)
  215. {
  216. int i;
  217. b_class = pc_class2idx(b_class);
  218. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
  219. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
  220. return skill_tree[b_class][i].max;
  221. else
  222. return skill_get_max(id);
  223. }
  224. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  225. int skill_attack_area(struct block_list *bl,va_list ap);
  226. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  227. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  228. int skill_greed(struct block_list *bl, va_list ap);
  229. static void skill_toggle_magicpower(struct block_list *bl, short skillid);
  230. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  231. static int skill_trap_splash(struct block_list *bl, va_list ap);
  232. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  233. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  234. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  235. static int skill_unit_effect(struct block_list *bl,va_list ap);
  236. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  237. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  238. int skill_get_casttype (int id)
  239. {
  240. int inf = skill_get_inf(id);
  241. if (inf&(INF_GROUND_SKILL))
  242. return CAST_GROUND;
  243. if (inf&INF_SUPPORT_SKILL)
  244. return CAST_NODAMAGE;
  245. if (inf&INF_SELF_SKILL) {
  246. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  247. return CAST_DAMAGE; //Combo skill.
  248. return CAST_NODAMAGE;
  249. }
  250. if (skill_get_nk(id)&NK_NO_DAMAGE)
  251. return CAST_NODAMAGE;
  252. return CAST_DAMAGE;
  253. }
  254. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  255. int skill_get_range2 (struct block_list *bl, int id, int lv)
  256. {
  257. int range;
  258. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  259. return 9; //Mobs have a range of 9 regardless of skill used.
  260. range = skill_get_range(id, lv);
  261. if( range < 0 )
  262. {
  263. if( battle_config.use_weapon_skill_range&bl->type )
  264. return status_get_range(bl);
  265. range *=-1;
  266. }
  267. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  268. switch( id )
  269. {
  270. case AC_SHOWER: case MA_SHOWER:
  271. case AC_DOUBLE: case MA_DOUBLE:
  272. case HT_BLITZBEAT:
  273. case AC_CHARGEARROW:
  274. case MA_CHARGEARROW:
  275. case SN_FALCONASSAULT:
  276. case HT_POWER:
  277. /**
  278. * Ranger
  279. **/
  280. case RA_ARROWSTORM:
  281. case RA_AIMEDBOLT:
  282. case RA_WUGBITE:
  283. if( bl->type == BL_PC )
  284. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  285. else
  286. range += 10; //Assume level 10?
  287. break;
  288. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  289. case GS_RAPIDSHOWER:
  290. case GS_PIERCINGSHOT:
  291. case GS_FULLBUSTER:
  292. case GS_SPREADATTACK:
  293. case GS_GROUNDDRIFT:
  294. if (bl->type == BL_PC)
  295. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  296. else
  297. range += 10; //Assume level 10?
  298. break;
  299. case NJ_KIRIKAGE:
  300. if (bl->type == BL_PC)
  301. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  302. break;
  303. /**
  304. * Warlock
  305. **/
  306. case WL_WHITEIMPRISON:
  307. case WL_SOULEXPANSION:
  308. case WL_FROSTMISTY:
  309. case WL_MARSHOFABYSS:
  310. case WL_SIENNAEXECRATE:
  311. case WL_DRAINLIFE:
  312. case WL_CRIMSONROCK:
  313. case WL_HELLINFERNO:
  314. case WL_COMET:
  315. case WL_CHAINLIGHTNING:
  316. case WL_TETRAVORTEX:
  317. case WL_RELEASE:
  318. if( bl->type == BL_PC )
  319. range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  320. break;
  321. /**
  322. * Ranger Bonus
  323. **/
  324. case HT_LANDMINE:
  325. case HT_FREEZINGTRAP:
  326. case HT_BLASTMINE:
  327. case HT_CLAYMORETRAP:
  328. case RA_CLUSTERBOMB:
  329. case RA_FIRINGTRAP:
  330. case RA_ICEBOUNDTRAP:
  331. if( bl->type == BL_PC )
  332. range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  333. }
  334. if( !range && bl->type != BL_PC )
  335. return 9; // Enable non players to use self skills on others. [Skotlex]
  336. return range;
  337. }
  338. int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal) {
  339. int skill, hp;
  340. struct map_session_data *sd = BL_CAST(BL_PC, src);
  341. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  342. struct status_change* sc;
  343. switch( skill_id ) {
  344. case BA_APPLEIDUN:
  345. #ifdef RENEWAL
  346. hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  347. #else
  348. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  349. #endif
  350. if( sd )
  351. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  352. break;
  353. case PR_SANCTUARY:
  354. hp = (skill_lv>6)?777:skill_lv*100;
  355. break;
  356. case NPC_EVILLAND:
  357. hp = (skill_lv>6)?666:skill_lv*100;
  358. break;
  359. default:
  360. if (skill_lv >= battle_config.max_heal_lv)
  361. return battle_config.max_heal;
  362. #ifdef RENEWAL
  363. /**
  364. * Renewal Heal Formula (from Doddler)
  365. * TODO: whats that( 1+ %Modifier / 100 ) ? currently using 'x1' (100/100) until found out
  366. * - Min = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK - [(WeaponMATK * WeaponLvl) / 10]
  367. * - Max = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK + [(WeaponMATK * WeaponLvl) / 10]
  368. **/
  369. hp = ( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 3 ) * skill_lv + status_get_matk_min(src) + status_get_matk_max(src) - ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) ) + rnd()%( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 3 ) * skill_lv + status_get_matk_min(src) + status_get_matk_max(src) + ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) );
  370. #else
  371. hp = ( status_get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
  372. #endif
  373. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  374. hp += hp * skill * 2 / 100;
  375. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  376. hp += hp * skill * 2 / 100;
  377. break;
  378. }
  379. if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
  380. hp >>= 1;
  381. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  382. hp += hp*skill/100;
  383. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  384. hp += hp*skill/100;
  385. sc = status_get_sc(target);
  386. if( sc && sc->count ) {
  387. if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
  388. hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
  389. if( sc->data[SC_DEATHHURT] && heal )
  390. hp -= hp * 20/100;
  391. if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  392. hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  393. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  394. hp += hp / 10;
  395. }
  396. return hp;
  397. }
  398. // Making plagiarize check its own function [Aru]
  399. int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
  400. {
  401. // Never copy NPC/Wedding Skills
  402. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  403. return 0;
  404. // High-class skills
  405. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  406. {
  407. if(battle_config.copyskill_restrict == 2)
  408. return 0;
  409. else if(battle_config.copyskill_restrict)
  410. return (sd->status.class_ == JOB_STALKER);
  411. }
  412. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  413. if ((skillid == AL_INCAGI || skillid == AL_BLESSING ||
  414. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  415. skillid == MER_INCAGI || skillid == MER_BLESSING))
  416. return 0;
  417. // Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie]
  418. if( !(sd->sc.data[SC__REPRODUCE]) && (skillid >= RK_ENCHANTBLADE && skillid <= SR_RIDEINLIGHTNING) )
  419. return 0;
  420. // Reproduce will only copy skills according on the list. [Jobbie]
  421. else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skillid] )
  422. return 0;
  423. return 1;
  424. }
  425. // [MouseJstr] - skill ok to cast? and when?
  426. int skillnotok (int skillid, struct map_session_data *sd)
  427. {
  428. int i,m;
  429. nullpo_retr (1, sd);
  430. m = sd->bl.m;
  431. i = skill_get_index(skillid);
  432. if (i == 0)
  433. return 1; // invalid skill id
  434. if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  435. return 0; // can do any damn thing they want
  436. if( skillid == AL_TELEPORT && sd->skillitem == skillid && sd->skillitemlv > 2 )
  437. return 0; // Teleport lv 3 bypasses this check.[Inkfish]
  438. // Epoque:
  439. // This code will compare the player's attack motion value which is influenced by ASPD before
  440. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  441. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  442. if( !sd->state.autocast && sd->skillitem != skillid && sd->canskill_tick &&
  443. DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (100 + battle_config.skill_amotion_leniency) / 100) )
  444. {// attempted to cast a skill before the attack motion has finished
  445. return 1;
  446. }
  447. if (sd->blockskill[i] > 0){
  448. clif_skill_fail(sd, skillid, USESKILL_FAIL_SKILLINTERVAL, 0);
  449. return 1;
  450. }
  451. /**
  452. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  453. * 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
  454. **/
  455. if( sd->skillitem == skillid )
  456. return 0;
  457. // Check skill restrictions [Celest]
  458. if( (!map_flag_vs(m) && skill_get_nocast (skillid) & 1) ||
  459. (map[m].flag.pvp && skill_get_nocast (skillid) & 2) ||
  460. (map_flag_gvg(m) && skill_get_nocast (skillid) & 4) ||
  461. (map[m].flag.battleground && skill_get_nocast (skillid) & 8) ||
  462. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone)) ){
  463. clif_msg(sd, 0x536); // This skill cannot be used within this area
  464. return 1;
  465. }
  466. if( sd->sc.option&OPTION_MOUNTING )
  467. return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  468. switch (skillid) {
  469. case AL_WARP:
  470. case RETURN_TO_ELDICASTES:
  471. case ALL_GUARDIAN_RECALL:
  472. if(map[m].flag.nowarp) {
  473. clif_skill_teleportmessage(sd,0);
  474. return 1;
  475. }
  476. return 0;
  477. case AL_TELEPORT:
  478. case SC_FATALMENACE:
  479. case SC_DIMENSIONDOOR:
  480. if(map[m].flag.noteleport) {
  481. clif_skill_teleportmessage(sd,0);
  482. return 1;
  483. }
  484. return 0; // gonna be checked in 'skill_castend_nodamage_id'
  485. case WE_CALLPARTNER:
  486. case WE_CALLPARENT:
  487. case WE_CALLBABY:
  488. if (map[m].flag.nomemo) {
  489. clif_skill_teleportmessage(sd,1);
  490. return 1;
  491. }
  492. break;
  493. case MC_VENDING:
  494. case MC_IDENTIFY:
  495. case ALL_BUYING_STORE:
  496. return 0; // always allowed
  497. case WZ_ICEWALL:
  498. // noicewall flag [Valaris]
  499. if (map[m].flag.noicewall) {
  500. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  501. return 1;
  502. }
  503. break;
  504. case GC_DARKILLUSION:
  505. if( map_flag_gvg(m) ) {
  506. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  507. return 1;
  508. }
  509. break;
  510. case GD_EMERGENCYCALL:
  511. if (
  512. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  513. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  514. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  515. ) {
  516. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  517. return 1;
  518. }
  519. break;
  520. case BS_GREED:
  521. case WS_CARTBOOST:
  522. case BS_HAMMERFALL:
  523. case BS_ADRENALINE:
  524. case MC_CARTREVOLUTION:
  525. case MC_MAMMONITE:
  526. case WS_MELTDOWN:
  527. case MG_SIGHT:
  528. case TF_HIDING:
  529. /**
  530. * These skills cannot be used while in mado gear (credits to Xantara)
  531. **/
  532. if( pc_ismadogear(sd) ) {
  533. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  534. return 1;
  535. }
  536. break;
  537. case WM_LULLABY_DEEPSLEEP:
  538. case WM_SIRCLEOFNATURE:
  539. if( !map_flag_vs(m) ) {
  540. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  541. return 1;
  542. }
  543. break;
  544. }
  545. return (map[m].flag.noskill);
  546. }
  547. int skillnotok_hom(int skillid, struct homun_data *hd)
  548. {
  549. int i = skill_get_index(skillid);
  550. nullpo_retr(1,hd);
  551. if (i == 0)
  552. return 1; // invalid skill id
  553. if (hd->blockskill[i] > 0)
  554. return 1;
  555. //Use master's criteria.
  556. return skillnotok(skillid, hd->master);
  557. }
  558. int skillnotok_mercenary(int skillid, struct mercenary_data *md)
  559. {
  560. int i = skill_get_index(skillid);
  561. nullpo_retr(1,md);
  562. if( i == 0 )
  563. return 1; // Invalid Skill ID
  564. if( md->blockskill[i] > 0 )
  565. return 1;
  566. return skillnotok(skillid, md->master);
  567. }
  568. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  569. {
  570. int pos = skill_get_unit_layout_type(skillid,skilllv);
  571. int dir;
  572. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  573. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  574. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  575. }
  576. if (pos != -1) // simple single-definition layout
  577. return &skill_unit_layout[pos];
  578. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  579. if (skillid == MG_FIREWALL)
  580. return &skill_unit_layout [firewall_unit_pos + dir];
  581. else if (skillid == WZ_ICEWALL)
  582. return &skill_unit_layout [icewall_unit_pos + dir];
  583. else if( skillid == WL_EARTHSTRAIN ) //Warlock
  584. return &skill_unit_layout [earthstrain_unit_pos + dir];
  585. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  586. return &skill_unit_layout[0]; // default 1x1 layout
  587. }
  588. /*==========================================
  589. *
  590. *------------------------------------------*/
  591. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, int dmg_lv, unsigned int tick)
  592. {
  593. struct map_session_data *sd, *dstsd;
  594. struct mob_data *md, *dstmd;
  595. struct status_data *sstatus, *tstatus;
  596. struct status_change *sc, *tsc;
  597. enum sc_type status;
  598. int skill;
  599. int rate;
  600. nullpo_ret(src);
  601. nullpo_ret(bl);
  602. if(skillid < 0) return 0;
  603. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  604. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  605. return 0;
  606. sd = BL_CAST(BL_PC, src);
  607. md = BL_CAST(BL_MOB, src);
  608. dstsd = BL_CAST(BL_PC, bl);
  609. dstmd = BL_CAST(BL_MOB, bl);
  610. sc = status_get_sc(src);
  611. tsc = status_get_sc(bl);
  612. sstatus = status_get_status_data(src);
  613. tstatus = status_get_status_data(bl);
  614. if (!tsc) //skill additional effect is about adding effects to the target...
  615. //So if the target can't be inflicted with statuses, this is pointless.
  616. return 0;
  617. if( sd )
  618. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  619. if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
  620. { // Trigger status effects
  621. enum sc_type type;
  622. int i;
  623. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
  624. {
  625. rate = sd->addeff[i].rate;
  626. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  627. rate += sd->addeff[i].arrow_rate;
  628. if( !rate ) continue;
  629. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) )
  630. { // Trigger has attack type consideration.
  631. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  632. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  633. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  634. else
  635. continue;
  636. }
  637. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
  638. { // Trigger has range consideration.
  639. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  640. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  641. continue; //Range Failed.
  642. }
  643. type = sd->addeff[i].id;
  644. skill = skill_get_time2(status_sc2skill(type),7);
  645. if (sd->addeff[i].flag&ATF_TARGET)
  646. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  647. if (sd->addeff[i].flag&ATF_SELF)
  648. status_change_start(src,type,rate,7,0,0,0,skill,0);
  649. }
  650. }
  651. if( skillid )
  652. { // Trigger status effects on skills
  653. enum sc_type type;
  654. int i;
  655. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
  656. {
  657. if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  658. continue;
  659. type = sd->addeff3[i].id;
  660. skill = skill_get_time2(status_sc2skill(type),7);
  661. if( sd->addeff3[i].target&ATF_TARGET )
  662. status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  663. if( sd->addeff3[i].target&ATF_SELF )
  664. status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  665. }
  666. }
  667. }
  668. if( dmg_lv < ATK_DEF ) // no damage, return;
  669. return 0;
  670. switch(skillid)
  671. {
  672. case 0: // Normal attacks (no skill used)
  673. {
  674. if( attack_type&BF_SKILL )
  675. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  676. if(sd) {
  677. // Automatic trigger of Blitz Beat
  678. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  679. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  680. rate=(sd->status.job_level+9)/10;
  681. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  682. }
  683. // Automatic trigger of Warg Strike [Jobbie]
  684. if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  685. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  686. // Gank
  687. if(dstmd && sd->status.weapon != W_BOW &&
  688. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  689. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  690. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  691. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  692. else
  693. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  694. }
  695. // Chance to trigger Taekwon kicks [Dralnu]
  696. if(sc && !sc->data[SC_COMBO]) {
  697. if(sc->data[SC_READYSTORM] &&
  698. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  699. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  700. ; //Stance triggered
  701. else if(sc->data[SC_READYDOWN] &&
  702. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  703. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  704. ; //Stance triggered
  705. else if(sc->data[SC_READYTURN] &&
  706. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  707. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  708. ; //Stance triggered
  709. else if(sc->data[SC_READYCOUNTER])
  710. { //additional chance from SG_FRIEND [Komurka]
  711. rate = 20;
  712. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  713. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  714. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  715. }
  716. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  717. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  718. }
  719. }
  720. }
  721. if (sc) {
  722. struct status_change_entry *sce;
  723. // Enchant Poison gives a chance to poison attacked enemies
  724. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  725. status_change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  726. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  727. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  728. if((sce=sc->data[SC_EDP]))
  729. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  730. skill_get_time2(ASC_EDP,sce->val1));
  731. // Cancels on normal attack but benefits with the bonuses
  732. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  733. }
  734. }
  735. break;
  736. case SM_BASH:
  737. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  738. //TODO: How much % per base level it actually is?
  739. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  740. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  741. }
  742. break;
  743. case MER_CRASH:
  744. sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  745. break;
  746. case AS_VENOMKNIFE:
  747. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  748. skilllv = pc_checkskill(sd, TF_POISON);
  749. case TF_POISON:
  750. case AS_SPLASHER:
  751. if(!sc_start2(bl,SC_POISON,(4*skilllv+10),skilllv,src->id,skill_get_time2(skillid,skilllv))
  752. && sd && skillid==TF_POISON
  753. )
  754. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  755. break;
  756. case AS_SONICBLOW:
  757. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  758. break;
  759. case WZ_FIREPILLAR:
  760. unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
  761. break;
  762. case MG_FROSTDIVER:
  763. #ifndef RENEWAL
  764. case WZ_FROSTNOVA:
  765. #endif
  766. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  767. break;
  768. #ifdef RENEWAL
  769. case WZ_FROSTNOVA:
  770. sc_start(bl,SC_FREEZE,skilllv*5+33,skilllv,skill_get_time2(skillid,skilllv));
  771. break;
  772. #endif
  773. case WZ_STORMGUST:
  774. /**
  775. * Storm Gust counter was dropped in renewal
  776. **/
  777. #ifdef RENEWAL
  778. sc_start(bl,SC_FREEZE,65-(5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  779. #else
  780. //Tharis pointed out that this is normal freeze chance with a base of 300%
  781. if(tsc->sg_counter >= 3 &&
  782. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  783. tsc->sg_counter = 0;
  784. /**
  785. * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  786. **/
  787. else if( tsc->sg_counter > 250 )
  788. tsc->sg_counter = 0;
  789. #endif
  790. break;
  791. case WZ_METEOR:
  792. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  793. break;
  794. case WZ_VERMILION:
  795. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  796. break;
  797. case HT_FREEZINGTRAP:
  798. case MA_FREEZINGTRAP:
  799. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  800. break;
  801. case HT_FLASHER:
  802. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  803. break;
  804. case HT_LANDMINE:
  805. case MA_LANDMINE:
  806. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  807. break;
  808. case HT_SHOCKWAVE:
  809. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  810. break;
  811. case HT_SANDMAN:
  812. case MA_SANDMAN:
  813. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  814. break;
  815. case TF_SPRINKLESAND:
  816. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  817. break;
  818. case TF_THROWSTONE:
  819. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  820. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  821. break;
  822. case NPC_DARKCROSS:
  823. case CR_HOLYCROSS:
  824. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  825. break;
  826. case CR_GRANDCROSS:
  827. case NPC_GRANDDARKNESS:
  828. //Chance to cause blind status vs demon and undead element, but not against players
  829. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  830. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  831. attack_type |= BF_WEAPON;
  832. break;
  833. case AM_ACIDTERROR:
  834. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  835. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  836. clif_emotion(bl,E_OMG);
  837. break;
  838. case AM_DEMONSTRATION:
  839. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  840. break;
  841. case CR_SHIELDCHARGE:
  842. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  843. break;
  844. case PA_PRESSURE:
  845. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  846. break;
  847. case RG_RAID:
  848. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  849. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  850. #ifdef RENEWAL
  851. sc_start(bl,SC_RAID,100,7,5000);
  852. break;
  853. case RG_BACKSTAP:
  854. sc_start(bl,SC_STUN,(5+2*skilllv),skilllv,skill_get_time(skillid,skilllv));
  855. #endif
  856. break;
  857. case BA_FROSTJOKER:
  858. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  859. break;
  860. case DC_SCREAM:
  861. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  862. break;
  863. case BD_LULLABY:
  864. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  865. break;
  866. case DC_UGLYDANCE:
  867. rate = 5+5*skilllv;
  868. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  869. rate += 5+skill;
  870. status_zap(bl, 0, rate);
  871. break;
  872. case SL_STUN:
  873. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  874. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  875. break;
  876. case NPC_PETRIFYATTACK:
  877. sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
  878. skilllv,0,0,skill_get_time(skillid,skilllv),
  879. skill_get_time2(skillid,skilllv));
  880. break;
  881. case NPC_CURSEATTACK:
  882. case NPC_SLEEPATTACK:
  883. case NPC_BLINDATTACK:
  884. case NPC_POISON:
  885. case NPC_SILENCEATTACK:
  886. case NPC_STUNATTACK:
  887. case NPC_HELLPOWER:
  888. sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  889. break;
  890. case NPC_ACIDBREATH:
  891. case NPC_ICEBREATH:
  892. sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  893. break;
  894. case NPC_BLEEDING:
  895. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  896. break;
  897. case NPC_MENTALBREAKER:
  898. { //Based on observations by Tharis, Mental Breaker should do SP damage
  899. //equal to Matk*skLevel.
  900. rate = sstatus->matk_min;
  901. if (rate < sstatus->matk_max)
  902. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  903. rate*=skilllv;
  904. status_zap(bl, 0, rate);
  905. break;
  906. }
  907. // Equipment breaking monster skills [Celest]
  908. case NPC_WEAPONBRAKER:
  909. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  910. break;
  911. case NPC_ARMORBRAKE:
  912. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  913. break;
  914. case NPC_HELMBRAKE:
  915. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  916. break;
  917. case NPC_SHIELDBRAKE:
  918. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  919. break;
  920. case CH_TIGERFIST:
  921. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  922. break;
  923. case LK_SPIRALPIERCE:
  924. case ML_SPIRALPIERCE:
  925. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  926. break;
  927. case ST_REJECTSWORD:
  928. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
  929. break;
  930. case PF_FOGWALL:
  931. if (src != bl && !tsc->data[SC_DELUGE])
  932. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  933. break;
  934. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  935. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  936. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  937. break;
  938. case LK_JOINTBEAT:
  939. status = status_skill2sc(skillid);
  940. if (tsc->jb_flag) {
  941. sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  942. tsc->jb_flag = 0;
  943. }
  944. break;
  945. case ASC_METEORASSAULT:
  946. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  947. switch(rnd()%3) {
  948. case 0:
  949. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  950. break;
  951. case 1:
  952. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  953. break;
  954. default:
  955. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  956. }
  957. break;
  958. case HW_NAPALMVULCAN:
  959. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  960. break;
  961. case WS_CARTTERMINATION: // Cart termination
  962. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  963. break;
  964. case CR_ACIDDEMONSTRATION:
  965. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  966. break;
  967. case TK_DOWNKICK:
  968. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  969. break;
  970. case TK_JUMPKICK:
  971. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
  972. {// debuff the following statuses
  973. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  974. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  975. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  976. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  977. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  978. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  979. }
  980. break;
  981. case TK_TURNKICK:
  982. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  983. if(attack_type&BF_MISC) //70% base stun chance...
  984. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  985. break;
  986. case GS_BULLSEYE: //0.1% coma rate.
  987. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  988. status_change_start(bl,SC_COMA,10,skilllv,0,src->id,0,0,0);
  989. break;
  990. case GS_PIERCINGSHOT:
  991. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  992. break;
  993. case NJ_HYOUSYOURAKU:
  994. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  995. break;
  996. case GS_FLING:
  997. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  998. break;
  999. case GS_DISARM:
  1000. rate = 3*skilllv;
  1001. if (sstatus->dex > tstatus->dex)
  1002. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1003. skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv));
  1004. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  1005. break;
  1006. case NPC_EVILLAND:
  1007. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1008. break;
  1009. case NPC_HELLJUDGEMENT:
  1010. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  1011. break;
  1012. case NPC_CRITICALWOUND:
  1013. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  1014. break;
  1015. case RK_HUNDREDSPEAR:
  1016. if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 )
  1017. break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
  1018. rate = 10 + 3 * skilllv;
  1019. if( rnd()%100 < rate )
  1020. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
  1021. break;
  1022. case RK_WINDCUTTER:
  1023. sc_start(bl,SC_FEAR,3+2*skilllv,skilllv,skill_get_time(skillid,skilllv));
  1024. break;
  1025. case RK_DRAGONBREATH:
  1026. sc_start4(bl,SC_BURNING,5+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  1027. break;
  1028. case AB_ADORAMUS:
  1029. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1030. sc_start(bl, SC_ADORAMUS, 100, skilllv, skill_get_time(skillid, skilllv));
  1031. break;
  1032. case WL_CRIMSONROCK:
  1033. sc_start(bl, SC_STUN, 40, skilllv, skill_get_time(skillid, skilllv));
  1034. break;
  1035. case WL_COMET:
  1036. sc_start4(bl,SC_BURNING,100,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  1037. break;
  1038. case WL_EARTHSTRAIN:
  1039. {
  1040. int rate = 0, i;
  1041. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1042. rate = 6 * skilllv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech]
  1043. //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found.
  1044. for( i = 0; i < skilllv; i++ )
  1045. skill_strip_equip(bl,pos[i],rate,skilllv,skill_get_time2(skillid,skilllv));
  1046. }
  1047. break;
  1048. case WL_JACKFROST:
  1049. sc_start(bl,SC_FREEZE,100,skilllv,skill_get_time(skillid,skilllv));
  1050. break;
  1051. case RA_WUGBITE:
  1052. sc_start(bl, SC_BITE, (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skilllv, (skill_get_time(skillid,skilllv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) );
  1053. break;
  1054. case RA_SENSITIVEKEEN:
  1055. if( rnd()%100 < 8 * skilllv )
  1056. skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skilllv, tick, SD_ANIMATION);
  1057. break;
  1058. case RA_FIRINGTRAP:
  1059. case RA_ICEBOUNDTRAP:
  1060. sc_start(bl, (skillid == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1061. break;
  1062. case NC_PILEBUNKER:
  1063. if( rnd()%100 < 5 + 15*skilllv )
  1064. { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
  1065. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1066. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1067. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1068. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1069. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1070. }
  1071. break;
  1072. case NC_FLAMELAUNCHER:
  1073. sc_start4(bl, SC_BURNING, 50 + 10 * skilllv, skilllv, 1000, src->id, 0, skill_get_time2(skillid, skilllv));
  1074. break;
  1075. case NC_COLDSLOWER:
  1076. sc_start(bl, SC_FREEZE, 10 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1077. sc_start(bl, SC_FREEZING, 20 + 10 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1078. break;
  1079. case NC_POWERSWING:
  1080. sc_start(bl, SC_STUN, 5*skilllv, skilllv, skill_get_time(skillid, skilllv));
  1081. if( rnd()%100 < 5*skilllv )
  1082. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1);
  1083. break;
  1084. case GC_WEAPONCRUSH:
  1085. skill_castend_nodamage_id(src,bl,skillid,skilllv,tick,BCT_ENEMY);
  1086. break;
  1087. case LG_SHIELDPRESS:
  1088. sc_start(bl, SC_STUN, 30 + 8 * skilllv, skilllv, skill_get_time(skillid,skilllv));
  1089. break;
  1090. case LG_PINPOINTATTACK:
  1091. rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skilllv)) + (sstatus->agi + status_get_lv(src))) / 10);
  1092. switch( skilllv ) {
  1093. case 1:
  1094. sc_start(bl,SC_BLEEDING,rate,skilllv,skill_get_time(skillid,skilllv));
  1095. break;
  1096. case 2:
  1097. if( dstsd && dstsd->spiritball && rnd()%100 < rate )
  1098. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  1099. break;
  1100. default:
  1101. skill_break_equip(bl,(skilllv == 3) ? EQP_SHIELD : (skilllv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY);
  1102. break;
  1103. }
  1104. break;
  1105. case LG_MOONSLASHER:
  1106. rate = 32 + 8 * skilllv;
  1107. 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.
  1108. skill_addtimerskill(src,tick+500,bl->id,0,0,skillid,skilllv,BF_WEAPON,0);
  1109. else if( dstmd && !is_boss(bl) )
  1110. sc_start(bl,SC_STOP,100,skilllv,skill_get_time(skillid,skilllv));
  1111. break;
  1112. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1113. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1114. sc_start(bl, SC_BLIND,50, skilllv, skill_get_time(skillid,skilllv));
  1115. break;
  1116. case LG_EARTHDRIVE:
  1117. skill_break_equip(src, EQP_SHIELD, 500, BCT_SELF);
  1118. sc_start(bl, SC_EARTHDRIVE, 100, skilllv, skill_get_time(skillid, skilllv));
  1119. break;
  1120. case SR_DRAGONCOMBO:
  1121. sc_start(bl, SC_STUN, 1 + skilllv, skilllv, skill_get_time(skillid, skilllv));
  1122. break;
  1123. case SR_FALLENEMPIRE:
  1124. sc_start(bl, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv));
  1125. break;
  1126. case SR_WINDMILL:
  1127. if( dstsd )
  1128. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skillid,skilllv,BF_WEAPON,0);
  1129. else if( dstmd && !is_boss(bl) )
  1130. sc_start(bl, SC_STUN, 100, skilllv, 1000 + 1000 * (rnd() %3));
  1131. break;
  1132. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster痴 DEX + Caster痴 Base Level) / 10]
  1133. sc_start(bl, SC_SILENCE, 5 * skilllv + (sstatus->dex + status_get_lv(src)) / 10, skilllv, skill_get_time(skillid, skilllv));
  1134. break;
  1135. case SR_EARTHSHAKER:
  1136. sc_start(bl,SC_STUN, 25 + 5 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  1137. break;
  1138. case SR_HOWLINGOFLION:
  1139. sc_start(bl, SC_FEAR, 5 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1140. break;
  1141. case WM_SOUND_OF_DESTRUCTION:
  1142. if( rnd()%100 < 5 + 5 * skilllv ) { // Temporarly Check Until We Get the Official Formula
  1143. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1144. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1145. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1146. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1147. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1148. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1149. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1150. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1151. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1152. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1153. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1154. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1155. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1156. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1157. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1158. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1159. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1160. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1161. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1162. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1163. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1164. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1165. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1166. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1167. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1168. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1169. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1170. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1171. }
  1172. break;
  1173. case SO_EARTHGRAVE:
  1174. sc_start(bl, SC_BLEEDING, 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); // Need official rate. [LimitLine]
  1175. break;
  1176. case SO_DIAMONDDUST:
  1177. rate = 5 + 5 * skilllv;
  1178. if( sc && sc->data[SC_COOLER_OPTION] )
  1179. rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100;
  1180. sc_start(bl, SC_CRYSTALIZE, rate, skilllv, skill_get_time2(skillid, skilllv));
  1181. break;
  1182. case SO_VARETYR_SPEAR:
  1183. sc_start(bl, SC_STUN, 5 + 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1184. break;
  1185. case GN_SLINGITEM_RANGEMELEEATK:
  1186. if( sd ) {
  1187. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1188. case 13261:
  1189. sc_start(bl, SC_STUN, 100, skilllv, skill_get_time2(GN_SLINGITEM, skilllv));
  1190. sc_start(bl, SC_BLEEDING, 100, skilllv, skill_get_time2(GN_SLINGITEM, skilllv));
  1191. break;
  1192. case 13262:
  1193. sc_start(bl, SC_MELON_BOMB, 100, skilllv, skill_get_time(GN_SLINGITEM, skilllv)); // Reduces ASPD and moviment speed
  1194. break;
  1195. case 13264:
  1196. sc_start(bl, SC_BANANA_BOMB, 100, skilllv, skill_get_time(GN_SLINGITEM, skilllv)); // Reduces LUK タ?Needed confirm it, may be it's bugged in kRORE?
  1197. sc_start(bl, SC_BANANA_BOMB_SITDOWN, 75, skilllv, skill_get_time(GN_SLINGITEM_RANGEMELEEATK,skilllv)); // Sitdown for 3 seconds.
  1198. break;
  1199. }
  1200. sd->itemid = -1;
  1201. }
  1202. break;
  1203. case GN_HELLS_PLANT_ATK:
  1204. sc_start(bl, SC_STUN, 5 + 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1205. sc_start(bl, SC_BLEEDING, 20 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1206. break;
  1207. case EL_WIND_SLASH: // Non confirmed rate.
  1208. sc_start(bl, SC_BLEEDING, 25, skilllv, skill_get_time(skillid,skilllv));
  1209. break;
  1210. case EL_STONE_HAMMER:
  1211. rate = 10 * skilllv;
  1212. sc_start(bl, SC_STUN, rate, skilllv, skill_get_time(skillid,skilllv));
  1213. break;
  1214. case EL_ROCK_CRUSHER:
  1215. case EL_ROCK_CRUSHER_ATK:
  1216. sc_start(bl,status_skill2sc(skillid),50,skilllv,skill_get_time(EL_ROCK_CRUSHER,skilllv));
  1217. break;
  1218. case EL_TYPOON_MIS:
  1219. sc_start(bl,SC_SILENCE,10*skilllv,skilllv,skill_get_time(skillid,skilllv));
  1220. break;
  1221. case MH_LAVA_SLIDE:
  1222. sc_start4(bl,SC_BURNING,10*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  1223. break;
  1224. case MH_STAHL_HORN:
  1225. sc_start(bl,SC_STUN,(20 + 4 * skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1226. break;
  1227. case KO_JYUMONJIKIRI: // needs more info
  1228. sc_start(bl,SC_JYUMONJIKIRI,25,skilllv,skill_get_time(skillid,skilllv));
  1229. break;
  1230. case KO_MAKIBISHI:
  1231. sc_start(bl, SC_STUN, 100, skilllv, skill_get_time2(skillid,skilllv));
  1232. break;
  1233. }
  1234. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1235. { //Pass heritage to Master for status causing effects. [Skotlex]
  1236. sd = map_id2sd(md->master_id);
  1237. src = sd?&sd->bl:src;
  1238. }
  1239. if( attack_type&BF_WEAPON )
  1240. { // Coma, Breaking Equipment
  1241. if( sd && sd->special_state.bonus_coma )
  1242. {
  1243. rate = sd->weapon_coma_ele[tstatus->def_ele];
  1244. rate += sd->weapon_coma_race[tstatus->race];
  1245. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  1246. if (rate)
  1247. status_change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
  1248. }
  1249. if( sd && battle_config.equip_self_break_rate )
  1250. { // Self weapon breaking
  1251. rate = battle_config.equip_natural_break_rate;
  1252. if( sc )
  1253. {
  1254. if(sc->data[SC_OVERTHRUST])
  1255. rate += 10;
  1256. if(sc->data[SC_MAXOVERTHRUST])
  1257. rate += 10;
  1258. }
  1259. if( rate )
  1260. skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF);
  1261. }
  1262. if( battle_config.equip_skill_break_rate && skillid != WS_CARTTERMINATION && skillid != ITM_TOMAHAWK )
  1263. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1264. // Target weapon breaking
  1265. rate = 0;
  1266. if( sd )
  1267. rate += sd->bonus.break_weapon_rate;
  1268. if( sc && sc->data[SC_MELTDOWN] )
  1269. rate += sc->data[SC_MELTDOWN]->val2;
  1270. if( rate )
  1271. skill_break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
  1272. // Target armor breaking
  1273. rate = 0;
  1274. if( sd )
  1275. rate += sd->bonus.break_armor_rate;
  1276. if( sc && sc->data[SC_MELTDOWN] )
  1277. rate += sc->data[SC_MELTDOWN]->val3;
  1278. if( rate )
  1279. skill_break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
  1280. }
  1281. }
  1282. // Autospell when attacking
  1283. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1284. {
  1285. struct block_list *tbl;
  1286. struct unit_data *ud;
  1287. int i, skilllv, type, notok;
  1288. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1289. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  1290. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  1291. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  1292. continue; // one or more trigger conditions were not fulfilled
  1293. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1294. sd->state.autocast = 1;
  1295. notok = skillnotok(skill, sd);
  1296. sd->state.autocast = 0;
  1297. if ( notok )
  1298. continue;
  1299. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1300. if (skilllv < 0) skilllv = 1+rnd()%(-skilllv);
  1301. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1302. if (rnd()%1000 >= rate)
  1303. continue;
  1304. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1305. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1306. int maxcount = 0;
  1307. if( !(BL_PC&battle_config.skill_reiteration) &&
  1308. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1309. skill_check_unit_range(src,tbl->x,tbl->y,skill,skilllv)
  1310. ) {
  1311. continue;
  1312. }
  1313. if( BL_PC&battle_config.skill_nofootset &&
  1314. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1315. skill_check_unit_range2(src,tbl->x,tbl->y,skill,skilllv)
  1316. ) {
  1317. continue;
  1318. }
  1319. if( BL_PC&battle_config.land_skill_limit &&
  1320. (maxcount = skill_get_maxcount(skill, skilllv)) > 0
  1321. ) {
  1322. int v;
  1323. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1324. if(sd->ud.skillunit[v]->skill_id == skill)
  1325. maxcount--;
  1326. }
  1327. if( maxcount == 0 ) {
  1328. continue;
  1329. }
  1330. }
  1331. }
  1332. if( battle_config.autospell_check_range &&
  1333. !battle_check_range(src, tbl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  1334. continue;
  1335. if (skill == AS_SONICBLOW)
  1336. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1337. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1338. type = CAST_GROUND;
  1339. sd->state.autocast = 1;
  1340. skill_consume_requirement(sd,skill,skilllv,1);
  1341. skill_toggle_magicpower(src, skill);
  1342. switch (type) {
  1343. case CAST_GROUND:
  1344. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1345. break;
  1346. case CAST_NODAMAGE:
  1347. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1348. break;
  1349. case CAST_DAMAGE:
  1350. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1351. break;
  1352. }
  1353. sd->state.autocast = 0;
  1354. //Set canact delay. [Skotlex]
  1355. ud = unit_bl2ud(src);
  1356. if (ud) {
  1357. rate = skill_delayfix(src, skill, skilllv);
  1358. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1359. ud->canact_tick = tick+rate;
  1360. if ( battle_config.display_status_timers && sd )
  1361. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1362. }
  1363. }
  1364. }
  1365. }
  1366. //Autobonus when attacking
  1367. if( sd && sd->autobonus[0].rate )
  1368. {
  1369. int i;
  1370. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1371. {
  1372. if( rnd()%1000 >= sd->autobonus[i].rate )
  1373. continue;
  1374. if( sd->autobonus[i].active != INVALID_TIMER )
  1375. continue;
  1376. if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
  1377. sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
  1378. sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
  1379. continue; // one or more trigger conditions were not fulfilled
  1380. pc_exeautobonus(sd,&sd->autobonus[i]);
  1381. }
  1382. }
  1383. //Polymorph
  1384. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1385. dstmd && !(tstatus->mode&MD_BOSS) &&
  1386. (rnd()%10000 < sd->bonus.classchange))
  1387. {
  1388. struct mob_db *mob;
  1389. int class_;
  1390. skill = 0;
  1391. do {
  1392. do {
  1393. class_ = rnd() % MAX_MOB_DB;
  1394. } while (!mobdb_checkid(class_));
  1395. rate = rnd() % 1000000;
  1396. mob = mob_db(class_);
  1397. } while (
  1398. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1399. (skill++) < 2000);
  1400. if (skill < 2000)
  1401. mob_class_change(dstmd,class_);
  1402. }
  1403. return 0;
  1404. }
  1405. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick) {
  1406. int skill, skilllv, i, type, notok;
  1407. struct block_list *tbl;
  1408. if( sd == NULL || skillid <= 0 )
  1409. return 0;
  1410. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1411. if( sd->autospell3[i].flag != skillid )
  1412. continue;
  1413. if( sd->autospell3[i].lock )
  1414. continue; // autospell already being executed
  1415. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  1416. sd->state.autocast = 1;
  1417. notok = skillnotok(skill, sd);
  1418. sd->state.autocast = 0;
  1419. if ( notok )
  1420. continue;
  1421. skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1422. if( skilllv < 0 ) skilllv = 1 + rnd()%(-skilllv);
  1423. if( sd->autospell3[i].id >= 0 && bl == NULL )
  1424. continue; // No target
  1425. if( rnd()%1000 >= sd->autospell3[i].rate )
  1426. continue;
  1427. tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl;
  1428. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1429. int maxcount = 0;
  1430. if( !(BL_PC&battle_config.skill_reiteration) &&
  1431. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1432. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skilllv)
  1433. ) {
  1434. continue;
  1435. }
  1436. if( BL_PC&battle_config.skill_nofootset &&
  1437. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1438. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skilllv)
  1439. ) {
  1440. continue;
  1441. }
  1442. if( BL_PC&battle_config.land_skill_limit &&
  1443. (maxcount = skill_get_maxcount(skill, skilllv)) > 0
  1444. ) {
  1445. int v;
  1446. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1447. if(sd->ud.skillunit[v]->skill_id == skill)
  1448. maxcount--;
  1449. }
  1450. if( maxcount == 0 ) {
  1451. continue;
  1452. }
  1453. }
  1454. }
  1455. if( battle_config.autospell_check_range &&
  1456. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  1457. continue;
  1458. sd->state.autocast = 1;
  1459. sd->autospell3[i].lock = true;
  1460. skill_consume_requirement(sd,skill,skilllv,1);
  1461. switch( type )
  1462. {
  1463. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break;
  1464. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  1465. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  1466. }
  1467. sd->autospell3[i].lock = false;
  1468. sd->state.autocast = 0;
  1469. }
  1470. if( sd && sd->autobonus3[0].rate )
  1471. {
  1472. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ )
  1473. {
  1474. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1475. continue;
  1476. if( sd->autobonus3[i].active != INVALID_TIMER )
  1477. continue;
  1478. if( sd->autobonus3[i].atk_type != skillid )
  1479. continue;
  1480. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1481. }
  1482. }
  1483. return 1;
  1484. }
  1485. /* Splitted off from skill_additional_effect, which is never called when the
  1486. * attack skill kills the enemy. Place in this function counter status effects
  1487. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1488. * from cards) that will take effect on the source, not the target. [Skotlex]
  1489. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1490. * type of skills, so not every instance of skill_additional_effect needs a call
  1491. * to this one.
  1492. */
  1493. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1494. {
  1495. int rate;
  1496. struct map_session_data *sd=NULL;
  1497. struct map_session_data *dstsd=NULL;
  1498. nullpo_ret(src);
  1499. nullpo_ret(bl);
  1500. if(skillid < 0) return 0;
  1501. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1502. sd = BL_CAST(BL_PC, src);
  1503. dstsd = BL_CAST(BL_PC, bl);
  1504. if(dstsd && attack_type&BF_WEAPON)
  1505. { //Counter effects.
  1506. enum sc_type type;
  1507. int i, time;
  1508. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1509. {
  1510. rate = dstsd->addeff2[i].rate;
  1511. if (attack_type&BF_LONG)
  1512. rate+=dstsd->addeff2[i].arrow_rate;
  1513. if (!rate) continue;
  1514. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1515. { //Trigger has range consideration.
  1516. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1517. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1518. continue; //Range Failed.
  1519. }
  1520. type = dstsd->addeff2[i].id;
  1521. time = skill_get_time2(status_sc2skill(type),7);
  1522. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1523. status_change_start(src,type,rate,7,0,0,0,time,0);
  1524. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1525. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1526. }
  1527. }
  1528. switch(skillid){
  1529. case MO_EXTREMITYFIST:
  1530. sc_start(src,SC_EXTREMITYFIST,100,skilllv,skill_get_time2(skillid,skilllv));
  1531. break;
  1532. case GS_FULLBUSTER:
  1533. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1534. break;
  1535. case HFLI_SBR44: //[orn]
  1536. case HVAN_EXPLOSION:
  1537. if(src->type == BL_HOM){
  1538. TBL_HOM *hd = (TBL_HOM*)src;
  1539. hd->homunculus.intimacy = 200;
  1540. if (hd->master)
  1541. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1542. }
  1543. break;
  1544. case CR_GRANDCROSS:
  1545. case NPC_GRANDDARKNESS:
  1546. attack_type |= BF_WEAPON;
  1547. break;
  1548. }
  1549. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1550. rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  1551. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  1552. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1553. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1554. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1555. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1556. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1557. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1558. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1559. }
  1560. if( sd && status_isdead(bl) ) {
  1561. int sp = 0, hp = 0;
  1562. if( attack_type&BF_WEAPON ) {
  1563. sp += sd->bonus.sp_gain_value;
  1564. sp += sd->sp_gain_race[status_get_race(bl)];
  1565. sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
  1566. hp += sd->bonus.hp_gain_value;
  1567. }
  1568. if( attack_type&BF_MAGIC ) {
  1569. sp += sd->bonus.magic_sp_gain_value;
  1570. hp += sd->bonus.magic_hp_gain_value;
  1571. if( skillid == WZ_WATERBALL ) {//(bugreport:5303)
  1572. struct status_change *sc = NULL;
  1573. if( ( sc = status_get_sc(src) ) ) {
  1574. if(sc->data[SC_SPIRIT] &&
  1575. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1576. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  1577. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1578. }
  1579. }
  1580. }
  1581. if( hp || sp ) { // updated to force healing to allow healing through berserk
  1582. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1583. }
  1584. }
  1585. // Trigger counter-spells to retaliate against damage causing skills.
  1586. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1587. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1588. {
  1589. struct block_list *tbl;
  1590. struct unit_data *ud;
  1591. int i, skillid, skilllv, rate, type, notok;
  1592. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1593. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1594. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1595. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1596. continue; // one or more trigger conditions were not fulfilled
  1597. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1598. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1599. if (skilllv < 0) skilllv = 1+rnd()%(-skilllv);
  1600. rate = dstsd->autospell2[i].rate;
  1601. if (attack_type&BF_LONG)
  1602. rate>>=1;
  1603. dstsd->state.autocast = 1;
  1604. notok = skillnotok(skillid, dstsd);
  1605. dstsd->state.autocast = 0;
  1606. if ( notok )
  1607. continue;
  1608. if (rnd()%1000 >= rate)
  1609. continue;
  1610. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1611. if( (type = skill_get_casttype(skillid)) == CAST_GROUND ) {
  1612. int maxcount = 0;
  1613. if( !(BL_PC&battle_config.skill_reiteration) &&
  1614. skill_get_unit_flag(skillid)&UF_NOREITERATION &&
  1615. skill_check_unit_range(bl,tbl->x,tbl->y,skillid,skilllv)
  1616. ) {
  1617. continue;
  1618. }
  1619. if( BL_PC&battle_config.skill_nofootset &&
  1620. skill_get_unit_flag(skillid)&UF_NOFOOTSET &&
  1621. skill_check_unit_range2(bl,tbl->x,tbl->y,skillid,skilllv)
  1622. ) {
  1623. continue;
  1624. }
  1625. if( BL_PC&battle_config.land_skill_limit &&
  1626. (maxcount = skill_get_maxcount(skillid, skilllv)) > 0
  1627. ) {
  1628. int v;
  1629. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  1630. if(dstsd->ud.skillunit[v]->skill_id == skillid)
  1631. maxcount--;
  1632. }
  1633. if( maxcount == 0 ) {
  1634. continue;
  1635. }
  1636. }
  1637. }
  1638. if( !battle_check_range(src, tbl, skill_get_range2(src, skillid,skilllv) + (skillid == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1639. continue;
  1640. dstsd->state.autocast = 1;
  1641. skill_consume_requirement(dstsd,skillid,skilllv,1);
  1642. switch (type) {
  1643. case CAST_GROUND:
  1644. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1645. break;
  1646. case CAST_NODAMAGE:
  1647. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1648. break;
  1649. case CAST_DAMAGE:
  1650. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1651. break;
  1652. }
  1653. dstsd->state.autocast = 0;
  1654. //Set canact delay. [Skotlex]
  1655. ud = unit_bl2ud(bl);
  1656. if (ud) {
  1657. rate = skill_delayfix(bl, skillid, skilllv);
  1658. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1659. ud->canact_tick = tick+rate;
  1660. if ( battle_config.display_status_timers && dstsd )
  1661. clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1662. }
  1663. }
  1664. }
  1665. }
  1666. //Autobonus when attacked
  1667. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) )
  1668. {
  1669. int i;
  1670. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ )
  1671. {
  1672. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  1673. continue;
  1674. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1675. continue;
  1676. if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
  1677. dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
  1678. dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
  1679. continue; // one or more trigger conditions were not fulfilled
  1680. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1681. }
  1682. }
  1683. return 0;
  1684. }
  1685. /*=========================================================================
  1686. Breaks equipment. On-non players causes the corresponding strip effect.
  1687. - rate goes from 0 to 10000 (100.00%)
  1688. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1689. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1690. --------------------------------------------------------------------------*/
  1691. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1692. {
  1693. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1694. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1695. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1696. struct status_change *sc = status_get_sc(bl);
  1697. int i,j;
  1698. TBL_PC *sd;
  1699. sd = BL_CAST(BL_PC, bl);
  1700. if (sc && !sc->count)
  1701. sc = NULL;
  1702. if (sd) {
  1703. if (sd->bonus.unbreakable_equip)
  1704. where &= ~sd->bonus.unbreakable_equip;
  1705. if (sd->bonus.unbreakable)
  1706. rate -= rate*sd->bonus.unbreakable/100;
  1707. if (where&EQP_WEAPON) {
  1708. switch (sd->status.weapon) {
  1709. case W_FIST: //Bare fists should not break :P
  1710. case W_1HAXE:
  1711. case W_2HAXE:
  1712. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1713. case W_2HMACE:
  1714. case W_STAFF:
  1715. case W_2HSTAFF:
  1716. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1717. case W_HUUMA:
  1718. where &= ~EQP_WEAPON;
  1719. }
  1720. }
  1721. }
  1722. if (flag&BCT_ENEMY) {
  1723. if (battle_config.equip_skill_break_rate != 100)
  1724. rate = rate*battle_config.equip_skill_break_rate/100;
  1725. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1726. if (battle_config.equip_self_break_rate != 100)
  1727. rate = rate*battle_config.equip_self_break_rate/100;
  1728. }
  1729. for (i = 0; i < 4; i++) {
  1730. if (where&where_list[i]) {
  1731. if (sc && sc->count && sc->data[scdef[i]])
  1732. where&=~where_list[i];
  1733. else if (rnd()%10000 >= rate)
  1734. where&=~where_list[i];
  1735. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1736. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1737. }
  1738. }
  1739. if (!where) //Nothing to break.
  1740. return 0;
  1741. if (sd) {
  1742. for (i = 0; i < EQI_MAX; i++) {
  1743. j = sd->equip_index[i];
  1744. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1745. continue;
  1746. switch(i) {
  1747. case EQI_HEAD_TOP: //Upper Head
  1748. flag = (where&EQP_HELM);
  1749. break;
  1750. case EQI_ARMOR: //Body
  1751. flag = (where&EQP_ARMOR);
  1752. break;
  1753. case EQI_HAND_R: //Left/Right hands
  1754. case EQI_HAND_L:
  1755. flag = (
  1756. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1757. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1758. break;
  1759. case EQI_SHOES:
  1760. flag = (where&EQP_SHOES);
  1761. break;
  1762. case EQI_GARMENT:
  1763. flag = (where&EQP_GARMENT);
  1764. break;
  1765. default:
  1766. continue;
  1767. }
  1768. if (flag) {
  1769. sd->status.inventory[j].attribute = 1;
  1770. pc_unequipitem(sd, j, 3);
  1771. }
  1772. }
  1773. clif_equiplist(sd);
  1774. }
  1775. return where; //Return list of pieces broken.
  1776. }
  1777. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1778. {
  1779. struct status_change *sc;
  1780. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  1781. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  1782. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, 0};
  1783. int i;
  1784. if (rnd()%100 >= rate)
  1785. return 0;
  1786. sc = status_get_sc(bl);
  1787. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  1788. return 0;
  1789. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1790. if (where&pos[i] && sc->data[sc_def[i]])
  1791. where&=~pos[i];
  1792. }
  1793. if (!where) return 0;
  1794. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1795. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1796. where&=~pos[i];
  1797. }
  1798. return where?1:0;
  1799. }
  1800. //Early declaration
  1801. static int skill_area_temp[8];
  1802. /*=========================================================================
  1803. Used to knock back players, monsters, traps, etc
  1804. - 'count' is the number of squares to knock back
  1805. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1806. - if 'flag&0x1', position update packets must not be sent.
  1807. - if 'flag&0x2', skill blown ignores players' special_state.no_knockback
  1808. -------------------------------------------------------------------------*/
  1809. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1810. {
  1811. int dx = 0, dy = 0;
  1812. struct skill_unit* su = NULL;
  1813. nullpo_ret(src);
  1814. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1815. return 0; //No knocking back in WoE
  1816. if (count == 0)
  1817. return 0; //Actual knockback distance is 0.
  1818. switch (target->type) {
  1819. case BL_MOB: {
  1820. struct mob_data* md = BL_CAST(BL_MOB, target);
  1821. if( md->class_ == MOBID_EMPERIUM )
  1822. return 0;
  1823. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1824. return 0;
  1825. }
  1826. break;
  1827. case BL_PC: {
  1828. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1829. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
  1830. return 0; // Basilica caster can't be knocked-back by normal monsters.
  1831. if( !(flag&0x2) && src != target && sd->special_state.no_knockback )
  1832. return 0;
  1833. }
  1834. break;
  1835. case BL_SKILL:
  1836. su = (struct skill_unit *)target;
  1837. if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )
  1838. return 0; // ankle snare cannot be knocked back
  1839. break;
  1840. }
  1841. if (direction == -1) // <optimized>: do the computation here instead of outside
  1842. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1843. if (direction >= 0 && direction < 8)
  1844. { // take the reversed 'direction' and reverse it
  1845. dx = -dirx[direction];
  1846. dy = -diry[direction];
  1847. }
  1848. return unit_blown(target, dx, dy, count, flag); // send over the proper flag
  1849. }
  1850. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1851. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1852. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1853. {
  1854. struct status_change *sc = status_get_sc(bl);
  1855. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1856. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  1857. return 0;
  1858. // item-based reflection
  1859. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  1860. return 1;
  1861. if( is_boss(src) )
  1862. return 0;
  1863. // status-based reflection
  1864. if( !sc || sc->count == 0 )
  1865. return 0;
  1866. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1867. return 1;
  1868. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1869. {// Kaite only works against non-players if they are low-level.
  1870. clif_specialeffect(bl, 438, AREA);
  1871. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1872. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1873. return 2;
  1874. }
  1875. return 0;
  1876. }
  1877. /*
  1878. * =========================================================================
  1879. * Does a skill attack with the given properties.
  1880. * src is the master behind the attack (player/mob/pet)
  1881. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1882. * bl is the target to be attacked.
  1883. * flag can hold a bunch of information:
  1884. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1885. * (usually holds number of targets, or just 1 for simple splash attacks)
  1886. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1887. * packet shouldn't display a skill animation)
  1888. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1889. * client (causes player characters to not scream skill name)
  1890. *-------------------------------------------------------------------------*/
  1891. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1892. {
  1893. struct Damage dmg;
  1894. struct status_data *sstatus, *tstatus;
  1895. struct status_change *sc;
  1896. struct map_session_data *sd, *tsd;
  1897. int type,damage,rdamage=0;
  1898. if(skillid > 0 && skilllv <= 0) return 0;
  1899. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  1900. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1901. nullpo_ret(bl); //Target to be attacked.
  1902. if (src != dsrc) {
  1903. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1904. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1905. return 0;
  1906. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1907. //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]
  1908. if (!status_check_skilluse(src, bl, skillid, 2))
  1909. return 0;
  1910. }
  1911. sd = BL_CAST(BL_PC, src);
  1912. tsd = BL_CAST(BL_PC, bl);
  1913. sstatus = status_get_status_data(src);
  1914. tstatus = status_get_status_data(bl);
  1915. sc= status_get_sc(bl);
  1916. if (sc && !sc->count) sc = NULL; //Don't need it.
  1917. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1918. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1919. return 0;
  1920. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1921. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1922. return 0;
  1923. dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1924. //Skotlex: Adjusted to the new system
  1925. if(src->type==BL_PET)
  1926. { // [Valaris]
  1927. struct pet_data *pd = (TBL_PET*)src;
  1928. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1929. {
  1930. int element = skill_get_ele(skillid, skilllv);
  1931. if (skillid == -1)
  1932. element = sstatus->rhw.ele;
  1933. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1934. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1935. else
  1936. dmg.damage= skilllv;
  1937. dmg.damage2=0;
  1938. dmg.div_= pd->a_skill->div_;
  1939. }
  1940. }
  1941. if( dmg.flag&BF_MAGIC && ( skillid != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  1942. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  1943. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  1944. { //Magic reflection, switch caster/target
  1945. struct block_list *tbl = bl;
  1946. bl = src;
  1947. src = tbl;
  1948. sd = BL_CAST(BL_PC, src);
  1949. tsd = BL_CAST(BL_PC, bl);
  1950. sc = status_get_sc(bl);
  1951. if (sc && !sc->count)
  1952. sc = NULL; //Don't need it.
  1953. /* bugreport:2564 flag&2 disables double casting trigger */
  1954. flag |= 2;
  1955. //Spirit of Wizard blocks Kaite's reflection
  1956. if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  1957. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  1958. type = tsd?pc_search_inventory (tsd, 7321):0;
  1959. if (type >= 0) {
  1960. if ( tsd ) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  1961. dmg.damage = dmg.damage2 = 0;
  1962. dmg.dmg_lv = ATK_MISS;
  1963. sc->data[SC_SPIRIT]->val3 = skillid;
  1964. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1965. }
  1966. }
  1967. /**
  1968. * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  1969. **/
  1970. #if MAGIC_REFLECTION_TYPE
  1971. if( dmg.dmg_lv != ATK_MISS )//Wiz SL cancelled and consumed fragment
  1972. dmg = battle_calc_attack(BF_MAGIC,bl,bl,skillid,skilllv,flag&0xFFF);
  1973. #endif
  1974. }
  1975. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1976. int sp = skill_get_sp(skillid,skilllv);
  1977. dmg.damage = dmg.damage2 = 0;
  1978. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  1979. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  1980. if(skillid == WZ_WATERBALL && skilllv > 1)
  1981. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1982. status_heal(bl, 0, sp, 2);
  1983. }
  1984. }
  1985. damage = dmg.damage + dmg.damage2;
  1986. if( (skillid == AL_INCAGI || skillid == AL_BLESSING ||
  1987. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  1988. skillid == MER_INCAGI || skillid == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  1989. damage = 1;
  1990. if( damage > 0 && (( dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) ))
  1991. || (sc && sc->data[SC_REFLECTDAMAGE])) )
  1992. rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag, skillid);
  1993. if( damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  1994. struct block_list *nbl = NULL;
  1995. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  1996. if( nbl ){ // Only one target is chosen.
  1997. damage = damage / 2; // Deflect half of the damage to a target nearby
  1998. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
  1999. }
  2000. }
  2001. //Skill hit type
  2002. type=(skillid==0)?5:skill_get_hit(skillid);
  2003. if(damage < dmg.div_
  2004. //Only skills that knockback even when they miss. [Skotlex]
  2005. && skillid != CH_PALMSTRIKE)
  2006. dmg.blewcount = 0;
  2007. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  2008. if(battle_config.gx_disptype) dsrc = src;
  2009. if(src == bl) type = 4;
  2010. else flag|=SD_ANIMATION;
  2011. }
  2012. if(skillid == NJ_TATAMIGAESHI) {
  2013. dsrc = src; //For correct knockback.
  2014. flag|=SD_ANIMATION;
  2015. }
  2016. if(sd) {
  2017. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  2018. struct status_change_entry *sce;
  2019. if ((sce = sd->sc.data[SC_COMBO])) {//End combo state after skill is invoked. [Skotlex]
  2020. switch (skillid) {
  2021. case TK_TURNKICK:
  2022. case TK_STORMKICK:
  2023. case TK_DOWNKICK:
  2024. case TK_COUNTER:
  2025. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2026. sce->val1 = skillid; //Update combo-skill
  2027. sce->val3 = skillid;
  2028. if( sce->timer != INVALID_TIMER )
  2029. delete_timer(sce->timer, status_change_timer);
  2030. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2031. break;
  2032. }
  2033. unit_cancel_combo(src); // Cancel combo wait
  2034. break;
  2035. default:
  2036. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2037. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2038. }
  2039. }
  2040. switch(skillid) {
  2041. case MO_TRIPLEATTACK:
  2042. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2043. flag=1;
  2044. break;
  2045. case MO_CHAINCOMBO:
  2046. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2047. flag=1;
  2048. break;
  2049. case MO_COMBOFINISH:
  2050. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2051. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  2052. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2053. flag=1;
  2054. case CH_TIGERFIST:
  2055. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2056. flag=1;
  2057. case CH_CHAINCRUSH:
  2058. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2059. flag=1;
  2060. break;
  2061. case AC_DOUBLE:
  2062. if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  2063. {
  2064. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  2065. sc_start2(src,SC_COMBO,100,HT_POWER,bl->id,2000);
  2066. clif_combo_delay(src,2000);
  2067. }
  2068. break;
  2069. case TK_COUNTER:
  2070. { //bonus from SG_FRIEND [Komurka]
  2071. int level;
  2072. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  2073. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2074. }
  2075. break;
  2076. case SL_STIN:
  2077. case SL_STUN:
  2078. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  2079. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  2080. break;
  2081. case GS_FULLBUSTER:
  2082. //Can't attack nor use items until skill's delay expires. [Skotlex]
  2083. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2084. break;
  2085. case SR_DRAGONCOMBO:
  2086. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2087. flag = 1;
  2088. break;
  2089. case SR_FALLENEMPIRE:
  2090. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2091. flag = 1;
  2092. break;
  2093. } //Switch End
  2094. if (flag) { //Possible to chain
  2095. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  2096. if (flag < 1) flag = 1;
  2097. sc_start2(src,SC_COMBO,100,skillid,bl->id,flag);
  2098. clif_combo_delay(src, flag);
  2099. }
  2100. }
  2101. //Display damage.
  2102. switch( skillid )
  2103. {
  2104. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2105. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2106. break;
  2107. //Skills that need be passed as a normal attack for the client to display correctly.
  2108. case HVAN_EXPLOSION:
  2109. case NPC_SELFDESTRUCTION:
  2110. if(src->type==BL_PC)
  2111. dmg.blewcount = 10;
  2112. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2113. // fall through
  2114. case KN_AUTOCOUNTER:
  2115. case NPC_CRITICALSLASH:
  2116. case TF_DOUBLE:
  2117. case GS_CHAINACTION:
  2118. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  2119. break;
  2120. case AS_SPLASHER:
  2121. if( flag&SD_ANIMATION ) // the surrounding targets
  2122. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  2123. else // the central target doesn't display an animation
  2124. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  2125. break;
  2126. case WL_HELLINFERNO:
  2127. case SR_EARTHSHAKER:
  2128. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skillid,-2,6);
  2129. break;
  2130. case WL_SOULEXPANSION:
  2131. case WL_COMET:
  2132. case KO_MUCHANAGE:
  2133. case NJ_HUUMA:
  2134. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,skilllv,8);
  2135. break;
  2136. case WL_CHAINLIGHTNING_ATK:
  2137. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2138. break;
  2139. case WL_TETRAVORTEX_FIRE:
  2140. case WL_TETRAVORTEX_WATER:
  2141. case WL_TETRAVORTEX_WIND:
  2142. case WL_TETRAVORTEX_GROUND:
  2143. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_TETRAVORTEX_FIRE,-2,type);
  2144. break;
  2145. case LG_OVERBRAND_BRANDISH:
  2146. case LG_OVERBRAND_PLUSATK:
  2147. case EL_FIRE_BOMB:
  2148. case EL_FIRE_BOMB_ATK:
  2149. case EL_FIRE_WAVE:
  2150. case EL_FIRE_WAVE_ATK:
  2151. case EL_FIRE_MANTLE:
  2152. case EL_CIRCLE_OF_FIRE:
  2153. case EL_FIRE_ARROW:
  2154. case EL_ICE_NEEDLE:
  2155. case EL_WATER_SCREW:
  2156. case EL_WATER_SCREW_ATK:
  2157. case EL_WIND_SLASH:
  2158. case EL_TIDAL_WEAPON:
  2159. case EL_ROCK_CRUSHER:
  2160. case EL_ROCK_CRUSHER_ATK:
  2161. case EL_HURRICANE:
  2162. case EL_HURRICANE_ATK:
  2163. case EL_TYPOON_MIS:
  2164. case EL_TYPOON_MIS_ATK:
  2165. case KO_BAKURETSU:
  2166. case GN_CRAZYWEED_ATK:
  2167. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,5);
  2168. break;
  2169. case GN_SLINGITEM_RANGEMELEEATK:
  2170. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2171. break;
  2172. case EL_STONE_RAIN:
  2173. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,(flag&1)?8:5);
  2174. break;
  2175. case WM_SEVERE_RAINSTORM_MELEE:
  2176. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,skilllv,5);
  2177. break;
  2178. case WM_REVERBERATION_MELEE:
  2179. case WM_REVERBERATION_MAGIC:
  2180. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2181. break;
  2182. case HT_CLAYMORETRAP:
  2183. case HT_BLASTMINE:
  2184. case HT_FLASHER:
  2185. case HT_FREEZINGTRAP:
  2186. case RA_CLUSTERBOMB:
  2187. case RA_FIRINGTRAP:
  2188. case RA_ICEBOUNDTRAP:
  2189. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid,flag&SD_LEVEL?-1:skilllv, 5);
  2190. if( dsrc != src ) // avoid damage display redundancy
  2191. break;
  2192. case HT_LANDMINE:
  2193. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, type);
  2194. break;
  2195. case AB_DUPLELIGHT_MELEE:
  2196. case AB_DUPLELIGHT_MAGIC:
  2197. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2198. default:
  2199. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2200. type = 5;
  2201. if( bl->type == BL_SKILL ){
  2202. TBL_SKILL *su = (TBL_SKILL*)bl;
  2203. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  2204. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, 5);
  2205. }
  2206. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  2207. break;
  2208. }
  2209. map_freeblock_lock();
  2210. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  2211. && pc_checkskill(tsd,RG_PLAGIARISM)
  2212. && (!sc || !sc->data[SC_PRESERVE])
  2213. && damage < tsd->battle_status.hp)
  2214. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  2215. int copy_skill = skillid;
  2216. /**
  2217. * Copy Referal: dummy skills should point to their source upon copying
  2218. **/
  2219. switch( skillid ) {
  2220. case AB_DUPLELIGHT_MELEE:
  2221. case AB_DUPLELIGHT_MAGIC:
  2222. copy_skill = AB_DUPLELIGHT;
  2223. break;
  2224. case WL_CHAINLIGHTNING_ATK:
  2225. copy_skill = WL_CHAINLIGHTNING;
  2226. break;
  2227. case WM_REVERBERATION_MELEE:
  2228. case WM_REVERBERATION_MAGIC:
  2229. copy_skill = WM_REVERBERATION;
  2230. break;
  2231. case WM_SEVERE_RAINSTORM_MELEE:
  2232. copy_skill = WM_SEVERE_RAINSTORM;
  2233. break;
  2234. case GN_CRAZYWEED_ATK:
  2235. copy_skill = GN_CRAZYWEED;
  2236. break;
  2237. case GN_HELLS_PLANT_ATK:
  2238. copy_skill = GN_HELLS_PLANT;
  2239. break;
  2240. case LG_OVERBRAND_BRANDISH:
  2241. case LG_OVERBRAND_PLUSATK:
  2242. copy_skill = LG_OVERBRAND;
  2243. break;
  2244. }
  2245. if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) &&
  2246. can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru]
  2247. {
  2248. int lv;
  2249. if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) {
  2250. //Level dependent and limitation.
  2251. lv = min(lv,skill_get_max(copy_skill));
  2252. if( tsd->reproduceskill_id && tsd->status.skill[tsd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED ) {
  2253. tsd->status.skill[tsd->reproduceskill_id].id = 0;
  2254. tsd->status.skill[tsd->reproduceskill_id].lv = 0;
  2255. tsd->status.skill[tsd->reproduceskill_id].flag = 0;
  2256. clif_deleteskill(tsd,tsd->reproduceskill_id);
  2257. }
  2258. tsd->reproduceskill_id = copy_skill;
  2259. pc_setglobalreg(tsd, "REPRODUCE_SKILL", copy_skill);
  2260. pc_setglobalreg(tsd, "REPRODUCE_SKILL_LV", lv);
  2261. tsd->status.skill[copy_skill].id = copy_skill;
  2262. tsd->status.skill[copy_skill].lv = lv;
  2263. tsd->status.skill[copy_skill].flag = SKILL_FLAG_PLAGIARIZED;
  2264. clif_addskill(tsd,copy_skill);
  2265. } else {
  2266. lv = skilllv;
  2267. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED){
  2268. tsd->status.skill[tsd->cloneskill_id].id = 0;
  2269. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  2270. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  2271. clif_deleteskill(tsd,tsd->cloneskill_id);
  2272. }
  2273. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  2274. lv = type;
  2275. tsd->cloneskill_id = copy_skill;
  2276. pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill);
  2277. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  2278. tsd->status.skill[skillid].id = copy_skill;
  2279. tsd->status.skill[skillid].lv = lv;
  2280. tsd->status.skill[skillid].flag = SKILL_FLAG_PLAGIARIZED;
  2281. clif_addskill(tsd,skillid);
  2282. }
  2283. }
  2284. }
  2285. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  2286. { //Skills with can't walk delay also stop normal attacking for that
  2287. //duration when the attack connects. [Skotlex]
  2288. struct unit_data *ud = unit_bl2ud(src);
  2289. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2290. ud->attackabletime = tick + type;
  2291. }
  2292. if( !dmg.amotion )
  2293. { //Instant damage
  2294. if( !sc || (!sc->data[SC_DEVOTION] && skillid != CR_REFLECTSHIELD) )
  2295. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2296. if( !status_isdead(bl) )
  2297. skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
  2298. if( damage > 0 ) //Counter status effects [Skotlex]
  2299. skill_counter_additional_effect(src,bl,skillid,skilllv,dmg.flag,tick);
  2300. }
  2301. // Hell Inferno burning status only starts if Fire part hits.
  2302. if( skillid == WL_HELLINFERNO && dmg.damage > 0 )
  2303. sc_start4(bl,SC_BURNING,55+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  2304. // Apply knock back chance in SC_TRIANGLESHOT skill.
  2305. else if( skillid == SC_TRIANGLESHOT && rnd()%100 > (1 + skilllv) )
  2306. dmg.blewcount = 0;
  2307. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2308. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  2309. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) {
  2310. int direction = -1; // default
  2311. switch(skillid) {//direction
  2312. case MG_FIREWALL:
  2313. case PR_SANCTUARY:
  2314. case SC_TRIANGLESHOT:
  2315. case LG_OVERBRAND:
  2316. case SR_KNUCKLEARROW:
  2317. case GN_WALLOFTHORN:
  2318. case EL_FIRE_MANTLE:
  2319. direction = unit_getdir(bl);// backwards
  2320. break;
  2321. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2322. case WZ_STORMGUST:
  2323. direction = rand()%8;
  2324. break;
  2325. case WL_CRIMSONROCK:
  2326. direction = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
  2327. break;
  2328. }
  2329. //blown-specific handling
  2330. switch( skillid ) {
  2331. case LG_OVERBRAND:
  2332. if( skill_blown(dsrc,bl,dmg.blewcount,direction,0) ) {
  2333. short dir_x, dir_y;
  2334. dir_x = dirx[(direction+4)%8];
  2335. dir_y = diry[(direction+4)%8];
  2336. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2337. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag );
  2338. } else
  2339. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag );
  2340. break;
  2341. case SR_KNUCKLEARROW:
  2342. if( skill_blown(dsrc,bl,dmg.blewcount,direction,0) && !(flag&4) ) {
  2343. short dir_x, dir_y;
  2344. dir_x = dirx[(direction+4)%8];
  2345. dir_y = diry[(direction+4)%8];
  2346. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2347. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|4);
  2348. }
  2349. break;
  2350. case GN_WALLOFTHORN:
  2351. unit_stop_walking(bl,1);
  2352. skill_blown(dsrc,bl,dmg.blewcount,direction, 0x2 );
  2353. clif_fixpos(bl);
  2354. break;
  2355. default:
  2356. skill_blown(dsrc,bl,dmg.blewcount,direction, 0x0 );
  2357. if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){
  2358. TBL_SKILL *su = (TBL_SKILL*)bl;
  2359. if( su->group && su->group->skill_id == HT_BLASTMINE)
  2360. skill_blown(src, bl, 3, -1, 0);
  2361. }
  2362. break;
  2363. }
  2364. }
  2365. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2366. if (dmg.amotion)
  2367. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  2368. if( sc && sc->data[SC_DEVOTION] && skillid != PA_PRESSURE )
  2369. {
  2370. struct status_change_entry *sce = sc->data[SC_DEVOTION];
  2371. struct block_list *d_bl = map_id2bl(sce->val1);
  2372. if( d_bl && (
  2373. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2374. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2375. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2376. {
  2377. /**
  2378. * Check for devotion and change targetted dmg.
  2379. * [d_bl = paladin; bl = player; src = source of dmg]
  2380. **/
  2381. bool devo_flag = false; /* false = paladin devoing; true = player */
  2382. if ( src )
  2383. {
  2384. struct status_change *tsc;
  2385. tsc = status_get_sc(src);
  2386. /* Per official standards, following skills should reflect at the bl */
  2387. if( (tsc->data[SC_KAITE] && attack_type == BF_MAGIC) ||
  2388. (tsc->data[SC_REFLECTDAMAGE] && attack_type != BF_MAGIC)
  2389. )
  2390. devo_flag = true;
  2391. }
  2392. clif_damage(
  2393. ( (devo_flag) ? bl:d_bl),
  2394. ( (devo_flag) ? bl:d_bl), gettick(), 0, 0, damage, 0, 0, 0);
  2395. status_fix_damage(
  2396. ( (devo_flag) ? bl:NULL),
  2397. ( (devo_flag) ? bl:d_bl), damage, 0);
  2398. }
  2399. else {
  2400. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2401. if( !dmg.amotion )
  2402. status_fix_damage(src,bl,damage,dmg.dmotion);
  2403. }
  2404. }
  2405. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2406. if( skillid == RG_INTIMIDATE ) {
  2407. int rate = 50 + skilllv * 5;
  2408. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2409. if(rnd()%100 < rate)
  2410. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  2411. } else if( skillid == SC_FATALMENACE )
  2412. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skillid,skilllv,0,flag);
  2413. }
  2414. if(skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS)
  2415. dmg.flag |= BF_WEAPON;
  2416. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  2417. (dmg.flag&BF_MISC && (skillid == RA_CLUSTERBOMB || skillid == RA_FIRINGTRAP || skillid == RA_ICEBOUNDTRAP || skillid == RK_DRAGONBREATH)) ) )
  2418. {
  2419. if (battle_config.left_cardfix_to_right)
  2420. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  2421. else
  2422. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  2423. }
  2424. if( rdamage > 0 ) {
  2425. if( sc && sc->data[SC_REFLECTDAMAGE] ) {
  2426. if( src != bl )// Don't reflect your own damage (Grand Cross)
  2427. map_foreachinshootrange(battle_damage_area,bl,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,bl,dmg.amotion,sstatus->dmotion,rdamage,tstatus->race);
  2428. } else {
  2429. if( dmg.amotion )
  2430. battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0);
  2431. else
  2432. status_fix_damage(bl,src,rdamage,0);
  2433. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0); // in aegis damage reflected is shown in single hit.
  2434. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2435. if( tsd && src != bl )
  2436. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2437. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  2438. }
  2439. }
  2440. if( damage > 0 ) {
  2441. /**
  2442. * Post-damage effects
  2443. **/
  2444. switch( skillid ) {
  2445. case RK_CRUSHSTRIKE:
  2446. skill_break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
  2447. break;
  2448. case GC_VENOMPRESSURE: {
  2449. struct status_change *ssc = status_get_sc(src);
  2450. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skilllv ) {
  2451. sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  2452. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  2453. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2454. }
  2455. }
  2456. break;
  2457. case WM_METALICSOUND:
  2458. status_zap(bl, 0, damage*100/(100*(110-pc_checkskill(sd,WM_LESSON)*10)));
  2459. break;
  2460. case SR_TIGERCANNON:
  2461. status_zap(bl, 0, damage/10); // 10% of damage dealt
  2462. break;
  2463. }
  2464. if( sd )
  2465. skill_onskillusage(sd, bl, skillid, tick);
  2466. }
  2467. if (!(flag&2) &&
  2468. (
  2469. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  2470. ) &&
  2471. (sc = status_get_sc(src)) &&
  2472. sc->data[SC_DOUBLECAST] &&
  2473. rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
  2474. {
  2475. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2476. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2477. }
  2478. map_freeblock_unlock();
  2479. return damage;
  2480. }
  2481. /*==========================================
  2482. * スキル範??U?用(map_foreachinareaから呼ばれる)
  2483. * flagについて?F16?i?を確認
  2484. * MSB <- 00fTffff ->LSB
  2485. * T =タ?ゲット選?用(BCT_*)
  2486. * ffff=自由に使用可能
  2487. * 0 =予約?B0に固定
  2488. *------------------------------------------*/
  2489. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2490. int skill_area_sub (struct block_list *bl, va_list ap)
  2491. {
  2492. struct block_list *src;
  2493. int skill_id,skill_lv,flag;
  2494. unsigned int tick;
  2495. SkillFunc func;
  2496. nullpo_ret(bl);
  2497. src=va_arg(ap,struct block_list *);
  2498. skill_id=va_arg(ap,int);
  2499. skill_lv=va_arg(ap,int);
  2500. tick=va_arg(ap,unsigned int);
  2501. flag=va_arg(ap,int);
  2502. func=va_arg(ap,SkillFunc);
  2503. if(battle_check_target(src,bl,flag) > 0)
  2504. {
  2505. // several splash skills need this initial dummy packet to display correctly
  2506. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  2507. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  2508. if (flag&(SD_SPLASH|SD_PREAMBLE))
  2509. skill_area_temp[2]++;
  2510. return func(src,bl,skill_id,skill_lv,tick,flag);
  2511. }
  2512. return 0;
  2513. }
  2514. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2515. {
  2516. struct skill_unit *unit;
  2517. int skillid,g_skillid;
  2518. unit = (struct skill_unit *)bl;
  2519. if(bl->prev == NULL || bl->type != BL_SKILL)
  2520. return 0;
  2521. if(!unit->alive)
  2522. return 0;
  2523. skillid = va_arg(ap,int);
  2524. g_skillid = unit->group->skill_id;
  2525. switch (skillid) {
  2526. case MG_SAFETYWALL:
  2527. case AL_PNEUMA:
  2528. case SC_MAELSTROM:
  2529. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA && g_skillid != SC_MAELSTROM)
  2530. return 0;
  2531. break;
  2532. case AL_WARP:
  2533. case HT_SKIDTRAP:
  2534. case MA_SKIDTRAP:
  2535. case HT_LANDMINE:
  2536. case MA_LANDMINE:
  2537. case HT_ANKLESNARE:
  2538. case HT_SHOCKWAVE:
  2539. case HT_SANDMAN:
  2540. case MA_SANDMAN:
  2541. case HT_FLASHER:
  2542. case HT_FREEZINGTRAP:
  2543. case MA_FREEZINGTRAP:
  2544. case HT_BLASTMINE:
  2545. case HT_CLAYMORETRAP:
  2546. case HT_TALKIEBOX:
  2547. case HP_BASILICA:
  2548. case RA_ELECTRICSHOCKER:
  2549. case RA_CLUSTERBOMB:
  2550. case RA_MAGENTATRAP:
  2551. case RA_COBALTTRAP:
  2552. case RA_MAIZETRAP:
  2553. case RA_VERDURETRAP:
  2554. case RA_FIRINGTRAP:
  2555. case RA_ICEBOUNDTRAP:
  2556. case SC_DIMENSIONDOOR:
  2557. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2558. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST && g_skillid != MH_POISON_MIST)
  2559. return 0;
  2560. break;
  2561. default: //Avoid stacking with same kind of trap. [Skotlex]
  2562. if (g_skillid != skillid)
  2563. return 0;
  2564. break;
  2565. }
  2566. return 1;
  2567. }
  2568. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2569. {
  2570. //Non players do not check for the skill's splash-trigger area.
  2571. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  2572. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2573. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2574. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2575. return 0;
  2576. }
  2577. range += layout_type;
  2578. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2579. }
  2580. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2581. {
  2582. int skillid;
  2583. if(bl->prev == NULL)
  2584. return 0;
  2585. skillid = va_arg(ap,int);
  2586. if( status_isdead(bl) && skillid != AL_WARP )
  2587. return 0;
  2588. if( skillid == HP_BASILICA && bl->type == BL_PC )
  2589. return 0;
  2590. if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  2591. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2592. return 1;
  2593. }
  2594. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2595. {
  2596. int range, type;
  2597. switch (skillid) { // to be expanded later
  2598. case WZ_ICEWALL:
  2599. range = 2;
  2600. break;
  2601. default:
  2602. {
  2603. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2604. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2605. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2606. return 0;
  2607. }
  2608. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2609. }
  2610. break;
  2611. }
  2612. // if the caster is a monster/NPC, only check for players
  2613. // otherwise just check characters
  2614. if (bl->type == BL_PC)
  2615. type = BL_CHAR;
  2616. else
  2617. type = BL_PC;
  2618. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2619. x - range, y - range, x + range, y + range,
  2620. type, skillid);
  2621. }
  2622. int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex)
  2623. {
  2624. if(id == sd->bl.id && battle_config.guild_aura&16)
  2625. return 0; // Do not affect guild leader
  2626. if (sd->sc.data[SC_GUILDAURA]) {
  2627. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  2628. if( sce->val3 != strvit || sce->val4 != agidex ) {
  2629. sce->val3 = strvit;
  2630. sce->val4 = agidex;
  2631. status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA));
  2632. }
  2633. return 0;
  2634. }
  2635. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2636. return 1;
  2637. }
  2638. /*==========================================
  2639. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  2640. * Flag:
  2641. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2642. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2643. *------------------------------------------*/
  2644. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  2645. {
  2646. struct status_data *status;
  2647. struct map_session_data *sd = NULL;
  2648. int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
  2649. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  2650. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  2651. return 0;
  2652. nullpo_ret(bl);
  2653. switch( bl->type )
  2654. {
  2655. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  2656. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  2657. }
  2658. status = status_get_status_data(bl);
  2659. if( (j = skill_get_index(skill)) == 0 )
  2660. return 0;
  2661. // Requeriments
  2662. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2663. {
  2664. itemid[i] = skill_db[j].itemid[i];
  2665. amount[i] = skill_db[j].amount[i];
  2666. }
  2667. hp = skill_db[j].hp[lv-1];
  2668. sp = skill_db[j].sp[lv-1];
  2669. hp_rate = skill_db[j].hp_rate[lv-1];
  2670. sp_rate = skill_db[j].sp_rate[lv-1];
  2671. state = skill_db[j].state;
  2672. if( (mhp = skill_db[j].mhp[lv-1]) > 0 )
  2673. hp += (status->max_hp * mhp) / 100;
  2674. if( hp_rate > 0 )
  2675. hp += (status->hp * hp_rate) / 100;
  2676. else
  2677. hp += (status->max_hp * (-hp_rate)) / 100;
  2678. if( sp_rate > 0 )
  2679. sp += (status->sp * sp_rate) / 100;
  2680. else
  2681. sp += (status->max_sp * (-sp_rate)) / 100;
  2682. if( bl->type == BL_HOM )
  2683. { // Intimacy Requeriments
  2684. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  2685. switch( skill )
  2686. {
  2687. case HFLI_SBR44:
  2688. if( hd->homunculus.intimacy <= 200 )
  2689. return 0;
  2690. break;
  2691. case HVAN_EXPLOSION:
  2692. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  2693. return 0;
  2694. break;
  2695. }
  2696. }
  2697. if( !(type&2) )
  2698. {
  2699. if( hp > 0 && status->hp <= (unsigned int)hp )
  2700. {
  2701. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  2702. return 0;
  2703. }
  2704. if( sp > 0 && status->sp <= (unsigned int)sp )
  2705. {
  2706. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  2707. return 0;
  2708. }
  2709. }
  2710. if( !type )
  2711. switch( state )
  2712. {
  2713. case ST_MOVE_ENABLE:
  2714. if( !unit_can_move(bl) )
  2715. {
  2716. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2717. return 0;
  2718. }
  2719. break;
  2720. }
  2721. if( !(type&1) )
  2722. return 1;
  2723. // Check item existences
  2724. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2725. {
  2726. index[i] = -1;
  2727. if( itemid[i] < 1 ) continue; // No item
  2728. index[i] = pc_search_inventory(sd, itemid[i]);
  2729. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  2730. {
  2731. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2732. return 0;
  2733. }
  2734. }
  2735. // Consume items
  2736. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2737. {
  2738. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  2739. }
  2740. if( type&2 )
  2741. return 1;
  2742. if( sp || hp )
  2743. status_zap(bl, hp, sp);
  2744. return 1;
  2745. }
  2746. /*==========================================
  2747. *
  2748. *------------------------------------------*/
  2749. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2750. {
  2751. return 1;
  2752. }
  2753. /*==========================================
  2754. *
  2755. *------------------------------------------*/
  2756. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  2757. {
  2758. struct block_list *src = map_id2bl(id),*target;
  2759. struct unit_data *ud = unit_bl2ud(src);
  2760. struct skill_timerskill *skl = NULL;
  2761. int range;
  2762. nullpo_ret(src);
  2763. nullpo_ret(ud);
  2764. skl = ud->skilltimerskill[data];
  2765. nullpo_ret(skl);
  2766. ud->skilltimerskill[data] = NULL;
  2767. do {
  2768. if(src->prev == NULL)
  2769. break;
  2770. if(skl->target_id) {
  2771. target = map_id2bl(skl->target_id);
  2772. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  2773. target = src; //Required since it has to warp.
  2774. if(target == NULL)
  2775. break;
  2776. if(target->prev == NULL)
  2777. break;
  2778. if(src->m != target->m)
  2779. break;
  2780. if(status_isdead(src))
  2781. break;
  2782. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2783. break;
  2784. switch(skl->skill_id) {
  2785. case RG_INTIMIDATE:
  2786. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  2787. short x,y;
  2788. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2789. if (target != src && !status_isdead(target))
  2790. unit_warp(target, -1, x, y, CLR_TELEPORT);
  2791. }
  2792. break;
  2793. case BA_FROSTJOKER:
  2794. case DC_SCREAM:
  2795. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2796. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2797. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2798. break;
  2799. case NPC_EARTHQUAKE:
  2800. if( skl->type > 1 )
  2801. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2802. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  2803. skill_area_temp[1] = src->id;
  2804. skill_area_temp[2] = 0;
  2805. map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  2806. break;
  2807. case WZ_WATERBALL:
  2808. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2809. if (!status_isdead(target))
  2810. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2811. if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) {
  2812. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2813. } else {
  2814. struct status_change *sc = status_get_sc(src);
  2815. if(sc) {
  2816. if(sc->data[SC_SPIRIT] &&
  2817. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2818. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  2819. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2820. }
  2821. }
  2822. break;
  2823. /**
  2824. * Warlock
  2825. **/
  2826. case WL_CHAINLIGHTNING_ATK:
  2827. {
  2828. struct block_list *nbl = NULL; // Next Target of Chain
  2829. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  2830. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2831. if( skl->type > 1 )
  2832. { // Remaining Chains Hit
  2833. nbl = battle_getenemyarea(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one...
  2834. if( nbl == NULL && skl->x > 1 )
  2835. {
  2836. nbl = target;
  2837. skl->x--;
  2838. }
  2839. else skl->x = 3;
  2840. }
  2841. if( nbl )
  2842. skill_addtimerskill(src,tick+status_get_adelay(src),nbl->id,skl->x,0,WL_CHAINLIGHTNING_ATK,skl->skill_lv,skl->type-1,skl->flag);
  2843. }
  2844. break;
  2845. case WL_TETRAVORTEX_FIRE:
  2846. case WL_TETRAVORTEX_WATER:
  2847. case WL_TETRAVORTEX_WIND:
  2848. case WL_TETRAVORTEX_GROUND:
  2849. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2850. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2851. if( skl->type >= 3 )
  2852. { // Final Hit
  2853. if( !status_isdead(target) )
  2854. { // Final Status Effect
  2855. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  2856. applyeffects[4] = { 0, 0, 0, 0 },
  2857. i, j = 0, k = 0;
  2858. for( i = 1; i <= 8; i = i + i )
  2859. {
  2860. if( skl->x&i )
  2861. {
  2862. applyeffects[j] = effects[k];
  2863. j++;
  2864. }
  2865. k++;
  2866. }
  2867. if( j )
  2868. {
  2869. i = applyeffects[rnd()%j];
  2870. status_change_start(target, i, 10000, skl->skill_lv,
  2871. (i == SC_BURNING ? 1000 : 0),
  2872. (i == SC_BURNING ? src->id : 0),
  2873. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0);
  2874. }
  2875. }
  2876. }
  2877. break;
  2878. case WM_REVERBERATION_MELEE:
  2879. case WM_REVERBERATION_MAGIC:
  2880. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
  2881. break;
  2882. case SC_FATALMENACE:
  2883. if( src == target ) // Casters Part
  2884. unit_warp(src, -1, skl->x, skl->y, 3);
  2885. else { // Target's Part
  2886. short x = skl->x, y = skl->y;
  2887. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  2888. unit_warp(target,-1,x,y,3);
  2889. }
  2890. break;
  2891. case LG_MOONSLASHER:
  2892. case SR_WINDMILL:
  2893. if( target->type == BL_PC ) {
  2894. struct map_session_data *tsd = NULL;
  2895. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  2896. pc_setsit(tsd);
  2897. skill_sit(tsd,1);
  2898. clif_sitting(&tsd->bl);
  2899. }
  2900. }
  2901. break;
  2902. case LG_OVERBRAND_BRANDISH:
  2903. case LG_OVERBRAND_PLUSATK:
  2904. case SR_KNUCKLEARROW:
  2905. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  2906. break;
  2907. case GN_SPORE_EXPLOSION:
  2908. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  2909. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  2910. break;
  2911. case CH_PALMSTRIKE:
  2912. {
  2913. struct status_change* tsc = status_get_sc(target);
  2914. if( tsc && tsc->option&OPTION_HIDE ){
  2915. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 );
  2916. break;
  2917. }
  2918. }
  2919. default:
  2920. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2921. break;
  2922. }
  2923. }
  2924. else {
  2925. if(src->m != skl->map)
  2926. break;
  2927. switch( skl->skill_id )
  2928. {
  2929. case WZ_METEOR:
  2930. if( skl->type >= 0 )
  2931. {
  2932. int x = skl->type>>16, y = skl->type&0xFFFF;
  2933. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  2934. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  2935. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2936. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2937. }
  2938. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2939. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2940. break;
  2941. case GN_CRAZYWEED_ATK:
  2942. {
  2943. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  2944. 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);
  2945. }
  2946. case WL_EARTHSTRAIN:
  2947. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  2948. break;
  2949. }
  2950. }
  2951. } while (0);
  2952. //Free skl now that it is no longer needed.
  2953. ers_free(skill_timer_ers, skl);
  2954. return 0;
  2955. }
  2956. /*==========================================
  2957. *
  2958. *------------------------------------------*/
  2959. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
  2960. {
  2961. int i;
  2962. struct unit_data *ud;
  2963. nullpo_retr(1, src);
  2964. if (src->prev == NULL)
  2965. return 0;
  2966. ud = unit_bl2ud(src);
  2967. nullpo_retr(1, ud);
  2968. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  2969. if( i == MAX_SKILLTIMERSKILL ) return 1;
  2970. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2971. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2972. ud->skilltimerskill[i]->src_id = src->id;
  2973. ud->skilltimerskill[i]->target_id = target;
  2974. ud->skilltimerskill[i]->skill_id = skill_id;
  2975. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2976. ud->skilltimerskill[i]->map = src->m;
  2977. ud->skilltimerskill[i]->x = x;
  2978. ud->skilltimerskill[i]->y = y;
  2979. ud->skilltimerskill[i]->type = type;
  2980. ud->skilltimerskill[i]->flag = flag;
  2981. return 0;
  2982. }
  2983. /*==========================================
  2984. *
  2985. *------------------------------------------*/
  2986. int skill_cleartimerskill (struct block_list *src)
  2987. {
  2988. int i;
  2989. struct unit_data *ud;
  2990. nullpo_ret(src);
  2991. ud = unit_bl2ud(src);
  2992. nullpo_ret(ud);
  2993. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2994. if(ud->skilltimerskill[i]) {
  2995. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2996. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2997. ud->skilltimerskill[i]=NULL;
  2998. }
  2999. }
  3000. return 1;
  3001. }
  3002. static int skill_ative_reverberation( struct block_list *bl, va_list ap) {
  3003. struct skill_unit *su = (TBL_SKILL*)bl;
  3004. struct skill_unit_group *sg;
  3005. if( bl->type != BL_SKILL )
  3006. return 0;
  3007. if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) {
  3008. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3009. su->limit=DIFF_TICK(gettick(),sg->tick);
  3010. sg->unit_id = UNT_USED_TRAPS;
  3011. }
  3012. return 0;
  3013. }
  3014. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  3015. {
  3016. TBL_SKILL *su = (TBL_SKILL*)bl;
  3017. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3018. { //Reveal trap.
  3019. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3020. //clif_changetraplook(bl, su->group->unit_id);
  3021. clif_skill_setunit(su);
  3022. return 1;
  3023. }
  3024. return 0;
  3025. }
  3026. /*==========================================
  3027. *
  3028. *
  3029. *------------------------------------------*/
  3030. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  3031. {
  3032. struct map_session_data *sd = NULL;
  3033. struct status_data *tstatus;
  3034. struct status_change *sc;
  3035. if (skillid > 0 && skilllv <= 0) return 0;
  3036. nullpo_retr(1, src);
  3037. nullpo_retr(1, bl);
  3038. if (src->m != bl->m)
  3039. return 1;
  3040. if (bl->prev == NULL)
  3041. return 1;
  3042. sd = BL_CAST(BL_PC, src);
  3043. if (status_isdead(bl))
  3044. return 1;
  3045. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  3046. { //GTB makes all targetted magic display miss with a single bolt.
  3047. sc_type sct = status_skill2sc(skillid);
  3048. if(sct != SC_NONE)
  3049. status_change_end(bl, sct, INVALID_TIMER);
  3050. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  3051. return 1;
  3052. }
  3053. sc = status_get_sc(src);
  3054. if (sc && !sc->count)
  3055. sc = NULL; //Unneeded
  3056. tstatus = status_get_status_data(bl);
  3057. map_freeblock_lock();
  3058. switch(skillid)
  3059. {
  3060. case MER_CRASH:
  3061. case SM_BASH:
  3062. case MS_BASH:
  3063. case MC_MAMMONITE:
  3064. case TF_DOUBLE:
  3065. case AC_DOUBLE:
  3066. case MA_DOUBLE:
  3067. case AS_SONICBLOW:
  3068. case KN_PIERCE:
  3069. case ML_PIERCE:
  3070. case KN_SPEARBOOMERANG:
  3071. case TF_POISON:
  3072. case TF_SPRINKLESAND:
  3073. case AC_CHARGEARROW:
  3074. case MA_CHARGEARROW:
  3075. case RG_INTIMIDATE:
  3076. case AM_ACIDTERROR:
  3077. case BA_MUSICALSTRIKE:
  3078. case DC_THROWARROW:
  3079. case BA_DISSONANCE:
  3080. case CR_HOLYCROSS:
  3081. case NPC_DARKCROSS:
  3082. case CR_SHIELDCHARGE:
  3083. case CR_SHIELDBOOMERANG:
  3084. case NPC_PIERCINGATT:
  3085. case NPC_MENTALBREAKER:
  3086. case NPC_RANGEATTACK:
  3087. case NPC_CRITICALSLASH:
  3088. case NPC_COMBOATTACK:
  3089. case NPC_GUIDEDATTACK:
  3090. case NPC_POISON:
  3091. case NPC_RANDOMATTACK:
  3092. case NPC_WATERATTACK:
  3093. case NPC_GROUNDATTACK:
  3094. case NPC_FIREATTACK:
  3095. case NPC_WINDATTACK:
  3096. case NPC_POISONATTACK:
  3097. case NPC_HOLYATTACK:
  3098. case NPC_DARKNESSATTACK:
  3099. case NPC_TELEKINESISATTACK:
  3100. case NPC_UNDEADATTACK:
  3101. case NPC_ARMORBRAKE:
  3102. case NPC_WEAPONBRAKER:
  3103. case NPC_HELMBRAKE:
  3104. case NPC_SHIELDBRAKE:
  3105. case NPC_BLINDATTACK:
  3106. case NPC_SILENCEATTACK:
  3107. case NPC_STUNATTACK:
  3108. case NPC_PETRIFYATTACK:
  3109. case NPC_CURSEATTACK:
  3110. case NPC_SLEEPATTACK:
  3111. case LK_AURABLADE:
  3112. case LK_SPIRALPIERCE:
  3113. case ML_SPIRALPIERCE:
  3114. case LK_HEADCRUSH:
  3115. case CG_ARROWVULCAN:
  3116. case HW_MAGICCRASHER:
  3117. case ITM_TOMAHAWK:
  3118. case MO_TRIPLEATTACK:
  3119. case CH_CHAINCRUSH:
  3120. case CH_TIGERFIST:
  3121. case PA_SHIELDCHAIN: // Shield Chain
  3122. case PA_SACRIFICE:
  3123. case WS_CARTTERMINATION: // Cart Termination
  3124. case AS_VENOMKNIFE:
  3125. case HT_PHANTASMIC:
  3126. case HT_POWER:
  3127. case TK_DOWNKICK:
  3128. case TK_COUNTER:
  3129. case GS_CHAINACTION:
  3130. case GS_TRIPLEACTION:
  3131. case GS_MAGICALBULLET:
  3132. case GS_TRACKING:
  3133. case GS_PIERCINGSHOT:
  3134. case GS_RAPIDSHOWER:
  3135. case GS_DUST:
  3136. case GS_DISARM: // Added disarm. [Reddozen]
  3137. case GS_FULLBUSTER:
  3138. case NJ_SYURIKEN:
  3139. case NJ_KUNAI:
  3140. case ASC_BREAKER:
  3141. case HFLI_MOON: //[orn]
  3142. case HFLI_SBR44: //[orn]
  3143. case NPC_BLEEDING:
  3144. case NPC_CRITICALWOUND:
  3145. case NPC_HELLPOWER:
  3146. case RK_SONICWAVE:
  3147. case RK_HUNDREDSPEAR:
  3148. case AB_DUPLELIGHT_MELEE:
  3149. case RA_AIMEDBOLT:
  3150. case NC_AXEBOOMERANG:
  3151. case NC_POWERSWING:
  3152. case GC_CROSSIMPACT:
  3153. case GC_VENOMPRESSURE:
  3154. case SC_TRIANGLESHOT:
  3155. case SC_FEINTBOMB:
  3156. case LG_BANISHINGPOINT:
  3157. case LG_SHIELDPRESS:
  3158. case LG_RAGEBURST:
  3159. case LG_RAYOFGENESIS:
  3160. case LG_HESPERUSLIT:
  3161. case SR_FALLENEMPIRE:
  3162. case SR_CRESCENTELBOW_AUTOSPELL:
  3163. case SR_GATEOFHELL:
  3164. case SR_GENTLETOUCH_QUIET:
  3165. case WM_SEVERE_RAINSTORM_MELEE:
  3166. case WM_GREAT_ECHO:
  3167. case GN_SLINGITEM_RANGEMELEEATK:
  3168. case MH_STAHL_HORN:
  3169. case KO_JYUMONJIKIRI:
  3170. case KO_SETSUDAN:
  3171. case KO_KAIHOU:
  3172. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3173. break;
  3174. /**
  3175. * Mechanic (MADO GEAR)
  3176. **/
  3177. case NC_BOOSTKNUCKLE:
  3178. case NC_PILEBUNKER:
  3179. case NC_VULCANARM:
  3180. case NC_COLDSLOWER:
  3181. case NC_ARMSCANNON:
  3182. if (sd) pc_overheat(sd,1);
  3183. case RK_WINDCUTTER:
  3184. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  3185. break;
  3186. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3187. switch( rnd()%6 ){
  3188. case 0: flag |= BREAK_ANKLE; break;
  3189. case 1: flag |= BREAK_WRIST; break;
  3190. case 2: flag |= BREAK_KNEE; break;
  3191. case 3: flag |= BREAK_SHOULDER; break;
  3192. case 4: flag |= BREAK_WAIST; break;
  3193. case 5: flag |= BREAK_NECK; break;
  3194. }
  3195. //TODO: is there really no cleaner way to do this?
  3196. sc = status_get_sc(bl);
  3197. if (sc) sc->jb_flag = flag;
  3198. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3199. break;
  3200. case MO_COMBOFINISH:
  3201. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3202. { //Becomes a splash attack when Soul Linked.
  3203. map_foreachinrange(skill_area_sub, bl,
  3204. skill_get_splash(skillid, skilllv),splash_target(src),
  3205. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3206. skill_castend_damage_id);
  3207. } else
  3208. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3209. break;
  3210. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3211. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3212. skill_area_temp[1] = 0;
  3213. map_foreachinrange(skill_attack_area, src,
  3214. skill_get_splash(skillid, skilllv), splash_target(src),
  3215. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3216. break;
  3217. case KN_CHARGEATK:
  3218. {
  3219. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3220. unsigned int dist = distance_bl(src, bl);
  3221. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  3222. // teleport to target (if not on WoE grounds)
  3223. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  3224. clif_slide(src, bl->x, bl->y);
  3225. // cause damage and knockback if the path to target was a straight one
  3226. if( path )
  3227. {
  3228. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  3229. skill_blown(src, bl, dist, dir, 0);
  3230. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3231. // make the caster look in the direction of the target
  3232. unit_setdir(src, (dir+4)%8);
  3233. }
  3234. }
  3235. break;
  3236. case NC_FLAMELAUNCHER:
  3237. if (sd) pc_overheat(sd,1);
  3238. case SN_SHARPSHOOTING:
  3239. case MA_SHARPSHOOTING:
  3240. case NJ_KAMAITACHI:
  3241. case LG_CANNONSPEAR:
  3242. //It won't shoot through walls since on castend there has to be a direct
  3243. //line of sight between caster and target.
  3244. skill_area_temp[1] = bl->id;
  3245. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3246. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  3247. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  3248. break;
  3249. case NPC_ACIDBREATH:
  3250. case NPC_DARKNESSBREATH:
  3251. case NPC_FIREBREATH:
  3252. case NPC_ICEBREATH:
  3253. case NPC_THUNDERBREATH:
  3254. skill_area_temp[1] = bl->id;
  3255. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3256. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  3257. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  3258. break;
  3259. case MO_INVESTIGATE:
  3260. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3261. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3262. break;
  3263. case RG_BACKSTAP:
  3264. {
  3265. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  3266. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  3267. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3268. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  3269. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  3270. unit_setdir(bl,dir);
  3271. }
  3272. else if (sd)
  3273. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3274. }
  3275. break;
  3276. case MO_FINGEROFFENSIVE:
  3277. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3278. if (battle_config.finger_offensive_type && sd) {
  3279. int i;
  3280. for (i = 1; i < sd->spiritball_old; i++)
  3281. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  3282. }
  3283. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3284. break;
  3285. case MO_CHAINCOMBO:
  3286. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3287. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3288. break;
  3289. case NJ_ISSEN:
  3290. status_change_end(src, SC_NEN, INVALID_TIMER);
  3291. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3292. // fall through
  3293. case MO_EXTREMITYFIST:
  3294. if( skillid == MO_EXTREMITYFIST )
  3295. {
  3296. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  3297. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3298. #ifdef RENEWAL
  3299. sc_start(src,SC_EXTREMITYFIST2,100,skilllv,skill_get_time(skillid,skilllv));
  3300. #endif
  3301. }
  3302. //Client expects you to move to target regardless of distance
  3303. {
  3304. struct unit_data *ud = unit_bl2ud(src);
  3305. short dx,dy;
  3306. int i,speed;
  3307. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  3308. dx = bl->x - src->x;
  3309. dy = bl->y - src->y;
  3310. if (dx < 0) dx-=i;
  3311. else if (dx > 0) dx+=i;
  3312. if (dy < 0) dy-=i;
  3313. else if (dy > 0) dy+=i;
  3314. if (!dx && !dy) dy++;
  3315. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  3316. {
  3317. dx = bl->x;
  3318. dy = bl->y;
  3319. } else {
  3320. dx = src->x + dx;
  3321. dy = src->y + dy;
  3322. }
  3323. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3324. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  3325. //Increase can't walk delay to not alter your walk path
  3326. ud->canmove_tick = tick;
  3327. speed = status_get_speed(src);
  3328. for (i = 0; i < ud->walkpath.path_len; i ++)
  3329. {
  3330. if(ud->walkpath.path[i]&1)
  3331. ud->canmove_tick+=7*speed/5;
  3332. else
  3333. ud->canmove_tick+=speed;
  3334. }
  3335. }
  3336. }
  3337. break;
  3338. //Splash attack skills.
  3339. case AS_GRIMTOOTH:
  3340. case MC_CARTREVOLUTION:
  3341. case NPC_SPLASHATTACK:
  3342. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  3343. case AS_SPLASHER:
  3344. case SM_MAGNUM:
  3345. case MS_MAGNUM:
  3346. case HT_BLITZBEAT:
  3347. case AC_SHOWER:
  3348. case MA_SHOWER:
  3349. case MG_NAPALMBEAT:
  3350. case MG_FIREBALL:
  3351. case RG_RAID:
  3352. case HW_NAPALMVULCAN:
  3353. case NJ_HUUMA:
  3354. case NJ_BAKUENRYU:
  3355. case ASC_METEORASSAULT:
  3356. case GS_DESPERADO:
  3357. case GS_SPREADATTACK:
  3358. case NPC_EARTHQUAKE:
  3359. case NPC_PULSESTRIKE:
  3360. case NPC_HELLJUDGEMENT:
  3361. case NPC_VAMPIRE_GIFT:
  3362. case RK_IGNITIONBREAK:
  3363. case AB_JUDEX:
  3364. case WL_SOULEXPANSION:
  3365. case WL_CRIMSONROCK:
  3366. case WL_COMET:
  3367. case WL_JACKFROST:
  3368. case RA_ARROWSTORM:
  3369. case RA_WUGDASH:
  3370. case NC_SELFDESTRUCTION:
  3371. case NC_AXETORNADO:
  3372. case GC_ROLLINGCUTTER:
  3373. case GC_COUNTERSLASH:
  3374. case LG_MOONSLASHER:
  3375. case LG_EARTHDRIVE:
  3376. case SR_TIGERCANNON:
  3377. case SR_RAMPAGEBLASTER:
  3378. case SR_SKYNETBLOW:
  3379. case SR_WINDMILL:
  3380. case SR_RIDEINLIGHTNING:
  3381. case WM_SOUND_OF_DESTRUCTION:
  3382. case WM_REVERBERATION_MELEE:
  3383. case WM_REVERBERATION_MAGIC:
  3384. case SO_VARETYR_SPEAR:
  3385. case GN_CART_TORNADO:
  3386. case GN_CARTCANNON:
  3387. case MH_LAVA_SLIDE:
  3388. case KO_HAPPOKUNAI:
  3389. case KO_HUUMARANKA:
  3390. case KO_MUCHANAGE:
  3391. case KO_BAKURETSU:
  3392. if( flag&1 ) {//Recursive invocation
  3393. // skill_area_temp[0] holds number of targets in area
  3394. // skill_area_temp[1] holds the id of the original target
  3395. // skill_area_temp[2] counts how many targets have already been processed
  3396. int sflag = skill_area_temp[0] & 0xFFF, heal;
  3397. if( flag&SD_LEVEL )
  3398. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  3399. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  3400. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  3401. heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  3402. if( skillid == NPC_VAMPIRE_GIFT && heal > 0 ) {
  3403. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3404. status_heal(src,heal,0,0);
  3405. }
  3406. } else {
  3407. switch ( skillid ) {
  3408. case NJ_BAKUENRYU:
  3409. case LG_EARTHDRIVE:
  3410. case GN_CARTCANNON:
  3411. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3412. break;
  3413. case LG_MOONSLASHER:
  3414. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  3415. break;
  3416. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  3417. skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  3418. default:
  3419. break;
  3420. }
  3421. skill_area_temp[0] = 0;
  3422. skill_area_temp[1] = bl->id;
  3423. skill_area_temp[2] = 0;
  3424. if( skillid == WL_CRIMSONROCK ) {
  3425. skill_area_temp[4] = bl->x;
  3426. skill_area_temp[5] = bl->y;
  3427. }
  3428. if( skillid == WM_REVERBERATION_MELEE || skillid == WM_REVERBERATION_MAGIC )
  3429. skill_area_temp[1] = 0;
  3430. // if skill damage should be split among targets, count them
  3431. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  3432. //special case: Venom Splasher uses a different range for searching than for splashing
  3433. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  3434. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  3435. // recursive invocation of skill_castend_damage_id() with flag|1
  3436. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), ( skillid == WM_REVERBERATION_MELEE || skillid == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3437. }
  3438. break;
  3439. case KN_BRANDISHSPEAR:
  3440. case ML_BRANDISH:
  3441. //Coded apart for it needs the flag passed to the damage calculation.
  3442. if (skill_area_temp[1] != bl->id)
  3443. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  3444. else
  3445. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3446. break;
  3447. case KN_BOWLINGBASH:
  3448. case MS_BOWLINGBASH:
  3449. if(flag&1){
  3450. if(bl->id==skill_area_temp[1])
  3451. break;
  3452. //two hits for 500%
  3453. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  3454. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  3455. } else {
  3456. int i,c;
  3457. c = skill_get_blewcount(skillid,skilllv);
  3458. // keep moving target in the direction that src is looking, square by square
  3459. for(i=0;i<c;i++){
  3460. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  3461. break; //Can't knockback
  3462. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  3463. if( skill_area_temp[0] > 1 ) break; // collision
  3464. }
  3465. clif_blown(bl); //Update target pos.
  3466. if (i!=c) { //Splash
  3467. skill_area_temp[1] = bl->id;
  3468. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3469. }
  3470. //Weirdo dual-hit property, two attacks for 500%
  3471. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  3472. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  3473. }
  3474. break;
  3475. case KN_SPEARSTAB:
  3476. if(flag&1) {
  3477. if (bl->id==skill_area_temp[1])
  3478. break;
  3479. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  3480. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3481. } else {
  3482. int x=bl->x,y=bl->y,i,dir;
  3483. dir = map_calc_dir(bl,src->x,src->y);
  3484. skill_area_temp[1] = bl->id;
  3485. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  3486. // all the enemies between the caster and the target are hit, as well as the target
  3487. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  3488. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3489. for (i=0;i<4;i++) {
  3490. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  3491. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  3492. x += dirx[dir];
  3493. y += diry[dir];
  3494. }
  3495. }
  3496. break;
  3497. case TK_TURNKICK:
  3498. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  3499. {
  3500. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  3501. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  3502. map_foreachinrange(skill_area_sub,bl,
  3503. skill_get_splash(skillid, skilllv),BL_CHAR,
  3504. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  3505. skill_castend_nodamage_id);
  3506. }
  3507. break;
  3508. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  3509. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  3510. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  3511. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  3512. break;
  3513. case PR_TURNUNDEAD:
  3514. case ALL_RESURRECTION:
  3515. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  3516. break;
  3517. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3518. break;
  3519. case MG_SOULSTRIKE:
  3520. case NPC_DARKSTRIKE:
  3521. case MG_COLDBOLT:
  3522. case MG_FIREBOLT:
  3523. case MG_LIGHTNINGBOLT:
  3524. case WZ_EARTHSPIKE:
  3525. case AL_HEAL:
  3526. case AL_HOLYLIGHT:
  3527. case WZ_JUPITEL:
  3528. case NPC_DARKTHUNDER:
  3529. case PR_ASPERSIO:
  3530. case MG_FROSTDIVER:
  3531. case WZ_SIGHTBLASTER:
  3532. case WZ_SIGHTRASHER:
  3533. case NJ_KOUENKA:
  3534. case NJ_HYOUSENSOU:
  3535. case NJ_HUUJIN:
  3536. case AB_ADORAMUS:
  3537. case AB_RENOVATIO:
  3538. case AB_HIGHNESSHEAL:
  3539. case AB_DUPLELIGHT_MAGIC:
  3540. case WM_METALICSOUND:
  3541. case MH_ERASER_CUTTER:
  3542. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3543. break;
  3544. case NPC_MAGICALATTACK:
  3545. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3546. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  3547. break;
  3548. case HVAN_CAPRICE: //[blackhole89]
  3549. {
  3550. int ran=rnd()%4;
  3551. int sid = 0;
  3552. switch(ran)
  3553. {
  3554. case 0: sid=MG_COLDBOLT; break;
  3555. case 1: sid=MG_FIREBOLT; break;
  3556. case 2: sid=MG_LIGHTNINGBOLT; break;
  3557. case 3: sid=WZ_EARTHSPIKE; break;
  3558. }
  3559. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  3560. }
  3561. break;
  3562. case WZ_WATERBALL:
  3563. {
  3564. int range = skilllv / 2;
  3565. int maxlv = skill_get_max(skillid); // learnable level
  3566. int count = 0;
  3567. int x, y;
  3568. struct skill_unit* unit;
  3569. if( skilllv > maxlv )
  3570. {
  3571. if( src->type == BL_MOB && skilllv == 10 )
  3572. range = 4;
  3573. else
  3574. range = maxlv / 2;
  3575. }
  3576. for( y = src->y - range; y <= src->y + range; ++y )
  3577. for( x = src->x - range; x <= src->x + range; ++x )
  3578. {
  3579. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  3580. {
  3581. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  3582. count++; // natural water cell
  3583. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
  3584. {
  3585. count++; // skill-induced water cell
  3586. skill_delunit(unit); // consume cell
  3587. }
  3588. }
  3589. }
  3590. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  3591. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  3592. }
  3593. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3594. break;
  3595. case PR_BENEDICTIO:
  3596. //Should attack undead and demons. [Skotlex]
  3597. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  3598. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  3599. break;
  3600. case SL_SMA:
  3601. status_change_end(src, SC_SMA, INVALID_TIMER);
  3602. case SL_STIN:
  3603. case SL_STUN:
  3604. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  3605. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  3606. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3607. break;
  3608. }
  3609. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3610. break;
  3611. case NPC_DARKBREATH:
  3612. clif_emotion(src,E_AG);
  3613. case SN_FALCONASSAULT:
  3614. case PA_PRESSURE:
  3615. case CR_ACIDDEMONSTRATION:
  3616. case TF_THROWSTONE:
  3617. case NPC_SMOKING:
  3618. case GS_FLING:
  3619. case NJ_ZENYNAGE:
  3620. case GN_THORNS_TRAP:
  3621. case GN_HELLS_PLANT_ATK:
  3622. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3623. break;
  3624. /**
  3625. * Rune Knight
  3626. **/
  3627. case RK_DRAGONBREATH: {
  3628. struct status_change *tsc = NULL;
  3629. if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
  3630. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3631. } else
  3632. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3633. }
  3634. break;
  3635. case NPC_SELFDESTRUCTION: {
  3636. struct status_change *tsc = NULL;
  3637. if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
  3638. break;
  3639. }
  3640. case HVAN_EXPLOSION:
  3641. if (src != bl)
  3642. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3643. break;
  3644. // Celest
  3645. case PF_SOULBURN:
  3646. if (rnd()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  3647. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3648. if (skilllv == 5)
  3649. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3650. status_percent_damage(src, bl, 0, 100, false);
  3651. } else {
  3652. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3653. if (skilllv == 5)
  3654. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  3655. status_percent_damage(src, src, 0, 100, false);
  3656. }
  3657. break;
  3658. case NPC_BLOODDRAIN:
  3659. case NPC_ENERGYDRAIN:
  3660. {
  3661. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  3662. src, src, bl, skillid, skilllv, tick, flag);
  3663. if (heal > 0){
  3664. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3665. status_heal(src, heal, 0, 0);
  3666. }
  3667. }
  3668. break;
  3669. case GS_BULLSEYE:
  3670. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3671. break;
  3672. case NJ_KASUMIKIRI:
  3673. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  3674. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  3675. break;
  3676. case NJ_KIRIKAGE:
  3677. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  3678. { //You don't move on GVG grounds.
  3679. short x, y;
  3680. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  3681. if (unit_movepos(src, x, y, 0, 0))
  3682. clif_slide(src,src->x,src->y);
  3683. }
  3684. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3685. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3686. break;
  3687. case RK_PHANTOMTHRUST:
  3688. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  3689. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3690. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  3691. if( battle_check_target(src,bl,BCT_ENEMY) )
  3692. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3693. break;
  3694. case RK_STORMBLAST:
  3695. case RK_CRUSHSTRIKE:
  3696. if( sd ) {
  3697. if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skillid == RK_CRUSHSTRIKE ? 7 : 3 ) )
  3698. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3699. else
  3700. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3701. } else //non-sd support
  3702. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3703. break;
  3704. case GC_DARKILLUSION:
  3705. {
  3706. short x, y;
  3707. short dir = map_calc_dir(src,bl->x,bl->y);
  3708. if( dir > 4 ) x = -1;
  3709. else if( dir > 0 && dir < 4 ) x = 1;
  3710. else x = 0;
  3711. if( dir < 3 || dir > 5 ) y = -1;
  3712. else if( dir > 3 && dir < 5 ) y = 1;
  3713. else y = 0;
  3714. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
  3715. {
  3716. clif_slide(src,bl->x+x,bl->y+y);
  3717. clif_fixpos(src); // the official server send these two packts.
  3718. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3719. if( rnd()%100 < 4 * skilllv )
  3720. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skilllv,tick,flag);
  3721. }
  3722. }
  3723. break;
  3724. case GC_WEAPONCRUSH:
  3725. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  3726. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3727. else if( sd )
  3728. clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  3729. break;
  3730. case GC_CROSSRIPPERSLASHER:
  3731. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  3732. clif_skill_fail(sd,skillid,USESKILL_FAIL_CONDITION,0);
  3733. else
  3734. {
  3735. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3736. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  3737. }
  3738. break;
  3739. case GC_PHANTOMMENACE:
  3740. if( flag&1 )
  3741. { // Only Hits Invisible Targets
  3742. struct status_change *tsc = status_get_sc(bl);
  3743. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3744. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3745. }
  3746. break;
  3747. case WL_CHAINLIGHTNING:
  3748. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3749. skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skilllv,4+skilllv,flag);
  3750. break;
  3751. case WL_DRAINLIFE:
  3752. {
  3753. int heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3754. int rate = 70 + 5 * skilllv;
  3755. heal = heal * (5 + 5 * skilllv) / 100;
  3756. if( bl->type == BL_SKILL )
  3757. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  3758. if( heal && rnd()%100 < rate )
  3759. {
  3760. status_heal(src, heal, 0, 0);
  3761. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3762. }
  3763. }
  3764. break;
  3765. case WL_TETRAVORTEX:
  3766. if( sd )
  3767. {
  3768. int spheres[5] = { 0, 0, 0, 0, 0 },
  3769. positions[5] = {-1,-1,-1,-1,-1 },
  3770. i, j = 0, k, subskill = 0;
  3771. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3772. if( sc && sc->data[i] )
  3773. {
  3774. spheres[j] = i;
  3775. positions[j] = sc->data[i]->val2;
  3776. j++; //
  3777. }
  3778. if( j < 4 )
  3779. { // Need 4 spheres minimum
  3780. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3781. break;
  3782. }
  3783. // Sphere Sort, this time from new to old
  3784. for( i = 0; i <= j - 2; i++ )
  3785. for( k = i + 1; k <= j - 1; k++ )
  3786. if( positions[i] < positions[k] )
  3787. {
  3788. swap(positions[i],positions[k]);
  3789. swap(spheres[i],spheres[k]);
  3790. }
  3791. k = 0;
  3792. for( i = 0; i < 4; i++ )
  3793. {
  3794. switch( sc->data[spheres[i]]->val1 )
  3795. {
  3796. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  3797. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  3798. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  3799. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  3800. }
  3801. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,k,0,subskill,skilllv,i,flag);
  3802. status_change_end(src, spheres[i], INVALID_TIMER);
  3803. }
  3804. }
  3805. break;
  3806. case WL_RELEASE:
  3807. if( sd )
  3808. {
  3809. int i;
  3810. // Priority is to release SpellBook
  3811. if( sc && sc->data[SC_READING_SB] )
  3812. { // SpellBook
  3813. int skill_id, skill_lv, point, s = 0;
  3814. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  3815. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  3816. if( sc->data[i] ) spell[s++] = i;
  3817. if ( s == 0 )
  3818. break;
  3819. i = spell[s==1?0:rand()%s];// Random select of spell to be released.
  3820. if( s && sc->data[i] ){// Now extract the data from the preserved spell
  3821. skill_id = sc->data[i]->val1;
  3822. skill_lv = sc->data[i]->val2;
  3823. point = sc->data[i]->val3;
  3824. status_change_end(src, (sc_type)i, INVALID_TIMER);
  3825. }else //something went wrong :(
  3826. break;
  3827. if( sc->data[SC_READING_SB]->val2 > point )
  3828. sc->data[SC_READING_SB]->val2 -= point;
  3829. else // Last spell to be released
  3830. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  3831. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3832. if( !skill_check_condition_castbegin(sd, skill_id, skill_lv) )
  3833. break;
  3834. switch( skill_get_casttype(skill_id) )
  3835. {
  3836. case CAST_GROUND:
  3837. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  3838. break;
  3839. case CAST_NODAMAGE:
  3840. skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0);
  3841. break;
  3842. case CAST_DAMAGE:
  3843. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  3844. break;
  3845. }
  3846. sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv);
  3847. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0);
  3848. }
  3849. else
  3850. { // Summon Balls
  3851. int j = 0, k, skele;
  3852. int spheres[5] = { 0, 0, 0, 0, 0 },
  3853. positions[5] = {-1,-1,-1,-1,-1 };
  3854. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3855. if( sc && sc->data[i] )
  3856. {
  3857. spheres[j] = i;
  3858. positions[j] = sc->data[i]->val2;
  3859. sc->data[i]->val2--; // Prepares for next position
  3860. j++;
  3861. }
  3862. if( j == 0 )
  3863. { // No Spheres
  3864. clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON_NONE,0);
  3865. break;
  3866. }
  3867. // Sphere Sort
  3868. for( i = 0; i <= j - 2; i++ )
  3869. for( k = i + 1; k <= j - 1; k++ )
  3870. if( positions[i] > positions[k] )
  3871. {
  3872. swap(positions[i],positions[k]);
  3873. swap(spheres[i],spheres[k]);
  3874. }
  3875. if( skilllv == 1 ) j = 1; // Limit only to one ball
  3876. for( i = 0; i < j; i++ )
  3877. {
  3878. skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  3879. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  3880. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  3881. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  3882. }
  3883. clif_skill_nodamage(src,bl,skillid,0,1);
  3884. }
  3885. }
  3886. break;
  3887. case WL_FROSTMISTY:
  3888. // Causes Freezing status through walls.
  3889. sc_start(bl,status_skill2sc(skillid),20+12*skilllv+(sd ? sd->status.job_level : 50)/5,skilllv,skill_get_time(skillid,skilllv));
  3890. // Doesn't deal damage through non-shootable walls.
  3891. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
  3892. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  3893. break;
  3894. case WL_HELLINFERNO:
  3895. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3896. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag|ELE_DARK);
  3897. break;
  3898. case RA_WUGSTRIKE:
  3899. if( sd && pc_isridingwug(sd) ){
  3900. short x[8]={0,-1,-1,-1,0,1,1,1};
  3901. short y[8]={1,1,0,-1,-1,-1,0,1};
  3902. int dir = map_calc_dir(bl, src->x, src->y);
  3903. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
  3904. {
  3905. clif_slide(src, bl->x+x[dir], bl->y+y[dir]);
  3906. clif_fixpos(src);
  3907. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  3908. }
  3909. break;
  3910. }
  3911. case RA_WUGBITE:
  3912. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  3913. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3914. }else if( sd && skillid == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  3915. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  3916. break;
  3917. case RA_SENSITIVEKEEN:
  3918. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  3919. struct status_change * tsc = status_get_sc(bl);
  3920. if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
  3921. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3922. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  3923. }
  3924. }
  3925. else
  3926. {
  3927. struct skill_unit *su = BL_CAST(BL_SKILL,bl);
  3928. struct skill_unit_group* sg;
  3929. if( su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP )
  3930. {
  3931. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  3932. {
  3933. struct item item_tmp;
  3934. memset(&item_tmp,0,sizeof(item_tmp));
  3935. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  3936. item_tmp.identify = 1;
  3937. if( item_tmp.nameid )
  3938. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  3939. }
  3940. skill_delunit(su);
  3941. }
  3942. }
  3943. break;
  3944. case NC_INFRAREDSCAN:
  3945. if( flag&1 )
  3946. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  3947. if( rnd()%100 < 50 )
  3948. sc_start(bl, SC_INFRAREDSCAN, 10000, skilllv, skill_get_time(skillid, skilllv));
  3949. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  3950. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  3951. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  3952. }
  3953. else
  3954. {
  3955. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3956. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  3957. if( sd ) pc_overheat(sd,1);
  3958. }
  3959. break;
  3960. case NC_MAGNETICFIELD:
  3961. sc_start2(bl,SC_MAGNETICFIELD,100,skilllv,src->id,skill_get_time(skillid,skilllv));
  3962. break;
  3963. case SC_FATALMENACE:
  3964. if( flag&1 )
  3965. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3966. else
  3967. {
  3968. short x, y;
  3969. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  3970. // Destination area
  3971. skill_area_temp[4] = x;
  3972. skill_area_temp[5] = y;
  3973. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3974. skill_addtimerskill(src,tick + 800,src->id,x,y,skillid,skilllv,0,flag); // To teleport Self
  3975. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  3976. }
  3977. break;
  3978. case LG_PINPOINTATTACK:
  3979. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  3980. clif_slide(src,bl->x,bl->y);
  3981. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3982. break;
  3983. case LG_SHIELDSPELL:
  3984. // flag&1: Phisycal Attack, flag&2: Magic Attack.
  3985. skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3986. break;
  3987. case LG_OVERBRAND:
  3988. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL);
  3989. break;
  3990. case LG_OVERBRAND_BRANDISH:
  3991. skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL);
  3992. break;
  3993. case SR_DRAGONCOMBO:
  3994. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3995. break;
  3996. case SR_KNUCKLEARROW:
  3997. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  3998. clif_slide(src,bl->x,bl->y);
  3999. clif_fixpos(src); // Aegis send this packet too.
  4000. }
  4001. if( flag&1 )
  4002. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL);
  4003. else
  4004. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL|2);
  4005. break;
  4006. case SR_HOWLINGOFLION:
  4007. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4008. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4009. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4010. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4011. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4012. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4013. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4014. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4015. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4016. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4017. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4018. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4019. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4020. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  4021. break;
  4022. case SR_EARTHSHAKER:
  4023. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4024. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4025. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4026. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  4027. } else{
  4028. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4029. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4030. }
  4031. break;
  4032. case WM_LULLABY_DEEPSLEEP:
  4033. if( bl != src && rnd()%100 < 88 + 2 * skilllv )
  4034. sc_start(bl,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  4035. break;
  4036. case SO_POISON_BUSTER: {
  4037. struct status_change *tsc = status_get_sc(bl);
  4038. if( tsc && tsc->data[SC_POISON] ) {
  4039. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  4040. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4041. }
  4042. else if( sd )
  4043. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  4044. }
  4045. break;
  4046. case GN_SPORE_EXPLOSION:
  4047. if( flag&1 )
  4048. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  4049. else {
  4050. clif_skill_nodamage(src, bl, skillid, 0, 1);
  4051. skill_addtimerskill(src, gettick() + skill_get_time(skillid, skilllv) - 1000, bl->id, 0, 0, skillid, skilllv, 0, 0);
  4052. }
  4053. break;
  4054. case EL_FIRE_BOMB:
  4055. case EL_FIRE_WAVE:
  4056. case EL_WATER_SCREW:
  4057. case EL_HURRICANE:
  4058. case EL_TYPOON_MIS:
  4059. if( flag&1 )
  4060. skill_attack(skill_get_type(skillid+1),src,src,bl,skillid+1,skilllv,tick,flag);
  4061. else {
  4062. int i = skill_get_splash(skillid,skilllv);
  4063. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4064. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4065. if( rnd()%100 < 30 )
  4066. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4067. else
  4068. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4069. }
  4070. break;
  4071. case EL_ROCK_CRUSHER:
  4072. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4073. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4074. if( rnd()%100 < 50 )
  4075. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  4076. else
  4077. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skilllv,tick,flag);
  4078. break;
  4079. case EL_STONE_RAIN:
  4080. if( flag&1 )
  4081. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4082. else {
  4083. int i = skill_get_splash(skillid,skilllv);
  4084. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4085. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4086. if( rnd()%100 < 30 )
  4087. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4088. else
  4089. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4090. }
  4091. break;
  4092. case EL_FIRE_ARROW:
  4093. case EL_ICE_NEEDLE:
  4094. case EL_WIND_SLASH:
  4095. case EL_STONE_HAMMER:
  4096. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4097. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4098. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4099. break;
  4100. case EL_TIDAL_WEAPON:
  4101. if( src->type == BL_ELEM ) {
  4102. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  4103. struct status_change *sc = status_get_sc(&ele->bl);
  4104. struct status_change *tsc = status_get_sc(bl);
  4105. sc_type type = status_skill2sc(skillid), type2;
  4106. type2 = type-1;
  4107. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4108. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4109. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  4110. elemental_clean_single_effect(ele, skillid);
  4111. }
  4112. if( rnd()%100 < 50 )
  4113. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4114. else {
  4115. sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
  4116. sc_start(battle_get_master(src),type,100,ele->bl.id,skill_get_time(skillid,skilllv));
  4117. }
  4118. clif_skill_nodamage(src,src,skillid,skilllv,1);
  4119. }
  4120. break;
  4121. case 0:/* no skill - basic/normal attack */
  4122. if(sd) {
  4123. if (flag & 3){
  4124. if (bl->id != skill_area_temp[1])
  4125. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  4126. } else {
  4127. skill_area_temp[1] = bl->id;
  4128. map_foreachinrange(skill_area_sub, bl,
  4129. sd->bonus.splash_range, BL_CHAR,
  4130. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  4131. skill_castend_damage_id);
  4132. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  4133. }
  4134. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  4135. }
  4136. break;
  4137. default:
  4138. if( skillid >= HM_SKILLBASE && skillid <= HM_SKILLBASE + MAX_HOMUNSKILL ) {
  4139. if( src->type == BL_HOM && ((TBL_HOM*)src)->master->fd )
  4140. clif_colormes(((TBL_HOM*)src)->master, COLOR_RED, "This skill is not yet supported");
  4141. } else /* temporary until all the homun-s skills are supported otherwise console would fill up with pointless warnings */
  4142. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  4143. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  4144. 0, abs(skill_get_num(skillid, skilllv)),
  4145. skillid, skilllv, skill_get_hit(skillid));
  4146. map_freeblock_unlock();
  4147. return 1;
  4148. }
  4149. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  4150. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  4151. map_freeblock_unlock();
  4152. if( sd && !(flag&1) )
  4153. {// ensure that the skill last-cast tick is recorded
  4154. sd->canskill_tick = gettick();
  4155. if( sd->state.arrow_atk )
  4156. {// consume arrow on last invocation to this skill.
  4157. battle_consume_ammo(sd, skillid, skilllv);
  4158. }
  4159. // perform skill requirement consumption
  4160. skill_consume_requirement(sd,skillid,skilllv,2);
  4161. }
  4162. return 0;
  4163. }
  4164. /*==========================================
  4165. *
  4166. *------------------------------------------*/
  4167. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  4168. {
  4169. struct map_session_data *sd, *dstsd;
  4170. struct mob_data *md, *dstmd;
  4171. struct homun_data *hd;
  4172. struct mercenary_data *mer;
  4173. struct status_data *sstatus, *tstatus;
  4174. struct status_change *tsc;
  4175. struct status_change_entry *tsce;
  4176. int i = 0;
  4177. enum sc_type type;
  4178. if(skillid > 0 && skilllv <= 0) return 0; // celest
  4179. nullpo_retr(1, src);
  4180. nullpo_retr(1, bl);
  4181. if (src->m != bl->m)
  4182. return 1;
  4183. sd = BL_CAST(BL_PC, src);
  4184. hd = BL_CAST(BL_HOM, src);
  4185. md = BL_CAST(BL_MOB, src);
  4186. mer = BL_CAST(BL_MER, src);
  4187. dstsd = BL_CAST(BL_PC, bl);
  4188. dstmd = BL_CAST(BL_MOB, bl);
  4189. if(bl->prev == NULL)
  4190. return 1;
  4191. if(status_isdead(src))
  4192. return 1;
  4193. if( src != bl && status_isdead(bl) ) {
  4194. /**
  4195. * Skills that may be cast on dead targets
  4196. **/
  4197. switch( skillid ) {
  4198. case NPC_WIDESOULDRAIN:
  4199. case PR_REDEMPTIO:
  4200. case ALL_RESURRECTION:
  4201. case WM_DEADHILLHERE:
  4202. break;
  4203. default:
  4204. return 1;
  4205. }
  4206. }
  4207. tstatus = status_get_status_data(bl);
  4208. sstatus = status_get_status_data(src);
  4209. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  4210. switch (skillid) {
  4211. case HLIF_HEAL: //[orn]
  4212. if (bl->type != BL_HOM) {
  4213. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0) ;
  4214. break ;
  4215. }
  4216. case AL_HEAL:
  4217. case ALL_RESURRECTION:
  4218. case PR_ASPERSIO:
  4219. /**
  4220. * Arch Bishop
  4221. **/
  4222. case AB_RENOVATIO:
  4223. case AB_HIGHNESSHEAL:
  4224. //Apparently only player casted skills can be offensive like this.
  4225. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  4226. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  4227. //Offensive heal does not works on non-enemies. [Skotlex]
  4228. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4229. return 0;
  4230. }
  4231. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  4232. }
  4233. break;
  4234. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  4235. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  4236. default:
  4237. //Skill is actually ground placed.
  4238. if (src == bl && skill_get_unit_id(skillid,0))
  4239. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  4240. }
  4241. type = status_skill2sc(skillid);
  4242. tsc = status_get_sc(bl);
  4243. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  4244. if (src!=bl && type > -1 &&
  4245. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  4246. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  4247. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  4248. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  4249. map_freeblock_lock();
  4250. switch(skillid)
  4251. {
  4252. case HLIF_HEAL: //[orn]
  4253. case AL_HEAL:
  4254. /**
  4255. * Arch Bishop
  4256. **/
  4257. case AB_HIGHNESSHEAL:
  4258. {
  4259. int heal = skill_calc_heal(src, bl, (skillid == AB_HIGHNESSHEAL)?AL_HEAL:skillid, (skillid == AB_HIGHNESSHEAL)?10:skilllv, true);
  4260. int heal_get_jobexp;
  4261. //Highness Heal: starts at 1.5 boost + 0.5 for each level
  4262. if( skillid == AB_HIGHNESSHEAL ) {
  4263. heal = heal * ( 15 + 5 * skilllv ) / 10;
  4264. }
  4265. if( status_isimmune(bl) ||
  4266. (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  4267. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  4268. heal=0;
  4269. if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  4270. heal = heal*2;
  4271. if( tsc && tsc->count )
  4272. {
  4273. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
  4274. { //Bounce back heal
  4275. if (--tsc->data[SC_KAITE]->val2 <= 0)
  4276. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  4277. if (src == bl)
  4278. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  4279. else {
  4280. bl = src;
  4281. dstsd = sd;
  4282. }
  4283. } else
  4284. if (tsc->data[SC_BERSERK])
  4285. heal = 0; //Needed so that it actually displays 0 when healing.
  4286. }
  4287. clif_skill_nodamage (src, bl, skillid, heal, 1);
  4288. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skillid != HLIF_HEAL )
  4289. heal = ~heal + 1;
  4290. heal_get_jobexp = status_heal(bl,heal,0,0);
  4291. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  4292. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  4293. if (heal_get_jobexp <= 0)
  4294. heal_get_jobexp = 1;
  4295. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  4296. }
  4297. }
  4298. break;
  4299. case PR_REDEMPTIO:
  4300. if (sd && !(flag&1)) {
  4301. if (sd->status.party_id == 0) {
  4302. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4303. break;
  4304. }
  4305. skill_area_temp[0] = 0;
  4306. party_foreachsamemap(skill_area_sub,
  4307. sd,skill_get_splash(skillid, skilllv),
  4308. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  4309. skill_castend_nodamage_id);
  4310. if (skill_area_temp[0] == 0) {
  4311. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4312. break;
  4313. }
  4314. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  4315. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  4316. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  4317. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  4318. clif_updatestatus(sd,SP_BASEEXP);
  4319. clif_updatestatus(sd,SP_JOBEXP);
  4320. }
  4321. status_set_hp(src, 1, 0);
  4322. status_set_sp(src, 0, 0);
  4323. break;
  4324. } else if (status_isdead(bl) && flag&1) { //Revive
  4325. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  4326. skilllv = 3; //Resurrection level 3 is used
  4327. } else //Invalid target, skip resurrection.
  4328. break;
  4329. case ALL_RESURRECTION:
  4330. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  4331. { //No reviving in WoE grounds!
  4332. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4333. break;
  4334. }
  4335. if (!status_isdead(bl))
  4336. break;
  4337. {
  4338. int per = 0, sper = 0;
  4339. if (tsc && tsc->data[SC_HELLPOWER])
  4340. break;
  4341. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  4342. break;
  4343. switch(skilllv){
  4344. case 1: per=10; break;
  4345. case 2: per=30; break;
  4346. case 3: per=50; break;
  4347. case 4: per=80; break;
  4348. }
  4349. if(dstsd && dstsd->special_state.restart_full_recover)
  4350. per = sper = 100;
  4351. if (status_revive(bl, per, sper))
  4352. {
  4353. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  4354. if(sd && dstsd && battle_config.resurrection_exp > 0)
  4355. {
  4356. int exp = 0,jexp = 0;
  4357. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  4358. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  4359. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4360. if (exp < 1) exp = 1;
  4361. }
  4362. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  4363. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4364. if (jexp < 1) jexp = 1;
  4365. }
  4366. if(exp > 0 || jexp > 0)
  4367. pc_gainexp (sd, bl, exp, jexp, false);
  4368. }
  4369. }
  4370. }
  4371. break;
  4372. case AL_DECAGI:
  4373. case MER_DECAGI:
  4374. clif_skill_nodamage (src, bl, skillid, skilllv,
  4375. sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
  4376. break;
  4377. case AL_CRUCIS:
  4378. if (flag&1)
  4379. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,skill_get_time(skillid,skilllv));
  4380. else {
  4381. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  4382. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  4383. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4384. }
  4385. break;
  4386. case PR_LEXDIVINA:
  4387. case MER_LEXDIVINA:
  4388. if( tsce )
  4389. status_change_end(bl,type, INVALID_TIMER);
  4390. else
  4391. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4392. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  4393. break;
  4394. case SA_ABRACADABRA:
  4395. {
  4396. int abra_skillid = 0, abra_skilllv;
  4397. do {
  4398. i = rnd() % MAX_SKILL_ABRA_DB;
  4399. abra_skillid = skill_abra_db[i].skillid;
  4400. } while (abra_skillid == 0 ||
  4401. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  4402. rnd()%10000 >= skill_abra_db[i].per
  4403. );
  4404. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  4405. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  4406. if( sd )
  4407. {// player-casted
  4408. sd->state.abra_flag = 1;
  4409. sd->skillitem = abra_skillid;
  4410. sd->skillitemlv = abra_skilllv;
  4411. clif_item_skill(sd, abra_skillid, abra_skilllv);
  4412. }
  4413. else
  4414. {// mob-casted
  4415. struct unit_data *ud = unit_bl2ud(src);
  4416. int inf = skill_get_inf(abra_skillid);
  4417. int target_id = 0;
  4418. if (!ud) break;
  4419. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  4420. if (src->type == BL_PET)
  4421. bl = (struct block_list*)((TBL_PET*)src)->msd;
  4422. if (!bl) bl = src;
  4423. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  4424. } else { //Assume offensive skills
  4425. if (ud->target)
  4426. target_id = ud->target;
  4427. else switch (src->type) {
  4428. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  4429. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  4430. }
  4431. if (!target_id)
  4432. break;
  4433. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  4434. bl = map_id2bl(target_id);
  4435. if (!bl) bl = src;
  4436. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  4437. } else
  4438. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  4439. }
  4440. }
  4441. }
  4442. break;
  4443. case SA_COMA:
  4444. clif_skill_nodamage(src,bl,skillid,skilllv,
  4445. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  4446. break;
  4447. case SA_FULLRECOVERY:
  4448. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4449. if (status_isimmune(bl))
  4450. break;
  4451. status_percent_heal(bl, 100, 100);
  4452. break;
  4453. case NPC_ALLHEAL:
  4454. {
  4455. int heal;
  4456. if( status_isimmune(bl) )
  4457. break;
  4458. heal = status_percent_heal(bl, 100, 0);
  4459. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  4460. if( dstmd )
  4461. { // Reset Damage Logs
  4462. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  4463. dstmd->tdmg = 0;
  4464. }
  4465. }
  4466. break;
  4467. case SA_SUMMONMONSTER:
  4468. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4469. if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
  4470. break;
  4471. case SA_LEVELUP:
  4472. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4473. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  4474. break;
  4475. case SA_INSTANTDEATH:
  4476. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4477. status_set_hp(bl,1,0);
  4478. break;
  4479. case SA_QUESTION:
  4480. case SA_GRAVITY:
  4481. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4482. break;
  4483. case SA_CLASSCHANGE:
  4484. case SA_MONOCELL:
  4485. if (dstmd)
  4486. {
  4487. int class_;
  4488. if ( sd && dstmd->status.mode&MD_BOSS )
  4489. {
  4490. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4491. break;
  4492. }
  4493. class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
  4494. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4495. mob_class_change(dstmd,class_);
  4496. if( tsc && dstmd->status.mode&MD_BOSS )
  4497. {
  4498. 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 };
  4499. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  4500. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  4501. for (i = 0; i < ARRAYLENGTH(scs); i++)
  4502. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  4503. }
  4504. }
  4505. break;
  4506. case SA_DEATH:
  4507. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  4508. {
  4509. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4510. break;
  4511. }
  4512. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4513. status_kill(bl);
  4514. break;
  4515. case SA_REVERSEORCISH:
  4516. clif_skill_nodamage(src,bl,skillid,skilllv,
  4517. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  4518. break;
  4519. case SA_FORTUNE:
  4520. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4521. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  4522. break;
  4523. case SA_TAMINGMONSTER:
  4524. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4525. if (sd && dstmd) {
  4526. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  4527. if( i < MAX_PET_DB )
  4528. pet_catch_process1(sd, dstmd->class_);
  4529. }
  4530. break;
  4531. case CR_PROVIDENCE:
  4532. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  4533. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  4534. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4535. map_freeblock_unlock();
  4536. return 1;
  4537. }
  4538. }
  4539. clif_skill_nodamage(src,bl,skillid,skilllv,
  4540. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4541. break;
  4542. case CG_MARIONETTE:
  4543. {
  4544. struct status_change* sc = status_get_sc(src);
  4545. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  4546. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  4547. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4548. map_freeblock_unlock();
  4549. return 1;
  4550. }
  4551. if( sc && tsc )
  4552. {
  4553. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  4554. {
  4555. sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
  4556. sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
  4557. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4558. }
  4559. else
  4560. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  4561. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  4562. {
  4563. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  4564. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  4565. }
  4566. else
  4567. {
  4568. if( sd )
  4569. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4570. map_freeblock_unlock();
  4571. return 1;
  4572. }
  4573. }
  4574. }
  4575. break;
  4576. case RG_CLOSECONFINE:
  4577. clif_skill_nodamage(src,bl,skillid,skilllv,
  4578. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  4579. break;
  4580. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  4581. case SA_FROSTWEAPON:
  4582. case SA_LIGHTNINGLOADER:
  4583. case SA_SEISMICWEAPON:
  4584. if (dstsd) {
  4585. if(dstsd->status.weapon == W_FIST ||
  4586. (dstsd->sc.count && !dstsd->sc.data[type] &&
  4587. ( //Allow re-enchanting to lenghten time. [Skotlex]
  4588. dstsd->sc.data[SC_FIREWEAPON] ||
  4589. dstsd->sc.data[SC_WATERWEAPON] ||
  4590. dstsd->sc.data[SC_WINDWEAPON] ||
  4591. dstsd->sc.data[SC_EARTHWEAPON] ||
  4592. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4593. dstsd->sc.data[SC_GHOSTWEAPON] ||
  4594. dstsd->sc.data[SC_ENCPOISON]
  4595. ))
  4596. ) {
  4597. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4598. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4599. break;
  4600. }
  4601. }
  4602. // 100% success rate at lv4 & 5, but lasts longer at lv5
  4603. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  4604. if (sd)
  4605. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4606. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  4607. clif_displaymessage(sd->fd, msg_txt(669));
  4608. }
  4609. break;
  4610. case PR_ASPERSIO:
  4611. if (sd && dstmd) {
  4612. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4613. break;
  4614. }
  4615. clif_skill_nodamage(src,bl,skillid,skilllv,
  4616. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4617. break;
  4618. case ITEM_ENCHANTARMS:
  4619. clif_skill_nodamage(src,bl,skillid,skilllv,
  4620. sc_start2(bl,type,100,skilllv,
  4621. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  4622. break;
  4623. case TK_SEVENWIND:
  4624. switch(skill_get_ele(skillid,skilllv)) {
  4625. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  4626. case ELE_WIND : type = SC_WINDWEAPON; break;
  4627. case ELE_WATER : type = SC_WATERWEAPON; break;
  4628. case ELE_FIRE : type = SC_FIREWEAPON; break;
  4629. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  4630. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  4631. case ELE_HOLY : type = SC_ASPERSIO; break;
  4632. }
  4633. clif_skill_nodamage(src,bl,skillid,skilllv,
  4634. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4635. sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
  4636. break;
  4637. case PR_KYRIE:
  4638. case MER_KYRIE:
  4639. clif_skill_nodamage(bl,bl,skillid,skilllv,
  4640. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4641. break;
  4642. //Passive Magnum, should had been casted on yourself.
  4643. case SM_MAGNUM:
  4644. case MS_MAGNUM:
  4645. skill_area_temp[1] = 0;
  4646. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
  4647. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4648. clif_skill_nodamage (src,src,skillid,skilllv,1);
  4649. // Initiate 10% of your damage becomes fire element.
  4650. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  4651. if( sd )
  4652. skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
  4653. else if( bl->type == BL_MER )
  4654. skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
  4655. break;
  4656. case TK_JUMPKICK:
  4657. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  4658. if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
  4659. {
  4660. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  4661. {
  4662. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  4663. clif_slide(src,bl->x,bl->y);
  4664. }
  4665. }
  4666. else
  4667. clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
  4668. break;
  4669. case AL_INCAGI:
  4670. case AL_BLESSING:
  4671. case MER_INCAGI:
  4672. case MER_BLESSING:
  4673. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  4674. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  4675. break;
  4676. }
  4677. case PR_SLOWPOISON:
  4678. case PR_IMPOSITIO:
  4679. case PR_LEXAETERNA:
  4680. case PR_SUFFRAGIUM:
  4681. case PR_BENEDICTIO:
  4682. case LK_BERSERK:
  4683. case MS_BERSERK:
  4684. case KN_AUTOCOUNTER:
  4685. case KN_TWOHANDQUICKEN:
  4686. case KN_ONEHAND:
  4687. case MER_QUICKEN:
  4688. case CR_SPEARQUICKEN:
  4689. case CR_REFLECTSHIELD:
  4690. case MS_REFLECTSHIELD:
  4691. case AS_POISONREACT:
  4692. case MC_LOUD:
  4693. case MG_ENERGYCOAT:
  4694. case MO_EXPLOSIONSPIRITS:
  4695. case MO_STEELBODY:
  4696. case MO_BLADESTOP:
  4697. case LK_AURABLADE:
  4698. case LK_PARRYING:
  4699. case MS_PARRYING:
  4700. case LK_CONCENTRATION:
  4701. case WS_CARTBOOST:
  4702. case SN_SIGHT:
  4703. case WS_MELTDOWN:
  4704. case WS_OVERTHRUSTMAX:
  4705. case ST_REJECTSWORD:
  4706. case HW_MAGICPOWER:
  4707. case PF_MEMORIZE:
  4708. case PA_SACRIFICE:
  4709. case ASC_EDP:
  4710. case PF_DOUBLECASTING:
  4711. case SG_SUN_COMFORT:
  4712. case SG_MOON_COMFORT:
  4713. case SG_STAR_COMFORT:
  4714. case NPC_HALLUCINATION:
  4715. case GS_MADNESSCANCEL:
  4716. case GS_ADJUSTMENT:
  4717. case GS_INCREASING:
  4718. case NJ_KASUMIKIRI:
  4719. case NJ_UTSUSEMI:
  4720. case NJ_NEN:
  4721. case NPC_DEFENDER:
  4722. case NPC_MAGICMIRROR:
  4723. case ST_PRESERVE:
  4724. case NPC_INVINCIBLE:
  4725. case NPC_INVINCIBLEOFF:
  4726. case RK_DEATHBOUND:
  4727. case AB_RENOVATIO:
  4728. case AB_EXPIATIO:
  4729. case AB_DUPLELIGHT:
  4730. case AB_SECRAMENT:
  4731. case NC_ACCELERATION:
  4732. case NC_HOVERING:
  4733. case NC_SHAPESHIFT:
  4734. case WL_RECOGNIZEDSPELL:
  4735. case GC_VENOMIMPRESS:
  4736. case SC_DEADLYINFECT:
  4737. case LG_EXEEDBREAK:
  4738. case LG_PRESTIGE:
  4739. case SR_CRESCENTELBOW:
  4740. case SR_LIGHTNINGWALK:
  4741. case SR_GENTLETOUCH_ENERGYGAIN:
  4742. case GN_CARTBOOST:
  4743. case KO_MEIKYOUSISUI:
  4744. clif_skill_nodamage(src,bl,skillid,skilllv,
  4745. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4746. break;
  4747. case SO_STRIKING:
  4748. if (sd) {
  4749. int bonus = 25 + 10 * skilllv;
  4750. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  4751. clif_skill_nodamage( src, bl, skillid, skilllv,
  4752. battle_check_target(src,bl,BCT_PARTY) ?
  4753. sc_start2(bl, type, 100, skilllv, bonus, skill_get_time(skillid,skilllv)) :
  4754. 0
  4755. );
  4756. }
  4757. break;
  4758. case NPC_STOP:
  4759. if( clif_skill_nodamage(src,bl,skillid,skilllv,
  4760. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)) ) )
  4761. sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv));
  4762. break;
  4763. case HP_ASSUMPTIO:
  4764. if( sd && dstmd )
  4765. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4766. else
  4767. clif_skill_nodamage(src,bl,skillid,skilllv,
  4768. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4769. break;
  4770. case MG_SIGHT:
  4771. case MER_SIGHT:
  4772. case AL_RUWACH:
  4773. case WZ_SIGHTBLASTER:
  4774. case NPC_WIDESIGHT:
  4775. case NPC_STONESKIN:
  4776. case NPC_ANTIMAGIC:
  4777. clif_skill_nodamage(src,bl,skillid,skilllv,
  4778. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  4779. break;
  4780. case HLIF_AVOID:
  4781. case HAMI_DEFENCE:
  4782. i = skill_get_time(skillid,skilllv);
  4783. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  4784. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  4785. break;
  4786. case NJ_BUNSINJYUTSU:
  4787. clif_skill_nodamage(src,bl,skillid,skilllv,
  4788. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4789. status_change_end(bl, SC_NEN, INVALID_TIMER);
  4790. break;
  4791. /* Was modified to only affect targetted char. [Skotlex]
  4792. case HP_ASSUMPTIO:
  4793. if (flag&1)
  4794. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4795. else
  4796. {
  4797. map_foreachinrange(skill_area_sub, bl,
  4798. skill_get_splash(skillid, skilllv), BL_PC,
  4799. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  4800. skill_castend_nodamage_id);
  4801. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4802. }
  4803. break;
  4804. */
  4805. case SM_ENDURE:
  4806. clif_skill_nodamage(src,bl,skillid,skilllv,
  4807. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4808. if (sd)
  4809. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  4810. break;
  4811. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  4812. if (sd && dstsd && dstsd->sc.count) {
  4813. if (dstsd->sc.data[SC_FIREWEAPON] ||
  4814. dstsd->sc.data[SC_WATERWEAPON] ||
  4815. dstsd->sc.data[SC_WINDWEAPON] ||
  4816. dstsd->sc.data[SC_EARTHWEAPON] ||
  4817. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4818. dstsd->sc.data[SC_GHOSTWEAPON]
  4819. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  4820. ) {
  4821. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4822. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4823. break;
  4824. }
  4825. }
  4826. clif_skill_nodamage(src,bl,skillid,skilllv,
  4827. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4828. break;
  4829. case LK_TENSIONRELAX:
  4830. clif_skill_nodamage(src,bl,skillid,skilllv,
  4831. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  4832. skill_get_time(skillid,skilllv)));
  4833. break;
  4834. case MC_CHANGECART:
  4835. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4836. break;
  4837. case TK_MISSION:
  4838. if (sd) {
  4839. int id;
  4840. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  4841. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  4842. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4843. break;
  4844. }
  4845. id = mob_get_random_id(0,0xF, sd->status.base_level);
  4846. if (!id) {
  4847. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4848. break;
  4849. }
  4850. sd->mission_mobid = id;
  4851. sd->mission_count = 0;
  4852. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  4853. clif_mission_info(sd, id, 0);
  4854. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4855. }
  4856. break;
  4857. case AC_CONCENTRATION:
  4858. {
  4859. clif_skill_nodamage(src,bl,skillid,skilllv,
  4860. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4861. map_foreachinrange( status_change_timer_sub, src,
  4862. skill_get_splash(skillid, skilllv), BL_CHAR,
  4863. src,NULL,type,tick);
  4864. }
  4865. break;
  4866. case SM_PROVOKE:
  4867. case SM_SELFPROVOKE:
  4868. case MER_PROVOKE:
  4869. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  4870. {
  4871. map_freeblock_unlock();
  4872. return 1;
  4873. }
  4874. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  4875. clif_skill_nodamage(src,bl,skillid == SM_SELFPROVOKE ? SM_PROVOKE : skillid,skilllv,
  4876. (i = sc_start(bl,type, skillid == SM_SELFPROVOKE ? 100:( 50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl)), skilllv, skill_get_time(skillid,skilllv))));
  4877. if( !i )
  4878. {
  4879. if( sd )
  4880. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4881. map_freeblock_unlock();
  4882. return 0;
  4883. }
  4884. unit_skillcastcancel(bl, 2);
  4885. if( tsc && tsc->count )
  4886. {
  4887. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  4888. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  4889. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4890. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  4891. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  4892. }
  4893. if( dstmd )
  4894. {
  4895. dstmd->state.provoke_flag = src->id;
  4896. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  4897. }
  4898. break;
  4899. case ML_DEVOTION:
  4900. case CR_DEVOTION:
  4901. {
  4902. int count, lv;
  4903. if( !dstsd || (!sd && !mer) )
  4904. { // Only players can be devoted
  4905. if( sd )
  4906. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  4907. break;
  4908. }
  4909. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  4910. lv = -lv;
  4911. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  4912. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  4913. (skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  4914. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  4915. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  4916. {
  4917. if( sd )
  4918. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4919. map_freeblock_unlock();
  4920. return 1;
  4921. }
  4922. i = 0;
  4923. count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
  4924. if( sd )
  4925. { // Player Devoting Player
  4926. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  4927. if( i == count )
  4928. {
  4929. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  4930. if( i == count )
  4931. { // No free slots, skill Fail
  4932. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  4933. map_freeblock_unlock();
  4934. return 1;
  4935. }
  4936. }
  4937. sd->devotion[i] = bl->id;
  4938. }
  4939. else
  4940. mer->devotion_flag = 1; // Mercenary Devoting Owner
  4941. clif_skill_nodamage(src, bl, skillid, skilllv,
  4942. sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv),0, skill_get_time2(skillid, skilllv)));
  4943. clif_devotion(src, NULL);
  4944. }
  4945. break;
  4946. case MO_CALLSPIRITS:
  4947. if(sd) {
  4948. int limit = skilllv;
  4949. if( sd->sc.data[SC_RAISINGDRAGON] )
  4950. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  4951. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4952. pc_addspiritball(sd,skill_get_time(skillid,skilllv),limit);
  4953. }
  4954. break;
  4955. case CH_SOULCOLLECT:
  4956. if(sd) {
  4957. int limit = 5;
  4958. if( sd->sc.data[SC_RAISINGDRAGON] )
  4959. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  4960. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4961. for (i = 0; i < limit; i++)
  4962. pc_addspiritball(sd,skill_get_time(skillid,skilllv),limit);
  4963. }
  4964. break;
  4965. case MO_KITRANSLATION:
  4966. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  4967. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  4968. }
  4969. break;
  4970. case TK_TURNKICK:
  4971. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  4972. if (skill_area_temp[1] != bl->id) {
  4973. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  4974. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  4975. }
  4976. break;
  4977. case MO_ABSORBSPIRITS:
  4978. i = 0;
  4979. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  4980. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  4981. i = dstsd->spiritball * 7;
  4982. pc_delspiritball(dstsd,dstsd->spiritball,0);
  4983. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
  4984. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  4985. i = 2 * dstmd->level;
  4986. mob_target(dstmd,src,0);
  4987. }
  4988. if (i) status_heal(src, 0, i, 3);
  4989. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  4990. break;
  4991. case AC_MAKINGARROW:
  4992. if(sd) {
  4993. clif_arrow_create_list(sd);
  4994. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4995. }
  4996. break;
  4997. case AM_PHARMACY:
  4998. if(sd) {
  4999. clif_skill_produce_mix_list(sd,skillid,22);
  5000. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5001. }
  5002. break;
  5003. case SA_CREATECON:
  5004. if(sd) {
  5005. clif_elementalconverter_list(sd);
  5006. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5007. }
  5008. break;
  5009. case BS_HAMMERFALL:
  5010. clif_skill_nodamage(src,bl,skillid,skilllv,
  5011. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  5012. break;
  5013. case RG_RAID:
  5014. skill_area_temp[1] = 0;
  5015. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5016. map_foreachinrange(skill_area_sub, bl,
  5017. skill_get_splash(skillid, skilllv), splash_target(src),
  5018. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  5019. skill_castend_damage_id);
  5020. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5021. break;
  5022. case ASC_METEORASSAULT:
  5023. case GS_SPREADATTACK:
  5024. case RK_STORMBLAST:
  5025. case NC_AXETORNADO:
  5026. case GC_COUNTERSLASH:
  5027. case SR_SKYNETBLOW:
  5028. case SR_RAMPAGEBLASTER:
  5029. case SR_HOWLINGOFLION:
  5030. case KO_HAPPOKUNAI:
  5031. skill_area_temp[1] = 0;
  5032. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5033. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src),
  5034. src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5035. if( !i && ( skillid == NC_AXETORNADO || skillid == SR_SKYNETBLOW || skillid == KO_HAPPOKUNAI ) )
  5036. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  5037. break;
  5038. case NC_EMERGENCYCOOL:
  5039. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5040. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  5041. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  5042. break;
  5043. case SR_WINDMILL:
  5044. case GN_CART_TORNADO:
  5045. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5046. case SR_EARTHSHAKER:
  5047. case NC_INFRAREDSCAN:
  5048. case NPC_EARTHQUAKE:
  5049. case NPC_VAMPIRE_GIFT:
  5050. case NPC_HELLJUDGEMENT:
  5051. case NPC_PULSESTRIKE:
  5052. case LG_MOONSLASHER:
  5053. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  5054. break;
  5055. case KN_BRANDISHSPEAR:
  5056. case ML_BRANDISH:
  5057. skill_brandishspear(src, bl, skillid, skilllv, tick, flag);
  5058. break;
  5059. case WZ_SIGHTRASHER:
  5060. //Passive side of the attack.
  5061. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  5062. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5063. map_foreachinrange(skill_area_sub,src,
  5064. skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
  5065. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  5066. skill_castend_damage_id);
  5067. break;
  5068. case NJ_HYOUSYOURAKU:
  5069. case NJ_RAIGEKISAI:
  5070. case WZ_FROSTNOVA:
  5071. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5072. skill_area_temp[1] = 0;
  5073. map_foreachinrange(skill_attack_area, src,
  5074. skill_get_splash(skillid, skilllv), splash_target(src),
  5075. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  5076. break;
  5077. case HVAN_EXPLOSION: //[orn]
  5078. case NPC_SELFDESTRUCTION:
  5079. //Self Destruction hits everyone in range (allies+enemies)
  5080. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  5081. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  5082. BCT_ENEMY:BCT_ALL;
  5083. clif_skill_nodamage(src, src, skillid, -1, 1);
  5084. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  5085. map_foreachinrange(skill_area_sub, bl,
  5086. skill_get_splash(skillid, skilllv), splash_target(src),
  5087. src, skillid, skilllv, tick, flag|i,
  5088. skill_castend_damage_id);
  5089. map_addblock(src);
  5090. status_damage(src, src, sstatus->max_hp,0,0,1);
  5091. break;
  5092. case AL_ANGELUS:
  5093. case PR_MAGNIFICAT:
  5094. case PR_GLORIA:
  5095. case SN_WINDWALK:
  5096. case CASH_BLESSING:
  5097. case CASH_INCAGI:
  5098. case CASH_ASSUMPTIO:
  5099. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  5100. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5101. else if( sd )
  5102. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  5103. break;
  5104. case MER_MAGNIFICAT:
  5105. if( mer != NULL )
  5106. {
  5107. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5108. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  5109. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  5110. else if( mer->master && !(flag&1) )
  5111. clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5112. }
  5113. break;
  5114. case BS_ADRENALINE:
  5115. case BS_ADRENALINE2:
  5116. case BS_WEAPONPERFECT:
  5117. case BS_OVERTHRUST:
  5118. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  5119. clif_skill_nodamage(bl,bl,skillid,skilllv,
  5120. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  5121. } else if (sd) {
  5122. party_foreachsamemap(skill_area_sub,
  5123. sd,skill_get_splash(skillid, skilllv),
  5124. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  5125. skill_castend_nodamage_id);
  5126. }
  5127. break;
  5128. case BS_MAXIMIZE:
  5129. case NV_TRICKDEAD:
  5130. case CR_DEFENDER:
  5131. case ML_DEFENDER:
  5132. case CR_AUTOGUARD:
  5133. case ML_AUTOGUARD:
  5134. case TK_READYSTORM:
  5135. case TK_READYDOWN:
  5136. case TK_READYTURN:
  5137. case TK_READYCOUNTER:
  5138. case TK_DODGE:
  5139. case CR_SHRINK:
  5140. case SG_FUSION:
  5141. case GS_GATLINGFEVER:
  5142. if( tsce )
  5143. {
  5144. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  5145. map_freeblock_unlock();
  5146. return 0;
  5147. }
  5148. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5149. break;
  5150. case SL_KAITE:
  5151. case SL_KAAHI:
  5152. case SL_KAIZEL:
  5153. case SL_KAUPE:
  5154. if (sd) {
  5155. if (!dstsd || !(
  5156. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  5157. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  5158. dstsd->status.char_id == sd->status.char_id ||
  5159. dstsd->status.char_id == sd->status.partner_id ||
  5160. dstsd->status.char_id == sd->status.child
  5161. )) {
  5162. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  5163. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5164. break;
  5165. }
  5166. }
  5167. clif_skill_nodamage(src,bl,skillid,skilllv,
  5168. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  5169. break;
  5170. case SM_AUTOBERSERK:
  5171. case MER_AUTOBERSERK:
  5172. if( tsce )
  5173. i = status_change_end(bl, type, INVALID_TIMER);
  5174. else
  5175. i = sc_start(bl,type,100,skilllv,60000);
  5176. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  5177. break;
  5178. case TF_HIDING:
  5179. case ST_CHASEWALK:
  5180. case KO_YAMIKUMO:
  5181. if (tsce)
  5182. {
  5183. clif_skill_nodamage(src,bl,skillid,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  5184. map_freeblock_unlock();
  5185. return 0;
  5186. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  5187. //Mado Gear cannot hide
  5188. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5189. map_freeblock_unlock();
  5190. return 0;
  5191. }
  5192. clif_skill_nodamage(src,bl,skillid,-1,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5193. break;
  5194. case TK_RUN:
  5195. if (tsce)
  5196. {
  5197. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  5198. map_freeblock_unlock();
  5199. return 0;
  5200. }
  5201. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  5202. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  5203. clif_walkok(sd); // So aegis has to resend the walk ok.
  5204. break;
  5205. case AS_CLOAKING:
  5206. case GC_CLOAKINGEXCEED:
  5207. case LG_FORCEOFVANGUARD:
  5208. case SC_REPRODUCE:
  5209. case SC_INVISIBILITY:
  5210. if (tsce) {
  5211. i = status_change_end(bl, type, INVALID_TIMER);
  5212. if( i )
  5213. clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i);
  5214. else if( sd )
  5215. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5216. map_freeblock_unlock();
  5217. return 0;
  5218. }
  5219. case RA_CAMOUFLAGE:
  5220. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5221. if( i )
  5222. clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i);
  5223. else if( sd )
  5224. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5225. break;
  5226. case BD_ADAPTATION:
  5227. if(tsc && tsc->data[SC_DANCING]){
  5228. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5229. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  5230. }
  5231. break;
  5232. case BA_FROSTJOKER:
  5233. case DC_SCREAM:
  5234. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5235. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  5236. if (md) {
  5237. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  5238. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  5239. char temp[70];
  5240. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  5241. clif_message(&md->bl,temp);
  5242. }
  5243. break;
  5244. case BA_PANGVOICE:
  5245. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  5246. break;
  5247. case DC_WINKCHARM:
  5248. if( dstsd )
  5249. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  5250. else
  5251. if( dstmd )
  5252. {
  5253. if( status_get_lv(src) > status_get_lv(bl)
  5254. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  5255. && !(tstatus->mode&MD_BOSS) )
  5256. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start2(bl,type,70,skilllv,src->id,skill_get_time(skillid,skilllv)));
  5257. else
  5258. {
  5259. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5260. if(sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5261. }
  5262. }
  5263. break;
  5264. case TF_STEAL:
  5265. if(sd) {
  5266. if(pc_steal_item(sd,bl,skilllv))
  5267. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5268. else
  5269. clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
  5270. }
  5271. break;
  5272. case RG_STEALCOIN:
  5273. if(sd) {
  5274. if(pc_steal_coin(sd,bl))
  5275. {
  5276. dstmd->state.provoke_flag = src->id;
  5277. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  5278. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5279. }
  5280. else
  5281. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5282. }
  5283. break;
  5284. case MG_STONECURSE:
  5285. {
  5286. if (tstatus->mode&MD_BOSS) {
  5287. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5288. break;
  5289. }
  5290. if(status_isimmune(bl) || !tsc)
  5291. break;
  5292. if (tsc->data[SC_STONE]) {
  5293. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5294. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5295. break;
  5296. }
  5297. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  5298. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  5299. skill_get_time2(skillid,skilllv)))
  5300. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5301. else if(sd) {
  5302. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5303. // Level 6-10 doesn't consume a red gem if it fails [celest]
  5304. if (skilllv > 5)
  5305. { // not to consume items
  5306. map_freeblock_unlock();
  5307. return 0;
  5308. }
  5309. }
  5310. }
  5311. break;
  5312. case NV_FIRSTAID:
  5313. clif_skill_nodamage(src,bl,skillid,5,1);
  5314. status_heal(bl,5,0,0);
  5315. break;
  5316. case AL_CURE:
  5317. if(status_isimmune(bl)) {
  5318. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5319. break;
  5320. }
  5321. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5322. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5323. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5324. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5325. break;
  5326. case TF_DETOXIFY:
  5327. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5328. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5329. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  5330. break;
  5331. case PR_STRECOVERY:
  5332. if(status_isimmune(bl)) {
  5333. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5334. break;
  5335. }
  5336. if (tsc && tsc->opt1) {
  5337. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5338. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5339. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5340. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5341. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  5342. }
  5343. //Is this equation really right? It looks so... special.
  5344. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  5345. {
  5346. status_change_start(bl, SC_BLIND,
  5347. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  5348. 1,0,0,0,
  5349. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
  5350. }
  5351. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5352. if(dstmd)
  5353. mob_unlocktarget(dstmd,tick);
  5354. break;
  5355. // Mercenary Supportive Skills
  5356. case MER_BENEDICTION:
  5357. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  5358. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5359. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5360. break;
  5361. case MER_COMPRESS:
  5362. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  5363. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5364. break;
  5365. case MER_MENTALCURE:
  5366. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5367. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5368. break;
  5369. case MER_RECUPERATE:
  5370. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5371. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5372. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5373. break;
  5374. case MER_REGAIN:
  5375. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5376. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5377. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5378. break;
  5379. case MER_TENDER:
  5380. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5381. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5382. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5383. break;
  5384. case MER_SCAPEGOAT:
  5385. if( mer && mer->master )
  5386. {
  5387. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  5388. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  5389. }
  5390. break;
  5391. case MER_ESTIMATION:
  5392. if( !mer )
  5393. break;
  5394. sd = mer->master;
  5395. case WZ_ESTIMATION:
  5396. if( sd == NULL )
  5397. break;
  5398. if( dstsd )
  5399. { // Fail on Players
  5400. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5401. break;
  5402. }
  5403. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  5404. break; // Cannot be Used on Emperium
  5405. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5406. clif_skill_estimation(sd, bl);
  5407. if( skillid == MER_ESTIMATION )
  5408. sd = NULL;
  5409. break;
  5410. case BS_REPAIRWEAPON:
  5411. if(sd && dstsd)
  5412. clif_item_repair_list(sd,dstsd,skilllv);
  5413. break;
  5414. case MC_IDENTIFY:
  5415. if(sd)
  5416. clif_item_identify_list(sd);
  5417. break;
  5418. // Weapon Refining [Celest]
  5419. case WS_WEAPONREFINE:
  5420. if(sd)
  5421. clif_item_refine_list(sd);
  5422. break;
  5423. case MC_VENDING:
  5424. if(sd)
  5425. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  5426. if ( !pc_can_give_items(sd) )
  5427. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5428. else {
  5429. sd->state.prevend = 1;
  5430. clif_openvendingreq(sd,2+skilllv);
  5431. }
  5432. }
  5433. break;
  5434. case AL_TELEPORT:
  5435. if(sd)
  5436. {
  5437. if (map[bl->m].flag.noteleport && skilllv <= 2) {
  5438. clif_skill_teleportmessage(sd,0);
  5439. break;
  5440. }
  5441. if(!battle_config.duel_allow_teleport && sd->duel_group && skilllv <= 2) { // duel restriction [LuzZza]
  5442. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  5443. break;
  5444. }
  5445. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skilllv == 1 ) || skilllv == 3 )
  5446. {
  5447. if( skilllv == 1 )
  5448. pc_randomwarp(sd,CLR_TELEPORT);
  5449. else
  5450. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  5451. break;
  5452. }
  5453. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5454. if( skilllv == 1 )
  5455. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  5456. else
  5457. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  5458. } else
  5459. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5460. break;
  5461. case NPC_EXPULSION:
  5462. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5463. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5464. break;
  5465. case AL_HOLYWATER:
  5466. if(sd) {
  5467. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  5468. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5469. else
  5470. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5471. }
  5472. break;
  5473. case TF_PICKSTONE:
  5474. if(sd) {
  5475. int eflag;
  5476. struct item item_tmp;
  5477. struct block_list tbl;
  5478. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5479. memset(&item_tmp,0,sizeof(item_tmp));
  5480. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  5481. item_tmp.nameid = ITEMID_STONE;
  5482. item_tmp.identify = 1;
  5483. tbl.id = 0;
  5484. clif_takeitem(&sd->bl,&tbl);
  5485. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  5486. if(eflag) {
  5487. clif_additem(sd,0,0,eflag);
  5488. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  5489. }
  5490. }
  5491. break;
  5492. case ASC_CDP:
  5493. if(sd) {
  5494. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5495. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  5496. }
  5497. break;
  5498. case RG_STRIPWEAPON:
  5499. case RG_STRIPSHIELD:
  5500. case RG_STRIPARMOR:
  5501. case RG_STRIPHELM:
  5502. case ST_FULLSTRIP:
  5503. case GC_WEAPONCRUSH:
  5504. case SC_STRIPACCESSARY: {
  5505. unsigned short location = 0;
  5506. int d = 0;
  5507. //Rate in percent
  5508. if ( skillid == ST_FULLSTRIP ) {
  5509. i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5;
  5510. } else if( skillid == SC_STRIPACCESSARY ) {
  5511. i = 12 + 2 * skilllv + (sstatus->dex - tstatus->dex)/5;
  5512. } else {
  5513. i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5;
  5514. }
  5515. if (i < 5) i = 5; //Minimum rate 5%
  5516. //Duration in ms
  5517. if( skillid == GC_WEAPONCRUSH){
  5518. d = skill_get_time(skillid,skilllv);
  5519. if(bl->type == BL_PC)
  5520. d += skilllv * 15 + (sstatus->dex - tstatus->dex);
  5521. else
  5522. d += skilllv * 30 + (sstatus->dex - tstatus->dex) / 2;
  5523. }else
  5524. d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
  5525. if (d < 0) d = 0; //Minimum duration 0ms
  5526. switch (skillid) {
  5527. case RG_STRIPWEAPON:
  5528. case GC_WEAPONCRUSH:
  5529. location = EQP_WEAPON;
  5530. break;
  5531. case RG_STRIPSHIELD:
  5532. location = EQP_SHIELD;
  5533. break;
  5534. case RG_STRIPARMOR:
  5535. location = EQP_ARMOR;
  5536. break;
  5537. case RG_STRIPHELM:
  5538. location = EQP_HELM;
  5539. break;
  5540. case ST_FULLSTRIP:
  5541. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  5542. break;
  5543. case SC_STRIPACCESSARY:
  5544. location = EQP_ACC;
  5545. break;
  5546. }
  5547. //Special message when trying to use strip on FCP [Jobbie]
  5548. if( sd && skillid == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  5549. {
  5550. clif_gospel_info(sd, 0x28);
  5551. break;
  5552. }
  5553. //Attempts to strip at rate i and duration d
  5554. if( (i = skill_strip_equip(bl, location, i, skilllv, d)) || (skillid != ST_FULLSTRIP && skillid != GC_WEAPONCRUSH ) )
  5555. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  5556. //Nothing stripped.
  5557. if( sd && !i )
  5558. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5559. break;
  5560. }
  5561. case AM_BERSERKPITCHER:
  5562. case AM_POTIONPITCHER: {
  5563. int i,x,hp = 0,sp = 0,bonus=100;
  5564. if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) {
  5565. map_freeblock_unlock();
  5566. return 1;
  5567. }
  5568. if( sd ) {
  5569. x = skilllv%11 - 1;
  5570. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  5571. if( i < 0 || skill_db[skillid].itemid[x] <= 0 ) {
  5572. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5573. map_freeblock_unlock();
  5574. return 1;
  5575. }
  5576. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  5577. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5578. map_freeblock_unlock();
  5579. return 1;
  5580. }
  5581. if( skillid == AM_BERSERKPITCHER ) {
  5582. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
  5583. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5584. map_freeblock_unlock();
  5585. return 1;
  5586. }
  5587. }
  5588. potion_flag = 1;
  5589. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  5590. potion_target = bl->id;
  5591. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  5592. potion_flag = potion_target = 0;
  5593. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  5594. bonus += sd->status.base_level;
  5595. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  5596. hp = tstatus->max_hp * potion_per_hp / 100;
  5597. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5598. if( dstsd ) {
  5599. sp = dstsd->status.max_sp * potion_per_sp / 100;
  5600. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5601. }
  5602. } else {
  5603. if( potion_hp > 0 ) {
  5604. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5605. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5606. if( dstsd )
  5607. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5608. }
  5609. if( potion_sp > 0 ) {
  5610. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5611. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  5612. if( dstsd )
  5613. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  5614. }
  5615. }
  5616. if (sd->itemgrouphealrate[IG_POTION]>0) {
  5617. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  5618. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  5619. }
  5620. if( (i = pc_skillheal_bonus(sd, skillid)) ) {
  5621. hp += hp * i / 100;
  5622. sp += sp * i / 100;
  5623. }
  5624. } else {
  5625. hp = (1 + rnd()%400) * (100 + skilllv*10) / 100;
  5626. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5627. if( dstsd )
  5628. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5629. }
  5630. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) ) {
  5631. hp += hp * i / 100;
  5632. sp += sp * i / 100;
  5633. }
  5634. if( tsc && tsc->count ) {
  5635. if( tsc->data[SC_CRITICALWOUND] ) {
  5636. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5637. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5638. }
  5639. if( tsc->data[SC_DEATHHURT] ) {
  5640. hp -= hp * 20 / 100;
  5641. sp -= sp * 20 / 100;
  5642. }
  5643. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  5644. hp += hp / 10;
  5645. sp += sp / 10;
  5646. }
  5647. }
  5648. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5649. if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) )
  5650. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  5651. if( sp > 0 )
  5652. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  5653. status_heal(bl,hp,sp,0);
  5654. }
  5655. break;
  5656. case AM_CP_WEAPON:
  5657. case AM_CP_SHIELD:
  5658. case AM_CP_ARMOR:
  5659. case AM_CP_HELM:
  5660. {
  5661. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  5662. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skillid - AM_CP_WEAPON]) < 0 ) ) ){
  5663. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5664. map_freeblock_unlock(); // Don't consume item requirements
  5665. return 0;
  5666. }
  5667. clif_skill_nodamage(src,bl,skillid,skilllv,
  5668. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5669. }
  5670. break;
  5671. case AM_TWILIGHT1:
  5672. if (sd) {
  5673. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5674. //Prepare 200 White Potions.
  5675. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  5676. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5677. }
  5678. break;
  5679. case AM_TWILIGHT2:
  5680. if (sd) {
  5681. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5682. //Prepare 200 Slim White Potions.
  5683. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  5684. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5685. }
  5686. break;
  5687. case AM_TWILIGHT3:
  5688. if (sd) {
  5689. int ebottle = pc_search_inventory(sd,713);
  5690. if( ebottle >= 0 )
  5691. ebottle = sd->status.inventory[ebottle].amount;
  5692. //check if you can produce all three, if not, then fail:
  5693. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  5694. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  5695. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  5696. || ebottle < 200 //200 empty bottle are required at total.
  5697. ) {
  5698. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5699. break;
  5700. }
  5701. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5702. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  5703. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  5704. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  5705. }
  5706. break;
  5707. case SA_DISPELL:
  5708. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  5709. {
  5710. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5711. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  5712. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  5713. || rnd()%100 >= 50+10*skilllv
  5714. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  5715. {
  5716. if (sd)
  5717. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5718. break;
  5719. }
  5720. if(status_isimmune(bl) || !tsc || !tsc->count)
  5721. break;
  5722. for(i=0;i<SC_MAX;i++)
  5723. {
  5724. if (!tsc->data[i])
  5725. continue;
  5726. switch (i) {
  5727. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  5728. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  5729. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  5730. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  5731. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  5732. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  5733. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  5734. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  5735. case SC_EDP: case SC_AUTOBERSERK:
  5736. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  5737. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  5738. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  5739. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  5740. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  5741. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  5742. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  5743. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  5744. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  5745. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  5746. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  5747. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  5748. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  5749. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  5750. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  5751. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  5752. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  5753. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  5754. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  5755. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  5756. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  5757. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  5758. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  5759. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  5760. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  5761. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  5762. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  5763. continue;
  5764. /**
  5765. * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  5766. **/
  5767. case SC_WHISTLE:
  5768. case SC_ASSNCROS:
  5769. case SC_POEMBRAGI:
  5770. case SC_APPLEIDUN:
  5771. case SC_HUMMING:
  5772. case SC_DONTFORGETME:
  5773. case SC_FORTUNE:
  5774. case SC_SERVICE4U:
  5775. if( tsc->data[i]->val4 ) //val4 = out-of-song-area
  5776. continue;
  5777. break;
  5778. case SC_ASSUMPTIO:
  5779. if( bl->type == BL_MOB )
  5780. continue;
  5781. break;
  5782. }
  5783. 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.
  5784. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5785. }
  5786. break;
  5787. }
  5788. //Affect all targets on splash area.
  5789. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  5790. src, skillid, skilllv, tick, flag|1,
  5791. skill_castend_damage_id);
  5792. break;
  5793. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  5794. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5795. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  5796. break;
  5797. case TK_HIGHJUMP:
  5798. {
  5799. int x,y, dir = unit_getdir(src);
  5800. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  5801. if( map[src->m].flag.noteleport &&
  5802. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  5803. ) {
  5804. x = src->x;
  5805. y = src->y;
  5806. } else {
  5807. x = src->x + dirx[dir]*skilllv*2;
  5808. y = src->y + diry[dir]*skilllv*2;
  5809. }
  5810. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  5811. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  5812. clif_slide(src,x,y);
  5813. unit_movepos(src, x, y, 1, 0);
  5814. }
  5815. }
  5816. break;
  5817. case SA_CASTCANCEL:
  5818. case SO_SPELLFIST:
  5819. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5820. unit_skillcastcancel(src,1);
  5821. if(sd) {
  5822. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  5823. if( skillid == SO_SPELLFIST ){
  5824. sc_start4(src,type,100,skilllv+1,skilllv,sd->skillid_old,sd->skilllv_old,skill_get_time(skillid,skilllv));
  5825. sd->skillid_old = sd->skilllv_old = 0;
  5826. break;
  5827. }
  5828. sp = sp * (90 - (skilllv-1)*20) / 100;
  5829. if(sp < 0) sp = 0;
  5830. status_zap(src, 0, sp);
  5831. }
  5832. break;
  5833. case SA_SPELLBREAKER:
  5834. {
  5835. int sp;
  5836. if(tsc && tsc->data[SC_MAGICROD]) {
  5837. sp = skill_get_sp(skillid,skilllv);
  5838. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  5839. if(sp < 1) sp = 1;
  5840. status_heal(bl,0,sp,2);
  5841. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  5842. } else {
  5843. struct unit_data *ud = unit_bl2ud(bl);
  5844. int bl_skillid=0,bl_skilllv=0,hp = 0;
  5845. if (!ud || ud->skilltimer == INVALID_TIMER)
  5846. break; //Nothing to cancel.
  5847. bl_skillid = ud->skillid;
  5848. bl_skilllv = ud->skilllv;
  5849. if (tstatus->mode & MD_BOSS)
  5850. { //Only 10% success chance against bosses. [Skotlex]
  5851. if (rnd()%100 < 90)
  5852. {
  5853. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5854. break;
  5855. }
  5856. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  5857. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  5858. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5859. unit_skillcastcancel(bl,0);
  5860. sp = skill_get_sp(bl_skillid,bl_skilllv);
  5861. status_zap(bl, hp, sp);
  5862. if (hp && skilllv >= 5)
  5863. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  5864. else
  5865. hp = 0;
  5866. if (sp) //Recover some of the SP used
  5867. sp = sp*(25*(skilllv-1))/100;
  5868. if(hp || sp)
  5869. status_heal(src, hp, sp, 2);
  5870. }
  5871. }
  5872. break;
  5873. case SA_MAGICROD:
  5874. clif_skill_nodamage(src,src,SA_MAGICROD,skilllv,1);
  5875. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5876. break;
  5877. case SA_AUTOSPELL:
  5878. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5879. if(sd)
  5880. clif_autospell(sd,skilllv);
  5881. else {
  5882. int maxlv=1,spellid=0;
  5883. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  5884. if(skilllv >= 10) {
  5885. spellid = MG_FROSTDIVER;
  5886. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  5887. // maxlv = 10;
  5888. // else
  5889. maxlv = skilllv - 9;
  5890. }
  5891. else if(skilllv >=8) {
  5892. spellid = MG_FIREBALL;
  5893. maxlv = skilllv - 7;
  5894. }
  5895. else if(skilllv >=5) {
  5896. spellid = MG_SOULSTRIKE;
  5897. maxlv = skilllv - 4;
  5898. }
  5899. else if(skilllv >=2) {
  5900. int i = rnd()%3;
  5901. spellid = spellarray[i];
  5902. maxlv = skilllv - 1;
  5903. }
  5904. else if(skilllv > 0) {
  5905. spellid = MG_NAPALMBEAT;
  5906. maxlv = 3;
  5907. }
  5908. if(spellid > 0)
  5909. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  5910. skill_get_time(SA_AUTOSPELL,skilllv));
  5911. }
  5912. break;
  5913. case BS_GREED:
  5914. if(sd){
  5915. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5916. map_foreachinrange(skill_greed,bl,
  5917. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  5918. }
  5919. break;
  5920. case SA_ELEMENTWATER:
  5921. case SA_ELEMENTFIRE:
  5922. case SA_ELEMENTGROUND:
  5923. case SA_ELEMENTWIND:
  5924. if(sd && !dstmd) //Only works on monsters.
  5925. break;
  5926. if(tstatus->mode&MD_BOSS)
  5927. break;
  5928. case NPC_ATTRICHANGE:
  5929. case NPC_CHANGEWATER:
  5930. case NPC_CHANGEGROUND:
  5931. case NPC_CHANGEFIRE:
  5932. case NPC_CHANGEWIND:
  5933. case NPC_CHANGEPOISON:
  5934. case NPC_CHANGEHOLY:
  5935. case NPC_CHANGEDARKNESS:
  5936. case NPC_CHANGETELEKINESIS:
  5937. clif_skill_nodamage(src,bl,skillid,skilllv,
  5938. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  5939. skill_get_time(skillid, skilllv)));
  5940. break;
  5941. case NPC_CHANGEUNDEAD:
  5942. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  5943. //TO-DO This is ugly, fix it
  5944. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  5945. clif_skill_nodamage(src,bl,skillid,skilllv,
  5946. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  5947. skill_get_time(skillid, skilllv)));
  5948. break;
  5949. case NPC_PROVOCATION:
  5950. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5951. if (md) mob_unlocktarget(md, tick);
  5952. break;
  5953. case NPC_KEEPING:
  5954. case NPC_BARRIER:
  5955. {
  5956. int skill_time = skill_get_time(skillid,skilllv);
  5957. struct unit_data *ud = unit_bl2ud(bl);
  5958. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  5959. sc_start(bl,type,100,skilllv,skill_time))
  5960. && ud) { //Disable attacking/acting/moving for skill's duration.
  5961. ud->attackabletime =
  5962. ud->canact_tick =
  5963. ud->canmove_tick = tick + skill_time;
  5964. }
  5965. }
  5966. break;
  5967. case NPC_REBIRTH:
  5968. if( md && md->state.rebirth )
  5969. break; // only works once
  5970. sc_start(bl,type,100,skilllv,-1);
  5971. break;
  5972. case NPC_DARKBLESSING:
  5973. clif_skill_nodamage(src,bl,skillid,skilllv,
  5974. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  5975. break;
  5976. case NPC_LICK:
  5977. status_zap(bl, 0, 100);
  5978. clif_skill_nodamage(src,bl,skillid,skilllv,
  5979. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  5980. break;
  5981. case NPC_SUICIDE:
  5982. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5983. status_kill(src); //When suiciding, neither exp nor drops is given.
  5984. break;
  5985. case NPC_SUMMONSLAVE:
  5986. case NPC_SUMMONMONSTER:
  5987. if(md && md->skillidx >= 0)
  5988. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  5989. break;
  5990. case NPC_CALLSLAVE:
  5991. mob_warpslave(src,MOB_SLAVEDISTANCE);
  5992. break;
  5993. case NPC_RANDOMMOVE:
  5994. if (md) {
  5995. md->next_walktime = tick - 1;
  5996. mob_randomwalk(md,tick);
  5997. }
  5998. break;
  5999. case NPC_SPEEDUP:
  6000. {
  6001. // or does it increase casting rate? just a guess xD
  6002. int i = SC_ASPDPOTION0 + skilllv - 1;
  6003. if (i > SC_ASPDPOTION3)
  6004. i = SC_ASPDPOTION3;
  6005. clif_skill_nodamage(src,bl,skillid,skilllv,
  6006. sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
  6007. }
  6008. break;
  6009. case NPC_REVENGE:
  6010. // not really needed... but adding here anyway ^^
  6011. if (md && md->master_id > 0) {
  6012. struct block_list *mbl, *tbl;
  6013. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  6014. (tbl = battle_gettargeted(mbl)) == NULL)
  6015. break;
  6016. md->state.provoke_flag = tbl->id;
  6017. mob_target(md, tbl, sstatus->rhw.range);
  6018. }
  6019. break;
  6020. case NPC_RUN:
  6021. {
  6022. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  6023. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  6024. unit_stop_attack(src);
  6025. //Run skillv tiles overriding the can-move check.
  6026. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  6027. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  6028. }
  6029. break;
  6030. case NPC_TRANSFORMATION:
  6031. case NPC_METAMORPHOSIS:
  6032. if(md && md->skillidx >= 0) {
  6033. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  6034. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  6035. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  6036. if (class_) mob_class_change(md, class_);
  6037. }
  6038. break;
  6039. case NPC_EMOTION_ON:
  6040. case NPC_EMOTION:
  6041. //va[0] is the emotion to use.
  6042. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  6043. //val[1] 'sets' the mode
  6044. //val[2] adds to the current mode
  6045. //val[3] removes from the current mode
  6046. //val[4] if set, asks to delete the previous mode change.
  6047. if(md && md->skillidx >= 0 && tsc)
  6048. {
  6049. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  6050. if(md->db->skill[md->skillidx].val[4] && tsce)
  6051. status_change_end(bl, type, INVALID_TIMER);
  6052. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  6053. sc_start4(src, type, 100, skilllv,
  6054. md->db->skill[md->skillidx].val[1],
  6055. md->db->skill[md->skillidx].val[2],
  6056. md->db->skill[md->skillidx].val[3],
  6057. skill_get_time(skillid, skilllv));
  6058. }
  6059. break;
  6060. case NPC_POWERUP:
  6061. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  6062. clif_skill_nodamage(src,bl,skillid,skilllv,
  6063. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  6064. break;
  6065. case NPC_AGIUP:
  6066. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  6067. clif_skill_nodamage(src,bl,skillid,skilllv,
  6068. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  6069. break;
  6070. case NPC_INVISIBLE:
  6071. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  6072. clif_skill_nodamage(src,bl,skillid,skilllv,
  6073. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  6074. break;
  6075. case NPC_SIEGEMODE:
  6076. // not sure what it does
  6077. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6078. break;
  6079. case WE_MALE:
  6080. {
  6081. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  6082. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  6083. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  6084. }
  6085. break;
  6086. case WE_FEMALE:
  6087. {
  6088. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  6089. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  6090. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  6091. }
  6092. break;
  6093. // parent-baby skills
  6094. case WE_BABY:
  6095. if(sd){
  6096. struct map_session_data *f_sd = pc_get_father(sd);
  6097. struct map_session_data *m_sd = pc_get_mother(sd);
  6098. // if neither was found
  6099. if(!f_sd && !m_sd){
  6100. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6101. map_freeblock_unlock();
  6102. return 0;
  6103. }
  6104. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  6105. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  6106. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  6107. }
  6108. break;
  6109. case PF_HPCONVERSION:
  6110. {
  6111. int hp, sp;
  6112. hp = sstatus->max_hp/10;
  6113. sp = hp * 10 * skilllv / 100;
  6114. if (!status_charge(src,hp,0)) {
  6115. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6116. break;
  6117. }
  6118. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6119. status_heal(bl,0,sp,2);
  6120. }
  6121. break;
  6122. case MA_REMOVETRAP:
  6123. case HT_REMOVETRAP:
  6124. {
  6125. struct skill_unit* su;
  6126. struct skill_unit_group* sg;
  6127. su = BL_CAST(BL_SKILL, bl);
  6128. // Mercenaries can remove any trap
  6129. // Players can only remove their own traps or traps on Vs maps.
  6130. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  6131. {
  6132. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6133. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6134. { // prevent picking up expired traps
  6135. if( battle_config.skill_removetrap_type )
  6136. { // get back all items used to deploy the trap
  6137. for( i = 0; i < 10; i++ )
  6138. {
  6139. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  6140. {
  6141. int flag;
  6142. struct item item_tmp;
  6143. memset(&item_tmp,0,sizeof(item_tmp));
  6144. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  6145. item_tmp.identify = 1;
  6146. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) )
  6147. {
  6148. clif_additem(sd,0,0,flag);
  6149. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6150. }
  6151. }
  6152. }
  6153. }
  6154. else
  6155. { // get back 1 trap
  6156. struct item item_tmp;
  6157. memset(&item_tmp,0,sizeof(item_tmp));
  6158. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  6159. item_tmp.identify = 1;
  6160. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  6161. {
  6162. clif_additem(sd,0,0,flag);
  6163. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6164. }
  6165. }
  6166. }
  6167. skill_delunit(su);
  6168. }else if(sd)
  6169. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  6170. }
  6171. break;
  6172. case HT_SPRINGTRAP:
  6173. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6174. {
  6175. struct skill_unit *su=NULL;
  6176. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  6177. switch(su->group->unit_id){
  6178. case UNT_ANKLESNARE: // ankle snare
  6179. if (su->group->val2 != 0)
  6180. // if it is already trapping something don't spring it,
  6181. // remove trap should be used instead
  6182. break;
  6183. // otherwise fallthrough to below
  6184. case UNT_BLASTMINE:
  6185. case UNT_SKIDTRAP:
  6186. case UNT_LANDMINE:
  6187. case UNT_SHOCKWAVE:
  6188. case UNT_SANDMAN:
  6189. case UNT_FLASHER:
  6190. case UNT_FREEZINGTRAP:
  6191. case UNT_CLAYMORETRAP:
  6192. case UNT_TALKIEBOX:
  6193. su->group->unit_id = UNT_USED_TRAPS;
  6194. clif_changetraplook(bl, UNT_USED_TRAPS);
  6195. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  6196. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  6197. }
  6198. }
  6199. }
  6200. break;
  6201. case BD_ENCORE:
  6202. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6203. if(sd)
  6204. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  6205. break;
  6206. case AS_SPLASHER:
  6207. if(tstatus->mode&MD_BOSS
  6208. /**
  6209. * Renewal dropped the 3/4 hp requirement
  6210. **/
  6211. #ifndef RENEWAL
  6212. || tstatus-> hp > tstatus->max_hp*3/4
  6213. #endif
  6214. ) {
  6215. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6216. map_freeblock_unlock();
  6217. return 1;
  6218. }
  6219. clif_skill_nodamage(src,bl,skillid,skilllv,
  6220. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  6221. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  6222. break;
  6223. case PF_MINDBREAKER:
  6224. {
  6225. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  6226. {
  6227. map_freeblock_unlock();
  6228. return 1;
  6229. }
  6230. if (tsce)
  6231. { //HelloKitty2 (?) explained that this silently fails when target is
  6232. //already inflicted. [Skotlex]
  6233. map_freeblock_unlock();
  6234. return 1;
  6235. }
  6236. //Has a 55% + skilllv*5% success chance.
  6237. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  6238. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  6239. {
  6240. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6241. map_freeblock_unlock();
  6242. return 0;
  6243. }
  6244. unit_skillcastcancel(bl,0);
  6245. if(tsc && tsc->count){
  6246. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6247. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  6248. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6249. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6250. }
  6251. if(dstmd)
  6252. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  6253. }
  6254. break;
  6255. case PF_SOULCHANGE:
  6256. {
  6257. unsigned int sp1 = 0, sp2 = 0;
  6258. if (dstmd) {
  6259. if (dstmd->state.soul_change_flag) {
  6260. if(sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6261. break;
  6262. }
  6263. dstmd->state.soul_change_flag = 1;
  6264. sp2 = sstatus->max_sp * 3 /100;
  6265. status_heal(src, 0, sp2, 2);
  6266. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6267. break;
  6268. }
  6269. sp1 = sstatus->sp;
  6270. sp2 = tstatus->sp;
  6271. #ifdef RENEWAL
  6272. sp1 = sp1 / 2;
  6273. sp2 = sp2 / 2;
  6274. #endif
  6275. status_set_sp(src, sp2, 3);
  6276. status_set_sp(bl, sp1, 3);
  6277. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6278. }
  6279. break;
  6280. // Slim Pitcher
  6281. case CR_SLIMPITCHER:
  6282. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  6283. if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
  6284. break;
  6285. if (potion_hp || potion_sp) {
  6286. int hp = potion_hp, sp = potion_sp;
  6287. hp = hp * (100 + (tstatus->vit<<1))/100;
  6288. sp = sp * (100 + (tstatus->int_<<1))/100;
  6289. if (dstsd) {
  6290. if (hp)
  6291. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  6292. if (sp)
  6293. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  6294. }
  6295. if( tsc && tsc->count ) {
  6296. if (tsc->data[SC_CRITICALWOUND]) {
  6297. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6298. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6299. }
  6300. if (tsc->data[SC_DEATHHURT]) {
  6301. hp -= hp * 20 / 100;
  6302. sp -= sp * 20 / 100;
  6303. }
  6304. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  6305. hp += hp / 10;
  6306. sp += sp / 10;
  6307. }
  6308. }
  6309. if(hp > 0)
  6310. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6311. if(sp > 0)
  6312. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6313. status_heal(bl,hp,sp,0);
  6314. }
  6315. break;
  6316. // Full Chemical Protection
  6317. case CR_FULLPROTECTION:
  6318. {
  6319. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6320. int i, s = 0, skilltime = skill_get_time(skillid,skilllv);
  6321. for (i=0 ; i<4; i++) {
  6322. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) )
  6323. continue;
  6324. sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
  6325. s++;
  6326. }
  6327. if( sd && !s ){
  6328. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6329. map_freeblock_unlock(); // Don't consume item requirements
  6330. return 0;
  6331. }
  6332. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6333. }
  6334. break;
  6335. case RG_CLEANER: //AppleGirl
  6336. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6337. break;
  6338. case CG_LONGINGFREEDOM:
  6339. {
  6340. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  6341. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  6342. {
  6343. clif_skill_nodamage(src,bl,skillid,skilllv,
  6344. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6345. }
  6346. }
  6347. break;
  6348. case CG_TAROTCARD:
  6349. {
  6350. int eff, count = -1;
  6351. if( rnd() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  6352. {
  6353. if( sd )
  6354. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6355. map_freeblock_unlock();
  6356. return 0;
  6357. }
  6358. status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish]
  6359. do {
  6360. eff = rnd() % 14;
  6361. clif_specialeffect(bl, 523 + eff, AREA);
  6362. switch (eff)
  6363. {
  6364. case 0: // heals SP to 0
  6365. status_percent_damage(src, bl, 0, 100, false);
  6366. break;
  6367. case 1: // matk halved
  6368. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6369. break;
  6370. case 2: // all buffs removed
  6371. status_change_clear_buffs(bl,1);
  6372. break;
  6373. case 3: // 1000 damage, random armor destroyed
  6374. {
  6375. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  6376. status_fix_damage(src, bl, 1000, 0);
  6377. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  6378. if( !status_isdead(bl) )
  6379. skill_break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY);
  6380. }
  6381. break;
  6382. case 4: // atk halved
  6383. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6384. break;
  6385. case 5: // 2000HP heal, random teleported
  6386. status_heal(src, 2000, 0, 0);
  6387. if( !map_flag_vs(bl->m) )
  6388. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  6389. break;
  6390. case 6: // random 2 other effects
  6391. if (count == -1)
  6392. count = 3;
  6393. else
  6394. count++; //Should not retrigger this one.
  6395. break;
  6396. case 7: // stop freeze or stoned
  6397. {
  6398. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  6399. sc_start(bl,sc[rnd()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  6400. }
  6401. break;
  6402. case 8: // curse coma and poison
  6403. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  6404. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  6405. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  6406. break;
  6407. case 9: // confusion
  6408. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  6409. break;
  6410. case 10: // 6666 damage, atk matk halved, cursed
  6411. status_fix_damage(src, bl, 6666, 0);
  6412. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  6413. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6414. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6415. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  6416. break;
  6417. case 11: // 4444 damage
  6418. status_fix_damage(src, bl, 4444, 0);
  6419. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  6420. break;
  6421. case 12: // stun
  6422. sc_start(bl,SC_STUN,100,skilllv,5000);
  6423. break;
  6424. case 13: // atk,matk,hit,flee,def reduced
  6425. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  6426. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  6427. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  6428. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  6429. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  6430. break;
  6431. default:
  6432. break;
  6433. }
  6434. } while ((--count) > 0);
  6435. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6436. }
  6437. break;
  6438. case SL_ALCHEMIST:
  6439. case SL_ASSASIN:
  6440. case SL_BARDDANCER:
  6441. case SL_BLACKSMITH:
  6442. case SL_CRUSADER:
  6443. case SL_HUNTER:
  6444. case SL_KNIGHT:
  6445. case SL_MONK:
  6446. case SL_PRIEST:
  6447. case SL_ROGUE:
  6448. case SL_SAGE:
  6449. case SL_SOULLINKER:
  6450. case SL_STAR:
  6451. case SL_SUPERNOVICE:
  6452. case SL_WIZARD:
  6453. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  6454. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  6455. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6456. break;
  6457. }
  6458. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  6459. { //Erase death count 1% of the casts
  6460. dstsd->die_counter = 0;
  6461. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  6462. clif_specialeffect(bl, 0x152, AREA);
  6463. //SC_SPIRIT invokes status_calc_pc for us.
  6464. }
  6465. clif_skill_nodamage(src,bl,skillid,skilllv,
  6466. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  6467. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  6468. break;
  6469. case SL_HIGH:
  6470. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  6471. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6472. break;
  6473. }
  6474. clif_skill_nodamage(src,bl,skillid,skilllv,
  6475. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  6476. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  6477. break;
  6478. case SL_SWOO:
  6479. if (tsce) {
  6480. sc_start(src,SC_STUN,100,skilllv,10000);
  6481. break;
  6482. }
  6483. case SL_SKA: // [marquis007]
  6484. case SL_SKE:
  6485. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  6486. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6487. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  6488. break;
  6489. }
  6490. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6491. if (skillid == SL_SKE)
  6492. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  6493. break;
  6494. // New guild skills [Celest]
  6495. case GD_BATTLEORDER:
  6496. if(flag&1) {
  6497. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6498. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  6499. } else if (status_get_guild_id(src)) {
  6500. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6501. map_foreachinrange(skill_area_sub, src,
  6502. skill_get_splash(skillid, skilllv), BL_PC,
  6503. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  6504. skill_castend_nodamage_id);
  6505. if (sd)
  6506. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6507. }
  6508. break;
  6509. case GD_REGENERATION:
  6510. if(flag&1) {
  6511. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6512. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  6513. } else if (status_get_guild_id(src)) {
  6514. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6515. map_foreachinrange(skill_area_sub, src,
  6516. skill_get_splash(skillid, skilllv), BL_PC,
  6517. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  6518. skill_castend_nodamage_id);
  6519. if (sd)
  6520. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6521. }
  6522. break;
  6523. case GD_RESTORE:
  6524. if(flag&1) {
  6525. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6526. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  6527. } else if (status_get_guild_id(src)) {
  6528. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6529. map_foreachinrange(skill_area_sub, src,
  6530. skill_get_splash(skillid, skilllv), BL_PC,
  6531. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  6532. skill_castend_nodamage_id);
  6533. if (sd)
  6534. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6535. }
  6536. break;
  6537. case GD_EMERGENCYCALL:
  6538. {
  6539. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  6540. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  6541. int j = 0;
  6542. struct guild *g = NULL;
  6543. // i don't know if it actually summons in a circle, but oh well. ;P
  6544. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  6545. if (!g)
  6546. break;
  6547. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6548. for(i = 0; i < g->max_member; i++, j++) {
  6549. if (j>8) j=0;
  6550. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  6551. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  6552. continue;
  6553. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  6554. dx[j] = dy[j] = 0;
  6555. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
  6556. }
  6557. }
  6558. if (sd)
  6559. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6560. }
  6561. break;
  6562. case SG_FEEL:
  6563. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  6564. if (sd) {
  6565. if(!sd->feel_map[skilllv-1].index)
  6566. clif_feel_req(sd->fd,sd, skilllv);
  6567. else
  6568. clif_feel_info(sd, skilllv-1, 1);
  6569. }
  6570. break;
  6571. case SG_HATE:
  6572. if (sd) {
  6573. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6574. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  6575. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6576. }
  6577. break;
  6578. case GS_GLITTERING:
  6579. if(sd) {
  6580. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6581. if(rnd()%100 < (20+10*skilllv))
  6582. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  6583. else if(sd->spiritball > 0)
  6584. pc_delspiritball(sd,1,0);
  6585. }
  6586. break;
  6587. case GS_CRACKER:
  6588. /* per official standards, this skill works on players and mobs. */
  6589. if (sd && (dstsd || dstmd))
  6590. {
  6591. i =65 -5*distance_bl(src,bl); //Base rate
  6592. if (i < 30) i = 30;
  6593. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6594. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  6595. }
  6596. break;
  6597. case AM_CALLHOMUN: //[orn]
  6598. if (sd && !merc_call_homunculus(sd))
  6599. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6600. break;
  6601. case AM_REST:
  6602. if (sd) {
  6603. if (merc_hom_vaporize(sd,1))
  6604. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6605. else
  6606. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6607. }
  6608. break;
  6609. case MH_STAHL_HORN:
  6610. if (sd) {
  6611. if( skillid == MH_GOLDENE_FERSE )
  6612. clif_skill_fail(sd,skillid,USESKILL_FAIL_CONDITION,0);
  6613. }
  6614. break;
  6615. case HAMI_CASTLE: //[orn]
  6616. if(rnd()%100 < 20*skilllv && src != bl)
  6617. {
  6618. int x,y;
  6619. x = src->x;
  6620. y = src->y;
  6621. if (hd)
  6622. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  6623. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  6624. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  6625. clif_slide(src,bl->x,bl->y) ;
  6626. if (unit_movepos(bl,x,y,0,0))
  6627. {
  6628. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  6629. clif_slide(bl,x,y) ;
  6630. }
  6631. //TODO: Shouldn't also players and the like switch targets?
  6632. map_foreachinrange(skill_chastle_mob_changetarget,src,
  6633. AREA_SIZE, BL_MOB, bl, src);
  6634. }
  6635. }
  6636. // Failed
  6637. else if (hd && hd->master)
  6638. clif_skill_fail(hd->master, skillid, USESKILL_FAIL_LEVEL, 0);
  6639. else if (sd)
  6640. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  6641. break;
  6642. case HVAN_CHAOTIC: //[orn]
  6643. {
  6644. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  6645. int r = rnd()%100;
  6646. i = (skilllv-1)%5;
  6647. if(r<per[i][0]) //Self
  6648. bl = src;
  6649. else if(r<per[i][1]) //Master
  6650. bl = battle_get_master(src);
  6651. else //Enemy
  6652. bl = map_id2bl(battle_gettarget(src));
  6653. if (!bl) bl = src;
  6654. i = skill_calc_heal(src, bl, skillid, 1+rnd()%skilllv, true);
  6655. //Eh? why double skill packet?
  6656. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  6657. clif_skill_nodamage(src,bl,skillid,i,1);
  6658. status_heal(bl, i, 0, 0);
  6659. }
  6660. break;
  6661. //Homun single-target support skills [orn]
  6662. case HAMI_BLOODLUST:
  6663. case HFLI_FLEET:
  6664. case HFLI_SPEED:
  6665. case HLIF_CHANGE:
  6666. case MH_ANGRIFFS_MODUS:
  6667. case MH_GOLDENE_FERSE:
  6668. clif_skill_nodamage(src,bl,skillid,skilllv,
  6669. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6670. if (hd)
  6671. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  6672. break;
  6673. case NPC_DRAGONFEAR:
  6674. if (flag&1) {
  6675. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  6676. int j;
  6677. j = i = rnd()%ARRAYLENGTH(sc);
  6678. while ( !sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1)) ) {
  6679. i++;
  6680. if ( i == ARRAYLENGTH(sc) )
  6681. i = 0;
  6682. if (i == j)
  6683. break;
  6684. }
  6685. break;
  6686. }
  6687. case NPC_WIDEBLEEDING:
  6688. case NPC_WIDECONFUSE:
  6689. case NPC_WIDECURSE:
  6690. case NPC_WIDEFREEZE:
  6691. case NPC_WIDESLEEP:
  6692. case NPC_WIDESILENCE:
  6693. case NPC_WIDESTONE:
  6694. case NPC_WIDESTUN:
  6695. case NPC_SLOWCAST:
  6696. case NPC_WIDEHELLDIGNITY:
  6697. if (flag&1)
  6698. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  6699. else {
  6700. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6701. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6702. map_foreachinrange(skill_area_sub, bl,
  6703. skill_get_splash(skillid, skilllv),BL_CHAR,
  6704. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  6705. skill_castend_nodamage_id);
  6706. }
  6707. break;
  6708. case NPC_WIDESOULDRAIN:
  6709. if (flag&1)
  6710. status_percent_damage(src,bl,0,((skilllv-1)%5+1)*20,false);
  6711. else {
  6712. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6713. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6714. map_foreachinrange(skill_area_sub, bl,
  6715. skill_get_splash(skillid, skilllv),BL_CHAR,
  6716. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  6717. skill_castend_nodamage_id);
  6718. }
  6719. break;
  6720. case ALL_PARTYFLEE:
  6721. if( sd && !(flag&1) )
  6722. {
  6723. if( !sd->status.party_id )
  6724. {
  6725. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6726. break;
  6727. }
  6728. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6729. }
  6730. else
  6731. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6732. break;
  6733. case NPC_TALK:
  6734. case ALL_WEWISH:
  6735. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6736. break;
  6737. case ALL_BUYING_STORE:
  6738. if( sd )
  6739. {// players only, skill allows 5 buying slots
  6740. clif_skill_nodamage(src, bl, skillid, skilllv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
  6741. }
  6742. break;
  6743. case RK_ENCHANTBLADE:
  6744. clif_skill_nodamage(src,bl,skillid,skilllv,// formula not confirmed
  6745. sc_start2(bl,type,100,skilllv,100+20*skilllv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill_get_time(skillid,skilllv)));
  6746. break;
  6747. case RK_DRAGONHOWLING:
  6748. if( flag&1)
  6749. sc_start(bl,type,50 + 6 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  6750. else
  6751. {
  6752. skill_area_temp[2] = 0;
  6753. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6754. map_foreachinrange(skill_area_sub, src,
  6755. skill_get_splash(skillid,skilllv),BL_CHAR,
  6756. src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  6757. skill_castend_nodamage_id);
  6758. }
  6759. break;
  6760. case RK_IGNITIONBREAK:
  6761. case LG_EARTHDRIVE:
  6762. case MH_LAVA_SLIDE:
  6763. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6764. i = skill_get_splash(skillid,skilllv);
  6765. if( skillid == LG_EARTHDRIVE ) {
  6766. int dummy = 1;
  6767. map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  6768. }
  6769. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  6770. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6771. break;
  6772. case RK_STONEHARDSKIN:
  6773. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  6774. {
  6775. int heal = sstatus->hp / 4; // 25% HP
  6776. if( status_charge(bl,heal,0) )
  6777. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start2(bl,type,100,skilllv,heal,skill_get_time(skillid,skilllv)));
  6778. else
  6779. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6780. }
  6781. break;
  6782. case RK_REFRESH:
  6783. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  6784. {
  6785. int heal = status_get_max_hp(bl) * 25 / 100;
  6786. clif_skill_nodamage(src,bl,skillid,skilllv,
  6787. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6788. status_heal(bl,heal,0,1);
  6789. status_change_clear_buffs(bl,2);
  6790. }
  6791. break;
  6792. case RK_MILLENNIUMSHIELD:
  6793. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  6794. {
  6795. short shields = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2);
  6796. sc_start4(bl,type,100,skilllv,shields,1000,0,skill_get_time(skillid,skilllv));
  6797. clif_millenniumshield(sd,shields);
  6798. clif_skill_nodamage(src,bl,skillid,1,1);
  6799. }
  6800. break;
  6801. case RK_GIANTGROWTH:
  6802. case RK_VITALITYACTIVATION:
  6803. case RK_ABUNDANCE:
  6804. if( sd )
  6805. {
  6806. int lv = 1; // RK_GIANTGROWTH
  6807. if( skillid == RK_VITALITYACTIVATION )
  6808. lv = 2;
  6809. else if( skillid == RK_ABUNDANCE )
  6810. lv = 6;
  6811. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  6812. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6813. }
  6814. break;
  6815. case RK_FIGHTINGSPIRIT:
  6816. if( flag&1 ) {
  6817. if( src == bl )
  6818. sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skillid,skilllv));
  6819. else
  6820. sc_start(bl,type,100,skill_area_temp[5]/4,skill_get_time(skillid,skilllv));
  6821. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  6822. if( sd->status.party_id ) {
  6823. i = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,BCT_PARTY,skill_area_sub_count);
  6824. skill_area_temp[5] = 7 * i; // ATK
  6825. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  6826. } else
  6827. sc_start2(bl,type,100,7,5,skill_get_time(skillid,skilllv));
  6828. }
  6829. clif_skill_nodamage(src,bl,skillid,1,1);
  6830. break;
  6831. /**
  6832. * Guilotine Cross
  6833. **/
  6834. case GC_ROLLINGCUTTER:
  6835. {
  6836. short count = 1;
  6837. skill_area_temp[2] = 0;
  6838. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  6839. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  6840. { // Every time the skill is casted the status change is reseted adding a counter.
  6841. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  6842. if( count > 10 )
  6843. count = 10; // Max coounter
  6844. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  6845. }
  6846. sc_start(bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skillid,skilllv));
  6847. clif_skill_nodamage(src,src,skillid,skilllv,1);
  6848. }
  6849. break;
  6850. case GC_WEAPONBLOCKING:
  6851. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  6852. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  6853. else
  6854. sc_start(bl,SC_WEAPONBLOCKING,100,skilllv,skill_get_time(skillid,skilllv));
  6855. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6856. break;
  6857. case GC_CREATENEWPOISON:
  6858. if( sd )
  6859. {
  6860. clif_skill_produce_mix_list(sd,skillid,25);
  6861. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6862. }
  6863. break;
  6864. case GC_POISONINGWEAPON:
  6865. if( sd ) {
  6866. clif_poison_list(sd,skilllv);
  6867. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6868. }
  6869. break;
  6870. case GC_ANTIDOTE:
  6871. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6872. if( tsc )
  6873. {
  6874. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  6875. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  6876. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  6877. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  6878. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  6879. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  6880. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  6881. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  6882. }
  6883. break;
  6884. case GC_PHANTOMMENACE:
  6885. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6886. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6887. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,
  6888. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6889. break;
  6890. case GC_HALLUCINATIONWALK:
  6891. {
  6892. int heal = status_get_max_hp(bl) / 10;
  6893. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  6894. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0);
  6895. break;
  6896. }
  6897. if( !status_charge(bl,heal,0) )
  6898. {
  6899. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0);
  6900. break;
  6901. }
  6902. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6903. }
  6904. break;
  6905. /**
  6906. * Arch Bishop
  6907. **/
  6908. case AB_ANCILLA:
  6909. if( sd ) {
  6910. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6911. skill_produce_mix(sd, skillid, ITEMID_ANCILLA, 0, 0, 0, 1);
  6912. }
  6913. break;
  6914. case AB_CLEMENTIA:
  6915. case AB_CANTO:
  6916. {
  6917. int bless_lv = pc_checkskill(sd,AL_BLESSING);
  6918. int agi_lv = pc_checkskill(sd,AL_INCAGI);
  6919. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6920. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,
  6921. (skillid == AB_CLEMENTIA)? bless_lv : (skillid == AB_CANTO)? agi_lv : skilllv, skill_get_time(skillid,skilllv)));
  6922. else if( sd )
  6923. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6924. }
  6925. break;
  6926. case AB_PRAEFATIO:
  6927. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6928. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start4(bl, type, 100, skilllv, 0, 0, 1, skill_get_time(skillid, skilllv)));
  6929. else if( sd )
  6930. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6931. break;
  6932. case AB_CHEAL:
  6933. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6934. {
  6935. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) )
  6936. {
  6937. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  6938. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl) || (tsc && tsc->data[SC_BERSERK]))
  6939. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  6940. clif_skill_nodamage(bl, bl, skillid, i, 1);
  6941. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  6942. i = ~i + 1;
  6943. status_heal(bl, i, 0, 1);
  6944. }
  6945. }
  6946. else if( sd )
  6947. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6948. break;
  6949. case AB_ORATIO:
  6950. if( flag&1 )
  6951. sc_start(bl, type, 40 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  6952. else
  6953. {
  6954. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  6955. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6956. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6957. }
  6958. break;
  6959. case AB_LAUDAAGNUS:
  6960. if( flag&1 || sd == NULL ) {
  6961. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  6962. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  6963. // Success Chance: (40 + 10 * Skill Level) %
  6964. if( rnd()%100 > 40+10*skilllv ) break;
  6965. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6966. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6967. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6968. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  6969. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  6970. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  6971. }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  6972. clif_skill_nodamage(bl, bl, skillid, skilllv,
  6973. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  6974. } else if( sd )
  6975. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
  6976. src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6977. break;
  6978. case AB_LAUDARAMUS:
  6979. if( flag&1 || sd == NULL ) {
  6980. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE]) ){
  6981. // Success Chance: (40 + 10 * Skill Level) %
  6982. if( rnd()%100 > 40+10*skilllv ) break;
  6983. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6984. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6985. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  6986. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6987. }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  6988. clif_skill_nodamage(bl, bl, skillid, skilllv,
  6989. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  6990. } else if( sd )
  6991. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
  6992. src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6993. break;
  6994. case AB_CLEARANCE:
  6995. if( flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1 )
  6996. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  6997. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6998. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skilllv)
  6999. {
  7000. if (sd)
  7001. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7002. break;
  7003. }
  7004. if(status_isimmune(bl) || !tsc || !tsc->count)
  7005. break;
  7006. for(i=0;i<SC_MAX;i++)
  7007. {
  7008. if (!tsc->data[i])
  7009. continue;
  7010. switch (i) {
  7011. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7012. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7013. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7014. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7015. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7016. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7017. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7018. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  7019. case SC_SPIRIT: case SC_AUTOBERSERK:
  7020. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7021. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7022. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7023. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7024. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7025. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7026. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7027. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  7028. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7029. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7030. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7031. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7032. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7033. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7034. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  7035. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  7036. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  7037. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  7038. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  7039. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  7040. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  7041. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  7042. case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  7043. case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  7044. //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7045. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  7046. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  7047. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  7048. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  7049. case SC_PARTYFLEE:
  7050. continue;
  7051. case SC_ASSUMPTIO:
  7052. if( bl->type == BL_MOB )
  7053. continue;
  7054. break;
  7055. }
  7056. if(i==SC_BERSERK /*|| i==SC_SATURDAYNIGHTFEVER*/) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  7057. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  7058. }
  7059. break;
  7060. }
  7061. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skillid, skilllv, tick, flag|1, skill_castend_damage_id);
  7062. break;
  7063. case AB_SILENTIUM:
  7064. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  7065. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  7066. src, PR_LEXDIVINA, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7067. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7068. break;
  7069. /**
  7070. * Warlock
  7071. **/
  7072. case WL_STASIS:
  7073. if( flag&1 )
  7074. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7075. else
  7076. {
  7077. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid, skilllv),BL_CHAR,src,skillid,skilllv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  7078. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7079. }
  7080. break;
  7081. case WL_WHITEIMPRISON:
  7082. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)) && !is_boss(bl) )// Should not work with bosses.
  7083. {
  7084. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  7085. if(src == bl ) rate = 100; // Success Chance: On self, 100%
  7086. else if(bl->type == BL_PC) rate += 20 + 10 * skilllv; // On Players, (20 + 10 * Skill Level) %
  7087. else rate += 40 + 10 * skilllv; // On Monsters, (40 + 10 * Skill Level) %
  7088. if( !(tsc && tsc->data[type]) ){
  7089. i = sc_start2(bl,type,rate,skilllv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skillid,skilllv):skill_get_time2(skillid, skilllv));
  7090. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  7091. }
  7092. if( sd && i )
  7093. skill_blockpc_start(sd,skillid,4000); // Reuse Delay only activated on success
  7094. else if(sd)
  7095. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7096. }else if( sd )
  7097. clif_skill_fail(sd,skillid,USESKILL_FAIL_TOTARGET,0);
  7098. break;
  7099. case WL_FROSTMISTY:
  7100. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7101. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  7102. break;
  7103. case WL_JACKFROST:
  7104. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7105. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7106. break;
  7107. case WL_MARSHOFABYSS:
  7108. // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
  7109. clif_skill_nodamage(src, bl, skillid, skilllv,
  7110. sc_start4(bl, type, 100, skilllv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  7111. skill_get_time(skillid, skilllv)));
  7112. break;
  7113. case WL_SIENNAEXECRATE:
  7114. if( status_isimmune(bl) || !tsc )
  7115. break;
  7116. if( flag&1 ) {
  7117. if( bl->id == skill_area_temp[1] )
  7118. break; // Already work on this target
  7119. if( tsc && tsc->data[SC_STONE] )
  7120. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7121. else
  7122. status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,skill_get_time(skillid, skilllv),2);
  7123. } else {
  7124. int rate = 40 + 8 * skilllv + ( sd? sd->status.job_level : 50 ) / 4;
  7125. // IroWiki says Rate should be reduced by target stats, but currently unknown
  7126. if( rnd()%100 < rate ) { // Success on First Target
  7127. if( !tsc->data[SC_STONE] )
  7128. rate = status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,skill_get_time(skillid, skilllv),2);
  7129. else {
  7130. rate = 1;
  7131. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7132. }
  7133. if( rate ) {
  7134. skill_area_temp[1] = bl->id;
  7135. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  7136. }
  7137. // Doesn't send failure packet if it fails on defense.
  7138. }
  7139. else if( sd ) // Failure on Rate
  7140. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7141. }
  7142. break;
  7143. case WL_SUMMONFB:
  7144. case WL_SUMMONBL:
  7145. case WL_SUMMONWB:
  7146. case WL_SUMMONSTONE:
  7147. {
  7148. short element = 0, sctype = 0, pos = -1;
  7149. struct status_change *sc = status_get_sc(src);
  7150. if( !sc ) break;
  7151. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  7152. {
  7153. if( !sctype && !sc->data[i] )
  7154. sctype = i; // Take the free SC
  7155. if( sc->data[i] )
  7156. pos = max(sc->data[i]->val2,pos);
  7157. }
  7158. if( !sctype )
  7159. {
  7160. if( sd ) // No free slots to put SC
  7161. clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON,0);
  7162. break;
  7163. }
  7164. pos++; // Used in val2 for SC. Indicates the order of this ball
  7165. switch( skillid )
  7166. { // Set val1. The SC element for this ball
  7167. case WL_SUMMONFB: element = WLS_FIRE; break;
  7168. case WL_SUMMONBL: element = WLS_WIND; break;
  7169. case WL_SUMMONWB: element = WLS_WATER; break;
  7170. case WL_SUMMONSTONE: element = WLS_STONE; break;
  7171. }
  7172. sc_start4(src,sctype,100,element,pos,skilllv,0,skill_get_time(skillid,skilllv));
  7173. clif_skill_nodamage(src,bl,skillid,0,0);
  7174. }
  7175. break;
  7176. case WL_READING_SB:
  7177. if( sd ) {
  7178. struct status_change *sc = status_get_sc(bl);
  7179. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  7180. if( sc && !sc->data[i] )
  7181. break;
  7182. if( i == SC_MAXSPELLBOOK ) {
  7183. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  7184. break;
  7185. }
  7186. sc_start(bl, SC_STOP, 100, skilllv, INVALID_TIMER); //Can't move while selecting a spellbook.
  7187. clif_spellbook_list(sd);
  7188. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7189. }
  7190. break;
  7191. /**
  7192. * Ranger
  7193. **/
  7194. case RA_FEARBREEZE:
  7195. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7196. clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  7197. break;
  7198. case RA_WUGMASTERY:
  7199. if( sd ) {
  7200. if( !pc_iswug(sd) )
  7201. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7202. else
  7203. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7204. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7205. }
  7206. break;
  7207. case RA_WUGRIDER:
  7208. if( sd ) {
  7209. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  7210. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7211. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  7212. } else if( pc_isridingwug(sd) ) {
  7213. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  7214. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7215. }
  7216. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7217. }
  7218. break;
  7219. case RA_WUGDASH:
  7220. if( tsce ) {
  7221. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, -1));
  7222. map_freeblock_unlock();
  7223. return 0;
  7224. }
  7225. if( sd && pc_isridingwug(sd) ) {
  7226. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,1));
  7227. clif_walkok(sd);
  7228. }
  7229. break;
  7230. case RA_SENSITIVEKEEN:
  7231. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7232. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7233. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  7234. break;
  7235. /**
  7236. * Mechanic
  7237. **/
  7238. case NC_F_SIDESLIDE:
  7239. case NC_B_SIDESLIDE:
  7240. {
  7241. int dir = (skillid == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  7242. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),dir,0x1);
  7243. clif_slide(src,src->x,src->y);
  7244. clif_fixpos(src); //Aegis sent this packet
  7245. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7246. }
  7247. break;
  7248. case NC_SELFDESTRUCTION:
  7249. if( sd ) {
  7250. if( pc_ismadogear(sd) )
  7251. pc_setmadogear(sd, 0);
  7252. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7253. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  7254. status_set_sp(src, 0, 0);
  7255. }
  7256. break;
  7257. case NC_ANALYZE:
  7258. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7259. clif_skill_nodamage(src, bl, skillid, skilllv,
  7260. sc_start(bl,type, 30 + 12 * skilllv,skilllv,skill_get_time(skillid,skilllv)));
  7261. if( sd ) pc_overheat(sd,1);
  7262. break;
  7263. case NC_MAGNETICFIELD:
  7264. if( (i = sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv))) )
  7265. {
  7266. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);;
  7267. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  7268. if (sd) pc_overheat(sd,1);
  7269. }
  7270. clif_skill_nodamage(src,src,skillid,skilllv,i);
  7271. break;
  7272. case NC_REPAIR:
  7273. if( sd )
  7274. {
  7275. int heal;
  7276. if( dstsd && pc_ismadogear(dstsd) )
  7277. {
  7278. heal = dstsd->status.max_hp * (3+3*skilllv) / 100;
  7279. status_heal(bl,heal,0,2);
  7280. } else {
  7281. heal = sd->status.max_hp * (3+3*skilllv) / 100;
  7282. status_heal(src,heal,0,2);
  7283. }
  7284. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7285. clif_skill_nodamage(src, bl, skillid, skilllv, heal);
  7286. }
  7287. break;
  7288. case NC_DISJOINT:
  7289. {
  7290. if( bl->type != BL_MOB ) break;
  7291. md = map_id2md(bl->id);
  7292. if( md && md->class_ >= 2042 && md->class_ <= 2046 )
  7293. status_kill(bl);
  7294. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7295. }
  7296. break;
  7297. case SC_AUTOSHADOWSPELL:
  7298. if( sd ) {
  7299. if( sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id ) {
  7300. sc_start(src,SC_STOP,100,skilllv,-1);// The skilllv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  7301. clif_autoshadowspell_list(sd);
  7302. clif_skill_nodamage(src,bl,skillid,1,1);
  7303. }
  7304. else
  7305. clif_skill_fail(sd,skillid,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  7306. }
  7307. break;
  7308. case SC_SHADOWFORM:
  7309. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  7310. if( clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(src,type,100,skilllv,bl->id,4+skilllv,0,skill_get_time(skillid, skilllv))) )
  7311. dstsd->shadowform_id = src->id;
  7312. }
  7313. else if( sd )
  7314. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  7315. break;
  7316. case SC_BODYPAINT:
  7317. if( flag&1 ) {
  7318. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  7319. tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ||
  7320. tsc->data[SC__INVISIBILITY]) ) {
  7321. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  7322. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  7323. status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
  7324. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  7325. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  7326. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7327. sc_start(bl,SC_BLIND,53 + 2 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  7328. }
  7329. } else {
  7330. clif_skill_nodamage(src, bl, skillid, 0, 1);
  7331. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  7332. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7333. }
  7334. break;
  7335. case SC_ENERVATION:
  7336. case SC_GROOMY:
  7337. case SC_LAZINESS:
  7338. case SC_UNLUCKY:
  7339. case SC_WEAKNESS:
  7340. if( !(tsc && tsc->data[type]) ) {
  7341. //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3))
  7342. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skilllv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  7343. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  7344. rate = cap_value(rate, skilllv+sstatus->dex/20, 100);
  7345. clif_skill_nodamage(src,bl,skillid,0,sc_start(bl,type,rate,skilllv,skill_get_time(skillid,skilllv)));
  7346. } else if( sd )
  7347. clif_skill_fail(sd,skillid,0,0);
  7348. break;
  7349. case SC_IGNORANCE:
  7350. if( !(tsc && tsc->data[type]) ) {
  7351. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skilllv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  7352. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  7353. rate = cap_value(rate, skilllv+sstatus->dex/20, 100);
  7354. if (clif_skill_nodamage(src,bl,skillid,0,sc_start(bl,type,rate,skilllv,skill_get_time(skillid,skilllv)))) {
  7355. int sp = 200 * skilllv;
  7356. if( dstmd ) sp = dstmd->level * 2;
  7357. if( status_zap(bl,0,sp) )
  7358. status_heal(src,0,sp/2,3);
  7359. }
  7360. else if( sd ) clif_skill_fail(sd,skillid,0,0);
  7361. } else if( sd )
  7362. clif_skill_fail(sd,skillid,0,0);
  7363. break;
  7364. case LG_TRAMPLE:
  7365. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7366. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skillid,skilllv),BL_SKILL,tick);
  7367. break;
  7368. case LG_REFLECTDAMAGE:
  7369. if( tsc && tsc->data[type] )
  7370. status_change_end(bl,type,INVALID_TIMER);
  7371. else
  7372. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7373. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7374. break;
  7375. case LG_SHIELDSPELL:
  7376. if( flag&1 ) {
  7377. int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000;
  7378. sc_start(bl,SC_SILENCE,100,skilllv,duration);
  7379. } else if( sd ) {
  7380. int opt = skilllv;
  7381. int rate = rnd()%100;
  7382. int val, brate;
  7383. switch( skilllv ) {
  7384. case 1:
  7385. {
  7386. struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
  7387. if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield?
  7388. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  7389. break;
  7390. }
  7391. brate = shield_data->def * 10;
  7392. if( rate < 50 )
  7393. opt = 1;
  7394. else if( rate < 75 )
  7395. opt = 2;
  7396. else
  7397. opt = 3;
  7398. switch( opt ) {
  7399. case 1:
  7400. sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1);
  7401. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7402. if( rate < brate )
  7403. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7404. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  7405. break;
  7406. case 2:
  7407. val = shield_data->def / 10; // % Reflected damage.
  7408. sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000);
  7409. break;
  7410. case 3:
  7411. val = shield_data->def; // Attack increase.
  7412. sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000);
  7413. break;
  7414. }
  7415. }
  7416. break;
  7417. case 2:
  7418. brate = sd->bonus.shieldmdef * 20;
  7419. if( rate < 30 )
  7420. opt = 1;
  7421. else if( rate < 60 )
  7422. opt = 2;
  7423. else
  7424. opt = 3;
  7425. switch( opt ) {
  7426. case 1:
  7427. sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  7428. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7429. if( rate < brate )
  7430. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|2,skill_castend_damage_id);
  7431. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  7432. break;
  7433. case 2:
  7434. sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  7435. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7436. if( rate < brate )
  7437. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  7438. break;
  7439. case 3:
  7440. if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) )
  7441. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skilllv,
  7442. sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
  7443. break;
  7444. }
  7445. break;
  7446. case 3:
  7447. {
  7448. struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
  7449. if( !it ) { // No shield?
  7450. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7451. break;
  7452. }
  7453. brate = it->refine * 5;
  7454. if( rate < 25 )
  7455. opt = 1;
  7456. else if( rate < 50 )
  7457. opt = 2;
  7458. else
  7459. opt = 3;
  7460. switch( opt ) {
  7461. case 1:
  7462. val = 105 * it->refine / 10;
  7463. sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill_get_time(skillid,skilllv));
  7464. break;
  7465. case 2: case 3:
  7466. if( rate < brate )
  7467. {
  7468. val = sstatus->max_hp * (11 + it->refine) / 100;
  7469. status_heal(bl, val, 0, 3);
  7470. }
  7471. break;
  7472. /*case 3:
  7473. // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it.
  7474. break;*/
  7475. }
  7476. }
  7477. break;
  7478. }
  7479. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7480. }
  7481. break;
  7482. case LG_PIETY:
  7483. if( flag&1 )
  7484. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7485. else {
  7486. skill_area_temp[2] = 0;
  7487. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_PC,src,skillid,skilllv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  7488. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7489. }
  7490. break;
  7491. case LG_INSPIRATION:
  7492. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  7493. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  7494. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  7495. clif_updatestatus(sd,SP_BASEEXP);
  7496. clif_updatestatus(sd,SP_JOBEXP);
  7497. }
  7498. clif_skill_nodamage(bl,src,skillid,skilllv,
  7499. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  7500. break;
  7501. case SR_CURSEDCIRCLE:
  7502. if( flag&1 ) {
  7503. if( is_boss(bl) ) break;
  7504. if( sc_start2(bl, type, 100, skilllv, src->id, skill_get_time(skillid, skilllv))) {
  7505. if( bl->type == BL_MOB )
  7506. mob_unlocktarget((TBL_MOB*)bl,gettick());
  7507. unit_stop_attack(bl);
  7508. clif_bladestop(src, bl->id, 1);
  7509. map_freeblock_unlock();
  7510. return 1;
  7511. }
  7512. } else {
  7513. int count = 0;
  7514. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7515. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  7516. BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7517. if( sd ) pc_delspiritball(sd, count, 0);
  7518. clif_skill_nodamage(src, src, skillid, skilllv,
  7519. sc_start2(src, SC_CURSEDCIRCLE_ATKER, 100, skilllv, count, skill_get_time(skillid,skilllv)));
  7520. }
  7521. break;
  7522. case SR_RAISINGDRAGON:
  7523. if( sd ) {
  7524. short max = 5 + skilllv;
  7525. sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skilllv, skill_get_time(skillid, skilllv));
  7526. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  7527. pc_addspiritball(sd, skill_get_time(skillid, skilllv), max);
  7528. clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv)));
  7529. }
  7530. break;
  7531. case SR_ASSIMILATEPOWER:
  7532. if( flag&1 ) {
  7533. i = 0;
  7534. if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
  7535. {
  7536. i = dstsd->spiritball; //1%sp per spiritball.
  7537. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  7538. }
  7539. if( i ) status_percent_heal(src, 0, i);
  7540. clif_skill_nodamage(src, bl, skillid, skilllv, i ? 1:0);
  7541. } else {
  7542. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7543. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  7544. }
  7545. break;
  7546. case SR_POWERVELOCITY:
  7547. if( !dstsd )
  7548. break;
  7549. if( sd && dstsd->spiritball <= 5 ) {
  7550. for(i = 0; i <= 5; i++) {
  7551. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  7552. pc_delspiritball(sd, sd->spiritball, 0);
  7553. }
  7554. }
  7555. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7556. break;
  7557. case SR_GENTLETOUCH_CURE:
  7558. {
  7559. int heal;
  7560. if( status_isimmune(bl) )
  7561. {
  7562. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  7563. break;
  7564. }
  7565. heal = 120 * skilllv + status_get_max_hp(bl) * (2 + skilllv) / 100;
  7566. status_heal(bl, heal, 0, 0);
  7567. clif_skill_nodamage(src, bl, AL_HEAL, heal, 1);
  7568. if( (tsc && tsc->opt1) && (rnd()%100 < ((skilllv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) )
  7569. {
  7570. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7571. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7572. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7573. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7574. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7575. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7576. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  7577. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7578. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7579. }
  7580. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7581. }
  7582. break;
  7583. case SR_GENTLETOUCH_CHANGE:
  7584. case SR_GENTLETOUCH_REVITALIZE:
  7585. clif_skill_nodamage(src,bl,skillid,skilllv,
  7586. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)));
  7587. break;
  7588. case WA_SWING_DANCE:
  7589. case WA_MOONLIT_SERENADE:
  7590. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7591. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7592. else if( sd ) { // Only shows effects on caster.
  7593. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7594. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7595. }
  7596. break;
  7597. case WA_SYMPHONY_OF_LOVER:
  7598. case MI_RUSH_WINDMILL:
  7599. case MI_ECHOSONG:
  7600. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7601. sc_start4(bl,type,100,skilllv,6*skilllv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill_get_time(skillid,skilllv));
  7602. else if( sd ) { // Only shows effects on caster.
  7603. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7604. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7605. }
  7606. break;
  7607. case MI_HARMONIZE:
  7608. if( src != bl )
  7609. clif_skill_nodamage(src, src, skillid, skilllv, sc_start(src, type, 100, skilllv, skill_get_time(skillid,skilllv)));
  7610. clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid,skilllv)));
  7611. break;
  7612. case WM_DEADHILLHERE:
  7613. if( bl->type == BL_PC ) {
  7614. if( !status_isdead(bl) )
  7615. break;
  7616. if( rnd()%100 < 88 + 2 * skilllv ) {
  7617. int heal = tstatus->sp;
  7618. if( heal <= 0 )
  7619. heal = 1;
  7620. tstatus->hp = heal;
  7621. tstatus->sp -= tstatus->sp * ( 120 - 20 * skilllv ) / 100;
  7622. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7623. pc_revive((TBL_PC*)bl,heal,0);
  7624. clif_resurrection(bl,1);
  7625. }
  7626. }
  7627. break;
  7628. case WM_SIRCLEOFNATURE:
  7629. flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  7630. case WM_VOICEOFSIREN:
  7631. if( skillid != WM_SIRCLEOFNATURE )
  7632. flag &= ~BCT_SELF;
  7633. if( flag&1 ) {
  7634. sc_start2(bl,type,(skillid==WM_VOICEOFSIREN)?20+10*skilllv:100,skilllv,(skillid==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skillid,skilllv));
  7635. } else {
  7636. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),(skillid==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7637. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7638. }
  7639. break;
  7640. case WM_GLOOMYDAY:
  7641. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7642. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  7643. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  7644. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  7645. {
  7646. sc_start(bl,SC_GLOOMYDAY_SK,100,skilllv,skill_get_time(skillid,skilllv));
  7647. break;
  7648. }
  7649. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7650. break;
  7651. case WM_SATURDAY_NIGHT_FEVER:
  7652. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  7653. if( !(tsc && tsc->data[type]) )
  7654. sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv));
  7655. } else if( flag&2 ) {
  7656. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  7657. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  7658. } else if( sd ) {
  7659. if( !sd->status.party_id ) {
  7660. clif_skill_fail(sd,skillid,USESKILL_FAIL_NEED_HELPER,0);
  7661. break;
  7662. }
  7663. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid,skilllv),
  7664. BL_PC, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  7665. flag |= 2;
  7666. else
  7667. flag |= 1;
  7668. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  7669. clif_skill_nodamage(src, bl, skillid, skilllv,
  7670. sc_start(src,SC_STOP,100,skilllv,skill_get_time2(skillid,skilllv)));
  7671. if( flag&2 ) // Dealed here to prevent conflicts
  7672. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  7673. }
  7674. break;
  7675. case WM_SONG_OF_MANA:
  7676. case WM_DANCE_WITH_WUG:
  7677. case WM_LERADS_DEW:
  7678. if( flag&1 ) { // These affect to to all party members near the caster.
  7679. struct status_change *sc = status_get_sc(src);
  7680. if( sc && sc->data[type] ) {
  7681. sc_start2(bl,type,100,skilllv,sc->data[type]->val2,skill_get_time(skillid,skilllv));
  7682. }
  7683. } else if( sd ) {
  7684. short lv = (short)skilllv;
  7685. int count = skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1);
  7686. if( sc_start2(bl,type,100,skilllv,count,skill_get_time(skillid,skilllv)) )
  7687. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  7688. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7689. }
  7690. break;
  7691. case WM_MELODYOFSINK:
  7692. case WM_BEYOND_OF_WARCRY:
  7693. case WM_UNLIMITED_HUMMING_VOICE:
  7694. if( flag&1 ) {
  7695. sc_start2(bl,type,100,skilllv,skill_area_temp[0],skill_get_time(skillid,skilllv));
  7696. } else { // These affect to all targets arround the caster.
  7697. short lv = (short)skilllv;
  7698. skill_area_temp[0] = (sd) ? skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1) : 50; // 50% chance in non BL_PC (clones).
  7699. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7700. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7701. }
  7702. break;
  7703. case WM_RANDOMIZESPELL: {
  7704. int improv_skillid = 0, improv_skilllv;
  7705. do {
  7706. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  7707. improv_skillid = skill_improvise_db[i].skillid;
  7708. } while( improv_skillid == 0 || rnd()%10000 >= skill_improvise_db[i].per );
  7709. improv_skilllv = 4 + skilllv;
  7710. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  7711. if( sd ) {
  7712. sd->state.abra_flag = 2;
  7713. sd->skillitem = improv_skillid;
  7714. sd->skillitemlv = improv_skilllv;
  7715. clif_item_skill(sd, improv_skillid, improv_skilllv);
  7716. } else {
  7717. struct unit_data *ud = unit_bl2ud(src);
  7718. int inf = skill_get_inf(improv_skillid);
  7719. int target_id = 0;
  7720. if (!ud) break;
  7721. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  7722. if (src->type == BL_PET)
  7723. bl = (struct block_list*)((TBL_PET*)src)->msd;
  7724. if (!bl) bl = src;
  7725. unit_skilluse_id(src, bl->id, improv_skillid, improv_skilllv);
  7726. } else {
  7727. if (ud->target)
  7728. target_id = ud->target;
  7729. else switch (src->type) {
  7730. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  7731. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  7732. }
  7733. if (!target_id)
  7734. break;
  7735. if (skill_get_casttype(improv_skillid) == CAST_GROUND) {
  7736. bl = map_id2bl(target_id);
  7737. if (!bl) bl = src;
  7738. unit_skilluse_pos(src, bl->x, bl->y, improv_skillid, improv_skilllv);
  7739. } else
  7740. unit_skilluse_id(src, target_id, improv_skillid, improv_skilllv);
  7741. }
  7742. }
  7743. }
  7744. break;
  7745. case RETURN_TO_ELDICASTES:
  7746. case ALL_GUARDIAN_RECALL:
  7747. if( sd )
  7748. {
  7749. short x, y; // Destiny position.
  7750. unsigned short mapindex;
  7751. if( skillid == RETURN_TO_ELDICASTES)
  7752. {
  7753. x = 198;
  7754. y = 187;
  7755. mapindex = mapindex_name2id(MAP_DICASTES);
  7756. }
  7757. else
  7758. {
  7759. x = 44;
  7760. y = 151;
  7761. mapindex = mapindex_name2id(MAP_MORA);
  7762. }
  7763. if(!mapindex)
  7764. { //Given map not found?
  7765. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7766. map_freeblock_unlock();
  7767. return 0;
  7768. }
  7769. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  7770. }
  7771. break;
  7772. case GM_SANDMAN:
  7773. if( tsc ) {
  7774. if( tsc->opt1 == OPT1_SLEEP )
  7775. tsc->opt1 = 0;
  7776. else
  7777. tsc->opt1 = OPT1_SLEEP;
  7778. clif_changeoption(bl);
  7779. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  7780. }
  7781. break;
  7782. case SO_ARRULLO:
  7783. if( flag&1 )
  7784. sc_start2(bl, type, 88 + 2 * skilllv, skilllv, 1, skill_get_time(skillid, skilllv));
  7785. else {
  7786. clif_skill_nodamage(src, bl, skillid, 0, 1);
  7787. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  7788. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7789. }
  7790. break;
  7791. case SO_SUMMON_AGNI:
  7792. case SO_SUMMON_AQUA:
  7793. case SO_SUMMON_VENTUS:
  7794. case SO_SUMMON_TERA:
  7795. if( sd ) {
  7796. int elemental_class = skill_get_elemental_type(skillid,skilllv);
  7797. // Remove previous elemental fisrt.
  7798. if( sd->ed && elemental_delete(sd->ed,0) ) {
  7799. clif_skill_fail(sd,skillid,0,0);
  7800. break;
  7801. }
  7802. // Summoning the new one.
  7803. if( !elemental_create(sd,elemental_class,skill_get_time(skillid,skilllv)) ) {
  7804. clif_skill_fail(sd,skillid,0,0);
  7805. break;
  7806. }
  7807. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7808. }
  7809. break;
  7810. case SO_EL_CONTROL:
  7811. if( sd ) {
  7812. int mode = EL_MODE_PASSIVE; // Standard mode.
  7813. if( !sd->ed ) {
  7814. clif_skill_fail(sd,skillid,0,0);
  7815. break;
  7816. }
  7817. if( skilllv == 4 ) {// At level 4 delete elementals.
  7818. if( elemental_delete(sd->ed, 0) )
  7819. clif_skill_fail(sd,skillid,0,0);
  7820. break;
  7821. }
  7822. switch( skilllv ) {// Select mode bassed on skill level used.
  7823. case 1: mode = EL_MODE_PASSIVE; break;
  7824. case 2: mode = EL_MODE_ASSIST; break;
  7825. case 3: mode = EL_MODE_AGGRESSIVE; break;
  7826. }
  7827. if( !elemental_change_mode(sd->ed,mode) ) {
  7828. clif_skill_fail(sd,skillid,0,0);
  7829. break;
  7830. }
  7831. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7832. }
  7833. break;
  7834. case SO_EL_ACTION:
  7835. if( sd ) {
  7836. if( !sd->ed )
  7837. break;
  7838. elemental_action(sd->ed, bl, tick);
  7839. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7840. }
  7841. break;
  7842. case SO_EL_CURE:
  7843. if( sd ) {
  7844. struct elemental_data *ed = sd->ed;
  7845. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  7846. int e_hp, e_sp;
  7847. if( !ed ) {
  7848. clif_skill_fail(sd,skillid,0,0);
  7849. break;
  7850. }
  7851. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  7852. clif_skill_fail(sd,skillid,0,0);
  7853. break;
  7854. }
  7855. e_hp = ed->battle_status.max_hp * 10 / 100;
  7856. e_sp = ed->battle_status.max_sp * 10 / 100;
  7857. status_heal(&ed->bl,e_hp,e_sp,3);
  7858. clif_skill_nodamage(src,&ed->bl,skillid,skilllv,1);
  7859. }
  7860. break;
  7861. case GN_CHANGEMATERIAL:
  7862. case SO_EL_ANALYSIS:
  7863. if( sd ) {
  7864. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7865. clif_skill_itemlistwindow(sd,skillid,skilllv);
  7866. }
  7867. break;
  7868. case GN_BLOOD_SUCKER:
  7869. {
  7870. struct status_change *sc = status_get_sc(src);
  7871. if( sc && sc->bs_counter < skill_get_maxcount( skillid , skilllv) ) {
  7872. if( tsc && tsc->data[type] ){
  7873. (sc->bs_counter)--;
  7874. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  7875. }
  7876. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7877. sc_start2(bl, type, 100, skilllv, src->id, skill_get_time(skillid,skilllv));
  7878. (sc->bs_counter)++;
  7879. } else if( sd ) {
  7880. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  7881. break;
  7882. }
  7883. }
  7884. break;
  7885. case GN_MANDRAGORA:
  7886. if( flag&1 ) {
  7887. if ( clif_skill_nodamage(bl, src, skillid, skilllv,
  7888. sc_start(bl, type, 25 + 10 * skilllv, skilllv, skill_get_time(skillid, skilllv))) )
  7889. status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skilllv) / 100);
  7890. } else
  7891. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  7892. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7893. break;
  7894. case GN_SLINGITEM:
  7895. if( sd ) {
  7896. short ammo_id;
  7897. i = sd->equip_index[EQI_AMMO];
  7898. if( i <= 0 )
  7899. break; // No ammo.
  7900. ammo_id = sd->inventory_data[i]->nameid;
  7901. if( ammo_id <= 0 )
  7902. break;
  7903. sd->itemid = ammo_id;
  7904. if( itemdb_is_GNbomb(ammo_id) ) {
  7905. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  7906. if( ammo_id == 13263 )
  7907. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7908. else
  7909. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skilllv,tick,flag);
  7910. } else //Otherwise, it fails, shows animation and removes items.
  7911. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0);
  7912. } else if( itemdb_is_GNthrowable(ammo_id) ){
  7913. struct script_code *script = sd->inventory_data[i]->script;
  7914. if( !script )
  7915. break;
  7916. if( dstsd )
  7917. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  7918. else
  7919. run_script(script,0,src->id,0);
  7920. }
  7921. }
  7922. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7923. clif_skill_nodamage(src,bl,skillid,skilllv,1);// This packet is received twice actually, I think it is to show the animation.
  7924. break;
  7925. case GN_MIX_COOKING:
  7926. case GN_MAKEBOMB:
  7927. case GN_S_PHARMACY:
  7928. if( sd ) {
  7929. int qty = 1;
  7930. sd->skillid_old = skillid;
  7931. sd->skilllv_old = skilllv;
  7932. if( skillid != GN_S_PHARMACY && skilllv > 1 )
  7933. qty = 10;
  7934. clif_cooking_list(sd,(skillid - GN_MIX_COOKING) + 27,skillid,qty,skillid==GN_MAKEBOMB?5:6);
  7935. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7936. }
  7937. break;
  7938. case EL_CIRCLE_OF_FIRE:
  7939. case EL_PYROTECHNIC:
  7940. case EL_HEATER:
  7941. case EL_TROPIC:
  7942. case EL_AQUAPLAY:
  7943. case EL_COOLER:
  7944. case EL_CHILLY_AIR:
  7945. case EL_GUST:
  7946. case EL_BLAST:
  7947. case EL_WILD_STORM:
  7948. case EL_PETROLOGY:
  7949. case EL_CURSED_SOIL:
  7950. case EL_UPHEAVAL:
  7951. case EL_FIRE_CLOAK:
  7952. case EL_WATER_DROP:
  7953. case EL_WIND_CURTAIN:
  7954. case EL_SOLID_SKIN:
  7955. case EL_STONE_SHIELD:
  7956. case EL_WIND_STEP: {
  7957. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  7958. if( ele ) {
  7959. sc_type type2 = type-1;
  7960. struct status_change *sc = status_get_sc(&ele->bl);
  7961. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  7962. elemental_clean_single_effect(ele, skillid);
  7963. } else {
  7964. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7965. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7966. if( skillid == EL_WIND_STEP ) // There aren't telemport, just push to the master.
  7967. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),(map_calc_dir(src,bl->x,bl->y)+4)%8,0);
  7968. sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
  7969. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7970. }
  7971. }
  7972. }
  7973. break;
  7974. case EL_FIRE_MANTLE:
  7975. case EL_WATER_BARRIER:
  7976. case EL_ZEPHYR:
  7977. case EL_POWER_OF_GAIA:
  7978. clif_skill_nodamage(src,src,skillid,skilllv,1);
  7979. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7980. skill_unitsetting(src,skillid,skilllv,bl->x,bl->y,0);
  7981. break;
  7982. case EL_WATER_SCREEN: {
  7983. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  7984. if( ele ) {
  7985. struct status_change *sc = status_get_sc(&ele->bl);
  7986. sc_type type2 = type-1;
  7987. clif_skill_nodamage(src,src,skillid,skilllv,1);
  7988. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  7989. elemental_clean_single_effect(ele, skillid);
  7990. } else {
  7991. // This not heals at the end.
  7992. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7993. sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
  7994. sc_start(bl,type,100,src->id,skill_get_time(skillid,skilllv));
  7995. }
  7996. }
  7997. }
  7998. break;
  7999. case KO_KAHU_ENTEN:
  8000. case KO_HYOUHU_HUBUKI:
  8001. case KO_KAZEHU_SEIRAN:
  8002. case KO_DOHU_KOUKAI:
  8003. if(sd) {
  8004. int ttype = skill_get_ele(skillid, skilllv);
  8005. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  8006. pc_add_talisman(sd, skill_get_time(skillid, skilllv), 10, ttype);
  8007. }
  8008. break;
  8009. case KO_ZANZOU:
  8010. if(sd){
  8011. struct mob_data *md;
  8012. md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "");
  8013. if( md )
  8014. {
  8015. md->master_id = src->id;
  8016. md->special_state.ai = 4;
  8017. if( md->deletetimer != INVALID_TIMER )
  8018. delete_timer(md->deletetimer, mob_timer_delete);
  8019. md->deletetimer = add_timer (gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
  8020. mob_spawn( md );
  8021. pc_setinvincibletimer(sd,500);// unlock target lock
  8022. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  8023. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  8024. }
  8025. }
  8026. break;
  8027. case KO_KYOUGAKU:
  8028. if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
  8029. clif_skill_nodamage(src,bl,skillid,skilllv,
  8030. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  8031. }else if( sd )
  8032. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8033. break;
  8034. case KO_JYUSATSU:
  8035. if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
  8036. clif_skill_nodamage(src,bl,skillid,skilllv,
  8037. status_change_start(bl,type,10000,skilllv,0,0,0,skill_get_time(skillid,skilllv),1));
  8038. status_zap(bl, tstatus->max_hp*skilllv*5/100 , 0);
  8039. if( status_get_lv(bl) <= status_get_lv(src) )
  8040. status_change_start(bl,SC_COMA,10,skilllv,0,src->id,0,0,0);
  8041. }else if( sd )
  8042. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8043. break;
  8044. case KO_GENWAKU:
  8045. if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  8046. int x = src->x, y = src->y;
  8047. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8048. clif_skill_nodamage(src,src,skillid,skilllv,1);
  8049. clif_slide(src,bl->x,bl->y) ;
  8050. sc_start(src,SC_CONFUSION,80,skilllv,skill_get_time(skillid,skilllv));
  8051. if (unit_movepos(bl,x,y,0,0))
  8052. {
  8053. clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, -1, 6);
  8054. if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  8055. clif_sitting(bl); //Avoid sitting sync problem
  8056. clif_slide(bl,x,y) ;
  8057. sc_start(bl,SC_CONFUSION,80,skilllv,skill_get_time(skillid,skilllv));
  8058. }
  8059. }
  8060. }
  8061. break;
  8062. case OB_AKAITSUKI:
  8063. case OB_OBOROGENSOU:
  8064. if( sd && ( (skillid == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  8065. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  8066. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8067. break;
  8068. }
  8069. case KO_IZAYOI:
  8070. case OB_ZANGETSU:
  8071. case KG_KYOMU:
  8072. case KG_KAGEMUSYA:
  8073. clif_skill_nodamage(src,bl,skillid,skilllv,
  8074. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  8075. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  8076. break;
  8077. case KG_KAGEHUMI:
  8078. if( flag&1 ){
  8079. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  8080. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  8081. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  8082. sc_start(src, type, 100, skilllv, skill_get_time(skillid, skilllv));
  8083. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv));
  8084. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8085. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8086. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8087. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  8088. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  8089. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  8090. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  8091. }
  8092. if( skill_area_temp[2] == 1 ){
  8093. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  8094. sc_start(src, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv));
  8095. }
  8096. }else{
  8097. skill_area_temp[2] = 0;
  8098. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  8099. }
  8100. break;
  8101. default:
  8102. if( skillid >= HM_SKILLBASE && skillid <= HM_SKILLBASE + MAX_HOMUNSKILL ) {
  8103. if( src->type == BL_HOM && ((TBL_HOM*)src)->master->fd )
  8104. clif_colormes(((TBL_HOM*)src)->master, COLOR_RED, "This skill is not yet supported");
  8105. } else /* temporary until all the homun-s skills are supported otherwise console would fill up with pointless warnings */
  8106. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  8107. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  8108. map_freeblock_unlock();
  8109. return 1;
  8110. }
  8111. if(skillid != SR_CURSEDCIRCLE){
  8112. struct status_change *sc = status_get_sc(src);
  8113. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
  8114. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  8115. }
  8116. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  8117. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  8118. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  8119. }
  8120. if( sd && !(flag&1) )
  8121. {// ensure that the skill last-cast tick is recorded
  8122. sd->canskill_tick = gettick();
  8123. if( sd->state.arrow_atk )
  8124. {// consume arrow on last invocation to this skill.
  8125. battle_consume_ammo(sd, skillid, skilllv);
  8126. }
  8127. skill_onskillusage(sd, bl, skillid, tick);
  8128. // perform skill requirement consumption
  8129. skill_consume_requirement(sd,skillid,skilllv,2);
  8130. }
  8131. map_freeblock_unlock();
  8132. return 0;
  8133. }
  8134. /*==========================================
  8135. *
  8136. *------------------------------------------*/
  8137. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  8138. {
  8139. struct block_list *target, *src;
  8140. struct map_session_data *sd;
  8141. struct mob_data *md;
  8142. struct unit_data *ud;
  8143. struct status_change *sc = NULL;
  8144. int inf,inf2,flag = 0;
  8145. src = map_id2bl(id);
  8146. if( src == NULL )
  8147. {
  8148. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  8149. return 0;// not found
  8150. }
  8151. ud = unit_bl2ud(src);
  8152. if( ud == NULL )
  8153. {
  8154. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  8155. return 0;// ???
  8156. }
  8157. sd = BL_CAST(BL_PC, src);
  8158. md = BL_CAST(BL_MOB, src);
  8159. if( src->prev == NULL ) {
  8160. ud->skilltimer = INVALID_TIMER;
  8161. return 0;
  8162. }
  8163. if(ud->skillid != SA_CASTCANCEL && ud->skillid != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  8164. if( ud->skilltimer != tid ) {
  8165. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  8166. ud->skilltimer = INVALID_TIMER;
  8167. return 0;
  8168. }
  8169. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skillid == LG_EXEEDBREAK) )
  8170. {// restore original walk speed
  8171. ud->skilltimer = INVALID_TIMER;
  8172. status_calc_bl(&sd->bl, SCB_SPEED);
  8173. }
  8174. ud->skilltimer = INVALID_TIMER;
  8175. }
  8176. if (ud->skilltarget == id)
  8177. target = src;
  8178. else
  8179. target = map_id2bl(ud->skilltarget);
  8180. // Use a do so that you can break out of it when the skill fails.
  8181. do {
  8182. if(!target || target->prev==NULL) break;
  8183. if(src->m != target->m || status_isdead(src)) break;
  8184. switch (ud->skillid) {
  8185. //These should become skill_castend_pos
  8186. case WE_CALLPARTNER:
  8187. if(sd) clif_callpartner(sd);
  8188. case WE_CALLPARENT:
  8189. case WE_CALLBABY:
  8190. case AM_RESURRECTHOMUN:
  8191. case PF_SPIDERWEB:
  8192. //Find a random spot to place the skill. [Skotlex]
  8193. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  8194. ud->skillx = target->x + inf2;
  8195. ud->skilly = target->y + inf2;
  8196. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  8197. ud->skillx = target->x;
  8198. ud->skilly = target->y;
  8199. }
  8200. ud->skilltimer=tid;
  8201. return skill_castend_pos(tid,tick,id,data);
  8202. case GN_WALLOFTHORN:
  8203. ud->skillx = target->x;
  8204. ud->skilly = target->y;
  8205. ud->skilltimer = tid;
  8206. return skill_castend_pos(tid,tick,id,data);
  8207. }
  8208. if(ud->skillid == RG_BACKSTAP) {
  8209. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  8210. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  8211. break;
  8212. }
  8213. }
  8214. if( ud->skillid == PR_TURNUNDEAD )
  8215. {
  8216. struct status_data *tstatus = status_get_status_data(target);
  8217. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  8218. break;
  8219. }
  8220. if( ud->skillid == RA_WUGSTRIKE ){
  8221. if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  8222. break;
  8223. }
  8224. if( ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA )
  8225. {
  8226. sc = status_get_sc(target);
  8227. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  8228. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  8229. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  8230. break;
  8231. }
  8232. }
  8233. else
  8234. { // Check target validity.
  8235. inf = skill_get_inf(ud->skillid);
  8236. inf2 = skill_get_inf2(ud->skillid);
  8237. if(inf&INF_ATTACK_SKILL ||
  8238. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  8239. ) // Casted through combo.
  8240. inf = BCT_ENEMY; //Offensive skill.
  8241. else if(inf2&INF2_NO_ENEMY)
  8242. inf = BCT_NOENEMY;
  8243. else
  8244. inf = 0;
  8245. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  8246. {
  8247. inf |=
  8248. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  8249. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  8250. //Remove neutral targets (but allow enemy if skill is designed to be so)
  8251. inf &= ~BCT_NEUTRAL;
  8252. }
  8253. if( ud->skillid >= SL_SKE && ud->skillid <= SL_SKA && target->type == BL_MOB )
  8254. {
  8255. if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
  8256. break;
  8257. }
  8258. else
  8259. if (inf && battle_check_target(src, target, inf) <= 0){
  8260. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8261. break;
  8262. }
  8263. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  8264. sc->data[SC_FOGWALL] &&
  8265. rnd()%100 < 75)
  8266. { //Fogwall makes all offensive-type targetted skills fail at 75%
  8267. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8268. break;
  8269. }
  8270. }
  8271. //Avoid doing double checks for instant-cast skills.
  8272. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skillid, 1))
  8273. break;
  8274. if(md) {
  8275. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  8276. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  8277. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  8278. }
  8279. if(src != target && battle_config.skill_add_range &&
  8280. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  8281. {
  8282. if (sd) {
  8283. clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8284. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  8285. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  8286. }
  8287. break;
  8288. }
  8289. if( sd )
  8290. {
  8291. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  8292. break;
  8293. else
  8294. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  8295. }
  8296. #ifdef OFFICIAL_WALKPATH
  8297. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  8298. break;
  8299. #endif
  8300. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  8301. break;
  8302. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  8303. {
  8304. ud->state.running = 0;
  8305. status_change_end(src, SC_RUN, INVALID_TIMER);
  8306. flag = 1;
  8307. }
  8308. if (ud->walktimer != INVALID_TIMER && ud->skillid != TK_RUN && ud->skillid != RA_WUGDASH)
  8309. unit_stop_walking(src,1);
  8310. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8311. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  8312. if( sd && skill_get_cooldown(ud->skillid,ud->skilllv) > 0 ){
  8313. int i, cooldown = skill_get_cooldown(ud->skillid, ud->skilllv);
  8314. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
  8315. if (sd->skillcooldown[i].id == ud->skillid){
  8316. cooldown += sd->skillcooldown[i].val;
  8317. break;
  8318. }
  8319. }
  8320. skill_blockpc_start(sd, ud->skillid, cooldown);
  8321. }
  8322. if( battle_config.display_status_timers && sd )
  8323. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
  8324. if( sd )
  8325. {
  8326. switch( ud->skillid )
  8327. {
  8328. case GS_DESPERADO:
  8329. sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv);
  8330. break;
  8331. case CR_GRANDCROSS:
  8332. case NPC_GRANDDARKNESS:
  8333. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  8334. {
  8335. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  8336. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 )
  8337. break;
  8338. }
  8339. sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv));
  8340. break;
  8341. }
  8342. }
  8343. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  8344. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  8345. if(battle_config.skill_log && battle_config.skill_log&src->type)
  8346. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  8347. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  8348. map_freeblock_lock();
  8349. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  8350. skill_toggle_magicpower(src, ud->skillid);
  8351. if( ud->skillid != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses
  8352. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  8353. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  8354. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  8355. else
  8356. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  8357. sc = status_get_sc(src);
  8358. if(sc && sc->count) {
  8359. if(sc->data[SC_SPIRIT] &&
  8360. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  8361. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  8362. ud->skillid != WZ_WATERBALL)
  8363. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  8364. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skillid)&INF2_SONG_DANCE && sd )
  8365. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  8366. }
  8367. if( sd && ud->skillid != SA_ABRACADABRA && ud->skillid != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  8368. sd->skillitem = sd->skillitemlv = 0;
  8369. if (ud->skilltimer == INVALID_TIMER) {
  8370. if(md) md->skillidx = -1;
  8371. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  8372. ud->skilllv = ud->skilltarget = 0;
  8373. }
  8374. map_freeblock_unlock();
  8375. return 1;
  8376. } while(0);
  8377. //Skill failed.
  8378. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  8379. { //When Asura fails... (except when it fails from Fog of Wall)
  8380. //Consume SP/spheres
  8381. skill_consume_requirement(sd,ud->skillid, ud->skilllv,1);
  8382. status_set_sp(src, 0, 0);
  8383. sc = &sd->sc;
  8384. if (sc->count)
  8385. { //End states
  8386. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  8387. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  8388. }
  8389. if (target && target->m == src->m)
  8390. { //Move character to target anyway.
  8391. int dx,dy;
  8392. dx = target->x - src->x;
  8393. dy = target->y - src->y;
  8394. if(dx > 0) dx++;
  8395. else if(dx < 0) dx--;
  8396. if (dy > 0) dy++;
  8397. else if(dy < 0) dy--;
  8398. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  8399. { //Display movement + animation.
  8400. clif_slide(src,src->x,src->y);
  8401. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  8402. }
  8403. clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8404. }
  8405. }
  8406. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  8407. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8408. ud->canact_tick = tick;
  8409. //You can't place a skill failed packet here because it would be
  8410. //sent in ALL cases, even cases where skill_check_condition fails
  8411. //which would lead to double 'skill failed' messages u.u [Skotlex]
  8412. if(sd)
  8413. sd->skillitem = sd->skillitemlv = 0;
  8414. else if(md)
  8415. md->skillidx = -1;
  8416. return 0;
  8417. }
  8418. /*==========================================
  8419. *
  8420. *------------------------------------------*/
  8421. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  8422. {
  8423. struct block_list* src = map_id2bl(id);
  8424. int maxcount;
  8425. struct map_session_data *sd;
  8426. struct unit_data *ud = unit_bl2ud(src);
  8427. struct mob_data *md;
  8428. nullpo_ret(ud);
  8429. sd = BL_CAST(BL_PC , src);
  8430. md = BL_CAST(BL_MOB, src);
  8431. if( src->prev == NULL ) {
  8432. ud->skilltimer = INVALID_TIMER;
  8433. return 0;
  8434. }
  8435. if( ud->skilltimer != tid )
  8436. {
  8437. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  8438. ud->skilltimer = INVALID_TIMER;
  8439. return 0;
  8440. }
  8441. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skillid == LG_EXEEDBREAK ) )
  8442. {// restore original walk speed
  8443. ud->skilltimer = INVALID_TIMER;
  8444. status_calc_bl(&sd->bl, SCB_SPEED);
  8445. }
  8446. ud->skilltimer = INVALID_TIMER;
  8447. do {
  8448. if( status_isdead(src) )
  8449. break;
  8450. if( !(src->type&battle_config.skill_reiteration) &&
  8451. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  8452. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  8453. )
  8454. {
  8455. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8456. break;
  8457. }
  8458. if( src->type&battle_config.skill_nofootset &&
  8459. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  8460. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  8461. )
  8462. {
  8463. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8464. break;
  8465. }
  8466. if( src->type&battle_config.land_skill_limit &&
  8467. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  8468. ) {
  8469. int i;
  8470. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  8471. if(ud->skillunit[i]->skill_id == ud->skillid)
  8472. maxcount--;
  8473. }
  8474. if( maxcount == 0 )
  8475. {
  8476. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8477. break;
  8478. }
  8479. }
  8480. if(tid != INVALID_TIMER)
  8481. { //Avoid double checks on instant cast skills. [Skotlex]
  8482. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  8483. break;
  8484. if(battle_config.skill_add_range &&
  8485. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  8486. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  8487. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  8488. break;
  8489. }
  8490. }
  8491. if( sd )
  8492. {
  8493. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  8494. break;
  8495. else
  8496. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  8497. }
  8498. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  8499. break;
  8500. if(md) {
  8501. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  8502. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  8503. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  8504. }
  8505. if(battle_config.skill_log && battle_config.skill_log&src->type)
  8506. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  8507. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  8508. if (ud->walktimer != INVALID_TIMER)
  8509. unit_stop_walking(src,1);
  8510. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8511. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  8512. if( sd && skill_get_cooldown(ud->skillid,ud->skilllv) > 0 ){
  8513. int i, cooldown = skill_get_cooldown(ud->skillid, ud->skilllv);
  8514. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
  8515. if (sd->skillcooldown[i].id == ud->skillid){
  8516. cooldown += sd->skillcooldown[i].val;
  8517. break;
  8518. }
  8519. }
  8520. skill_blockpc_start(sd, ud->skillid, cooldown);
  8521. }
  8522. if( battle_config.display_status_timers && sd )
  8523. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
  8524. // if( sd )
  8525. // {
  8526. // switch( ud->skillid )
  8527. // {
  8528. // case ????:
  8529. // sd->canequip_tick = tick + ????;
  8530. // break;
  8531. // }
  8532. // }
  8533. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  8534. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses
  8535. map_freeblock_lock();
  8536. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  8537. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  8538. sd->skillitem = sd->skillitemlv = 0;
  8539. if (ud->skilltimer == INVALID_TIMER) {
  8540. if (md) md->skillidx = -1;
  8541. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  8542. ud->skilllv = ud->skillx = ud->skilly = 0;
  8543. }
  8544. map_freeblock_unlock();
  8545. return 1;
  8546. } while(0);
  8547. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8548. ud->canact_tick = tick;
  8549. ud->skillid = ud->skilllv = 0;
  8550. if(sd)
  8551. sd->skillitem = sd->skillitemlv = 0;
  8552. else if(md)
  8553. md->skillidx = -1;
  8554. return 0;
  8555. }
  8556. /*==========================================
  8557. *
  8558. *------------------------------------------*/
  8559. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  8560. {
  8561. struct map_session_data* sd;
  8562. struct status_change* sc;
  8563. struct status_change_entry *sce;
  8564. struct skill_unit_group* sg;
  8565. enum sc_type type;
  8566. int i;
  8567. //if(skilllv <= 0) return 0;
  8568. if(skillid > 0 && skilllv <= 0) return 0; // celest
  8569. nullpo_ret(src);
  8570. if(status_isdead(src))
  8571. return 0;
  8572. sd = BL_CAST(BL_PC, src);
  8573. sc = status_get_sc(src);
  8574. type = status_skill2sc(skillid);
  8575. sce = (sc && type != -1)?sc->data[type]:NULL;
  8576. switch (skillid) { //Skill effect.
  8577. case WZ_METEOR:
  8578. case MO_BODYRELOCATION:
  8579. case CR_CULTIVATION:
  8580. case HW_GANBANTEIN:
  8581. case LG_EARTHDRIVE:
  8582. break; //Effect is displayed on respective switch case.
  8583. default:
  8584. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  8585. clif_skill_nodamage(src,src,skillid,skilllv,1);
  8586. else
  8587. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  8588. }
  8589. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  8590. skill_toggle_magicpower(src, skillid);
  8591. switch(skillid)
  8592. {
  8593. case PR_BENEDICTIO:
  8594. skill_area_temp[1] = src->id;
  8595. i = skill_get_splash(skillid, skilllv);
  8596. map_foreachinarea(skill_area_sub,
  8597. src->m, x-i, y-i, x+i, y+i, BL_PC,
  8598. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  8599. skill_castend_nodamage_id);
  8600. map_foreachinarea(skill_area_sub,
  8601. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8602. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  8603. skill_castend_damage_id);
  8604. break;
  8605. case BS_HAMMERFALL:
  8606. i = skill_get_splash(skillid, skilllv);
  8607. map_foreachinarea (skill_area_sub,
  8608. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8609. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  8610. skill_castend_nodamage_id);
  8611. break;
  8612. case HT_DETECTING:
  8613. i = skill_get_splash(skillid, skilllv);
  8614. map_foreachinarea( status_change_timer_sub,
  8615. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  8616. src,NULL,SC_SIGHT,tick);
  8617. if(battle_config.traps_setting&1)
  8618. map_foreachinarea( skill_reveal_trap,
  8619. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  8620. break;
  8621. case SR_RIDEINLIGHTNING:
  8622. i = skill_get_splash(skillid, skilllv);
  8623. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8624. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  8625. break;
  8626. case SA_VOLCANO:
  8627. case SA_DELUGE:
  8628. case SA_VIOLENTGALE:
  8629. { //Does not consumes if the skill is already active. [Skotlex]
  8630. struct skill_unit_group *sg;
  8631. if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  8632. {
  8633. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  8634. {
  8635. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8636. return 0; // not to consume items
  8637. }
  8638. else
  8639. sg->limit = 0; //Disable it.
  8640. }
  8641. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8642. break;
  8643. }
  8644. case MG_SAFETYWALL:
  8645. case MG_FIREWALL:
  8646. case MG_THUNDERSTORM:
  8647. case AL_PNEUMA:
  8648. case WZ_ICEWALL:
  8649. case WZ_FIREPILLAR:
  8650. case WZ_QUAGMIRE:
  8651. case WZ_VERMILION:
  8652. case WZ_STORMGUST:
  8653. case WZ_HEAVENDRIVE:
  8654. case PR_SANCTUARY:
  8655. case PR_MAGNUS:
  8656. case CR_GRANDCROSS:
  8657. case NPC_GRANDDARKNESS:
  8658. case HT_SKIDTRAP:
  8659. case MA_SKIDTRAP:
  8660. case HT_LANDMINE:
  8661. case MA_LANDMINE:
  8662. case HT_ANKLESNARE:
  8663. case HT_SHOCKWAVE:
  8664. case HT_SANDMAN:
  8665. case MA_SANDMAN:
  8666. case HT_FLASHER:
  8667. case HT_FREEZINGTRAP:
  8668. case MA_FREEZINGTRAP:
  8669. case HT_BLASTMINE:
  8670. case HT_CLAYMORETRAP:
  8671. case AS_VENOMDUST:
  8672. case AM_DEMONSTRATION:
  8673. case PF_FOGWALL:
  8674. case PF_SPIDERWEB:
  8675. case HT_TALKIEBOX:
  8676. case WE_CALLPARTNER:
  8677. case WE_CALLPARENT:
  8678. case WE_CALLBABY:
  8679. case AC_SHOWER: //Ground-placed skill implementation.
  8680. case MA_SHOWER:
  8681. case SA_LANDPROTECTOR:
  8682. case BD_LULLABY:
  8683. case BD_RICHMANKIM:
  8684. case BD_ETERNALCHAOS:
  8685. case BD_DRUMBATTLEFIELD:
  8686. case BD_RINGNIBELUNGEN:
  8687. case BD_ROKISWEIL:
  8688. case BD_INTOABYSS:
  8689. case BD_SIEGFRIED:
  8690. case BA_DISSONANCE:
  8691. case BA_POEMBRAGI:
  8692. case BA_WHISTLE:
  8693. case BA_ASSASSINCROSS:
  8694. case BA_APPLEIDUN:
  8695. case DC_UGLYDANCE:
  8696. case DC_HUMMING:
  8697. case DC_DONTFORGETME:
  8698. case DC_FORTUNEKISS:
  8699. case DC_SERVICEFORYOU:
  8700. case CG_MOONLIT:
  8701. case GS_DESPERADO:
  8702. case NJ_KAENSIN:
  8703. case NJ_BAKUENRYU:
  8704. case NJ_SUITON:
  8705. case NJ_HYOUSYOURAKU:
  8706. case NJ_RAIGEKISAI:
  8707. case NJ_KAMAITACHI:
  8708. #ifdef RENEWAL
  8709. case NJ_HUUMA:
  8710. #endif
  8711. case NPC_EVILLAND:
  8712. case RA_ELECTRICSHOCKER:
  8713. case RA_CLUSTERBOMB:
  8714. case RA_MAGENTATRAP:
  8715. case RA_COBALTTRAP:
  8716. case RA_MAIZETRAP:
  8717. case RA_VERDURETRAP:
  8718. case RA_FIRINGTRAP:
  8719. case RA_ICEBOUNDTRAP:
  8720. case SC_MANHOLE:
  8721. case SC_DIMENSIONDOOR:
  8722. case SC_CHAOSPANIC:
  8723. case SC_BLOODYLUST:
  8724. case SC_MAELSTROM:
  8725. case WM_REVERBERATION:
  8726. case WM_SEVERE_RAINSTORM:
  8727. case WM_POEMOFNETHERWORLD:
  8728. case SO_PSYCHIC_WAVE:
  8729. case SO_VACUUM_EXTREME:
  8730. case GN_WALLOFTHORN:
  8731. case GN_THORNS_TRAP:
  8732. case GN_DEMONIC_FIRE:
  8733. case GN_HELLS_PLANT:
  8734. case SO_EARTHGRAVE:
  8735. case SO_DIAMONDDUST:
  8736. case SO_FIRE_INSIGNIA:
  8737. case SO_WATER_INSIGNIA:
  8738. case SO_WIND_INSIGNIA:
  8739. case SO_EARTH_INSIGNIA:
  8740. case MH_POISON_MIST:
  8741. case KO_HUUMARANKA:
  8742. case KO_MUCHANAGE:
  8743. case KO_BAKURETSU:
  8744. case KO_ZENKAI:
  8745. //case KO_MAKIBISHI:
  8746. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  8747. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  8748. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8749. break;
  8750. case RG_GRAFFITI: /* Graffiti [Valaris] */
  8751. skill_clear_unitgroup(src);
  8752. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8753. flag|=1;
  8754. break;
  8755. case HP_BASILICA:
  8756. if( sc->data[SC_BASILICA] )
  8757. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica
  8758. else
  8759. { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  8760. skill_clear_unitgroup(src);
  8761. if( skill_unitsetting(src,skillid,skilllv,x,y,0) )
  8762. sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
  8763. flag|=1;
  8764. }
  8765. break;
  8766. case CG_HERMODE:
  8767. skill_clear_unitgroup(src);
  8768. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  8769. sc_start4(src,SC_DANCING,100,
  8770. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  8771. flag|=1;
  8772. break;
  8773. case RG_CLEANER: // [Valaris]
  8774. i = skill_get_splash(skillid, skilllv);
  8775. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  8776. break;
  8777. case SO_CLOUD_KILL:
  8778. case SO_WARMER:
  8779. flag|=(skillid == SO_WARMER)?8:4;
  8780. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8781. break;
  8782. case WZ_METEOR: {
  8783. int area = skill_get_splash(skillid, skilllv);
  8784. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  8785. for( i = 0; i < 2 + (skilllv>>1); i++ ) {
  8786. // Creates a random Cell in the Splash Area
  8787. tmpx = x - area + rnd()%(area * 2 + 1);
  8788. tmpy = y - area + rnd()%(area * 2 + 1);
  8789. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  8790. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  8791. if( i > 0 )
  8792. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,0);
  8793. x1 = tmpx;
  8794. y1 = tmpy;
  8795. }
  8796. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,0);
  8797. }
  8798. break;
  8799. case AL_WARP:
  8800. if(sd)
  8801. {
  8802. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  8803. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  8804. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  8805. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  8806. );
  8807. }
  8808. return 0; // not to consume item.
  8809. case MO_BODYRELOCATION:
  8810. if (unit_movepos(src, x, y, 1, 1)) {
  8811. #if PACKETVER >= 20111005
  8812. clif_snap(src, src->x, src->y);
  8813. #else
  8814. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  8815. #endif
  8816. if (sd)
  8817. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  8818. }
  8819. break;
  8820. case NJ_SHADOWJUMP:
  8821. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds.
  8822. unit_movepos(src, x, y, 1, 0);
  8823. clif_slide(src,x,y);
  8824. }
  8825. status_change_end(src, SC_HIDING, INVALID_TIMER);
  8826. break;
  8827. case AM_SPHEREMINE:
  8828. case AM_CANNIBALIZE:
  8829. {
  8830. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  8831. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  8832. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  8833. struct mob_data *md;
  8834. // Correct info, don't change any of this! [celest]
  8835. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  8836. if (md) {
  8837. md->master_id = src->id;
  8838. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  8839. if( md->deletetimer != INVALID_TIMER )
  8840. delete_timer(md->deletetimer, mob_timer_delete);
  8841. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  8842. mob_spawn (md); //Now it is ready for spawning.
  8843. }
  8844. }
  8845. break;
  8846. // Slim Pitcher [Celest]
  8847. case CR_SLIMPITCHER:
  8848. if (sd) {
  8849. int i = skilllv%11 - 1;
  8850. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  8851. if( j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] )
  8852. {
  8853. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8854. return 1;
  8855. }
  8856. potion_flag = 1;
  8857. potion_hp = 0;
  8858. potion_sp = 0;
  8859. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8860. potion_flag = 0;
  8861. //Apply skill bonuses
  8862. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  8863. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  8864. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  8865. + pc_skillheal_bonus(sd, skillid);
  8866. potion_hp = potion_hp * (100+i)/100;
  8867. potion_sp = potion_sp * (100+i)/100;
  8868. if(potion_hp > 0 || potion_sp > 0) {
  8869. i = skill_get_splash(skillid, skilllv);
  8870. map_foreachinarea(skill_area_sub,
  8871. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  8872. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  8873. skill_castend_nodamage_id);
  8874. }
  8875. } else {
  8876. int i = skilllv%11 - 1;
  8877. struct item_data *item;
  8878. i = skill_db[skillid].itemid[i];
  8879. item = itemdb_search(i);
  8880. potion_flag = 1;
  8881. potion_hp = 0;
  8882. potion_sp = 0;
  8883. run_script(item->script,0,src->id,0);
  8884. potion_flag = 0;
  8885. i = skill_get_max(CR_SLIMPITCHER)*10;
  8886. potion_hp = potion_hp * (100+i)/100;
  8887. potion_sp = potion_sp * (100+i)/100;
  8888. if(potion_hp > 0 || potion_sp > 0) {
  8889. i = skill_get_splash(skillid, skilllv);
  8890. map_foreachinarea(skill_area_sub,
  8891. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  8892. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  8893. skill_castend_nodamage_id);
  8894. }
  8895. }
  8896. break;
  8897. case HW_GANBANTEIN:
  8898. if (rnd()%100 < 80) {
  8899. int dummy = 1;
  8900. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  8901. i = skill_get_splash(skillid, skilllv);
  8902. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  8903. } else {
  8904. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8905. return 1;
  8906. }
  8907. break;
  8908. case HW_GRAVITATION:
  8909. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  8910. sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
  8911. flag|=1;
  8912. break;
  8913. // Plant Cultivation [Celest]
  8914. case CR_CULTIVATION:
  8915. if (sd) {
  8916. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  8917. {
  8918. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8919. return 1;
  8920. }
  8921. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  8922. if (rnd()%100 < 50) {
  8923. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8924. } else {
  8925. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"");
  8926. int i;
  8927. if (!md) break;
  8928. if ((i = skill_get_time(skillid, skilllv)) > 0)
  8929. {
  8930. if( md->deletetimer != INVALID_TIMER )
  8931. delete_timer(md->deletetimer, mob_timer_delete);
  8932. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  8933. }
  8934. mob_spawn (md);
  8935. }
  8936. }
  8937. break;
  8938. case SG_SUN_WARM:
  8939. case SG_MOON_WARM:
  8940. case SG_STAR_WARM:
  8941. skill_clear_unitgroup(src);
  8942. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  8943. sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  8944. flag|=1;
  8945. break;
  8946. case PA_GOSPEL:
  8947. if (sce && sce->val4 == BCT_SELF)
  8948. {
  8949. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  8950. return 0;
  8951. }
  8952. else
  8953. {
  8954. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  8955. if (!sg) break;
  8956. if (sce)
  8957. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  8958. sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
  8959. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  8960. }
  8961. break;
  8962. case NJ_TATAMIGAESHI:
  8963. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  8964. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  8965. break;
  8966. case AM_RESURRECTHOMUN: //[orn]
  8967. if (sd)
  8968. {
  8969. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  8970. {
  8971. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8972. break;
  8973. }
  8974. }
  8975. break;
  8976. case NC_COLDSLOWER:
  8977. case NC_ARMSCANNON:
  8978. case RK_DRAGONBREATH:
  8979. case RK_WINDCUTTER:
  8980. case WM_LULLABY_DEEPSLEEP:
  8981. i = skill_get_splash(skillid,skilllv);
  8982. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  8983. src,skillid,skilllv,tick,flag|(skillid==WM_LULLABY_DEEPSLEEP?BCT_ALL:BCT_ENEMY)|1,skill_castend_damage_id);
  8984. break;
  8985. /**
  8986. * Guilotine Cross
  8987. **/
  8988. case GC_POISONSMOKE:
  8989. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  8990. if( sd )
  8991. clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  8992. return 0;
  8993. }
  8994. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  8995. skill_unitsetting(src, skillid, skilllv, x, y, flag);
  8996. //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect.
  8997. break;
  8998. /**
  8999. * Arch Bishop
  9000. **/
  9001. case AB_EPICLESIS:
  9002. if( (sg = skill_unitsetting(src, skillid, skilllv, x, y, 0)) ) {
  9003. i = sg->unit->range;
  9004. map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  9005. }
  9006. break;
  9007. /**
  9008. * Warlock
  9009. **/
  9010. case WL_COMET:
  9011. if( sc ) {
  9012. sc->comet_x = x;
  9013. sc->comet_y = y;
  9014. }
  9015. i = skill_get_splash(skillid,skilllv);
  9016. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9017. break;
  9018. case WL_EARTHSTRAIN:
  9019. {
  9020. int i, wave = skilllv + 4, dir = map_calc_dir(src,x,y);
  9021. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  9022. for( i = 1; i <= wave; i++ )
  9023. {
  9024. switch( dir ){
  9025. case 0: case 1: case 7: sy = y + i; break;
  9026. case 3: case 4: case 5: sy = y - i; break;
  9027. case 2: sx = x - i; break;
  9028. case 6: sx = x + i; break;
  9029. }
  9030. skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skillid,skilllv,dir,flag&2);
  9031. }
  9032. }
  9033. break;
  9034. /**
  9035. * Ranger
  9036. **/
  9037. case RA_DETONATOR:
  9038. i = skill_get_splash(skillid, skilllv);
  9039. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  9040. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  9041. break;
  9042. /**
  9043. * Mechanic
  9044. **/
  9045. case NC_NEUTRALBARRIER:
  9046. case NC_STEALTHFIELD:
  9047. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  9048. if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL ) {
  9049. sc_start2(src,skillid == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  9050. if( sd ) pc_overheat(sd,1);
  9051. }
  9052. break;
  9053. case NC_SILVERSNIPER:
  9054. {
  9055. int class_ = 2042;
  9056. struct mob_data *md;
  9057. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "");
  9058. if( md )
  9059. {
  9060. md->master_id = src->id;
  9061. md->special_state.ai = 3;
  9062. if( md->deletetimer != INVALID_TIMER )
  9063. delete_timer(md->deletetimer, mob_timer_delete);
  9064. md->deletetimer = add_timer (gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
  9065. mob_spawn( md );
  9066. }
  9067. }
  9068. break;
  9069. case NC_MAGICDECOY:
  9070. if( sd ) clif_magicdecoy_list(sd,skilllv,x,y);
  9071. break;
  9072. case SC_FEINTBOMB:
  9073. clif_skill_nodamage(src,src,skillid,skilllv,1);
  9074. skill_unitsetting(src,skillid,skilllv,x,y,0); // Set bomb on current Position
  9075. skill_blown(src,src,6,unit_getdir(src),0);
  9076. break;
  9077. case LG_OVERBRAND:
  9078. {
  9079. int width;//according to data from irowiki it actually is a square
  9080. for( width = 0; width < 7; width++ )
  9081. for( i = 0; i < 7; i++ )
  9082. map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, LG_OVERBRAND_BRANDISH, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  9083. for( width = 0; width < 7; width++ )
  9084. for( i = 0; i < 7; i++ )
  9085. map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  9086. }
  9087. break;
  9088. case LG_BANDING:
  9089. if( sc && sc->data[SC_BANDING] )
  9090. status_change_end(src,SC_BANDING,INVALID_TIMER);
  9091. else if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL ) {
  9092. sc_start4(src,SC_BANDING,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  9093. if( sd ) pc_banding(sd,skilllv);
  9094. }
  9095. clif_skill_nodamage(src,src,skillid,skilllv,1);
  9096. break;
  9097. case LG_RAYOFGENESIS:
  9098. if( status_charge(src,status_get_max_hp(src)*3*skilllv / 100,0) ) {
  9099. i = skill_get_splash(skillid,skilllv);
  9100. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9101. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9102. } else if( sd )
  9103. clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
  9104. break;
  9105. case WM_DOMINION_IMPULSE:
  9106. i = skill_get_splash(skillid, skilllv);
  9107. map_foreachinarea( skill_ative_reverberation,
  9108. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  9109. break;
  9110. case WM_GREAT_ECHO:
  9111. flag|=1; // Should counsume 1 item per skill usage.
  9112. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
  9113. break;
  9114. case GN_CRAZYWEED: {
  9115. int area = skill_get_splash(GN_CRAZYWEED_ATK, skilllv);
  9116. short x1 = 0, y1 = 0;
  9117. for( i = 0; i < 3 + (skilllv/2); i++ ) {
  9118. x1 = x - area + rnd()%(area * 2 + 1);
  9119. y1 = y - area + rnd()%(area * 2 + 1);
  9120. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skilllv,-1,0);
  9121. }
  9122. }
  9123. break;
  9124. case GN_FIRE_EXPANSION: {
  9125. int i;
  9126. struct unit_data *ud = unit_bl2ud(src);
  9127. if( !ud ) break;
  9128. for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
  9129. if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
  9130. distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
  9131. switch( skilllv ) {
  9132. case 3:
  9133. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
  9134. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
  9135. break;
  9136. case 4:
  9137. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
  9138. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
  9139. break;
  9140. case 5:
  9141. map_foreachinarea(skill_area_sub, src->m,
  9142. ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
  9143. ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
  9144. src, CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skilllv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id);
  9145. skill_delunit(ud->skillunit[i]->unit);
  9146. break;
  9147. default:
  9148. ud->skillunit[i]->unit->val2 = skilllv;
  9149. ud->skillunit[i]->unit->group->val2 = skilllv;
  9150. break;
  9151. }
  9152. }
  9153. }
  9154. }
  9155. break;
  9156. case SO_FIREWALK:
  9157. case SO_ELECTRICWALK:
  9158. if( sc && sc->data[type] )
  9159. status_change_end(src,type,INVALID_TIMER);
  9160. clif_skill_nodamage(src, src ,skillid, skilllv,
  9161. sc_start2(src, type, 100, skillid, skilllv, skill_get_time(skillid, skilllv)));
  9162. break;
  9163. default:
  9164. if( skillid >= HM_SKILLBASE && skillid <= HM_SKILLBASE + MAX_HOMUNSKILL ) {
  9165. if( src->type == BL_HOM && ((TBL_HOM*)src)->master->fd )
  9166. clif_colormes(((TBL_HOM*)src)->master, COLOR_RED, "This skill is not yet supported");
  9167. } else /* temporary until all the homun-s skills are supported otherwise console would fill up with pointless warnings */
  9168. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  9169. return 1;
  9170. }
  9171. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  9172. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9173. if( sd )
  9174. {// ensure that the skill last-cast tick is recorded
  9175. sd->canskill_tick = gettick();
  9176. if( sd->state.arrow_atk && !(flag&1) )
  9177. {// consume arrow if this is a ground skill
  9178. battle_consume_ammo(sd, skillid, skilllv);
  9179. }
  9180. // perform skill requirement consumption
  9181. skill_consume_requirement(sd,skillid,skilllv,2);
  9182. }
  9183. return 0;
  9184. }
  9185. /*==========================================
  9186. *
  9187. *------------------------------------------*/
  9188. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  9189. {
  9190. nullpo_ret(sd);
  9191. //Simplify skill_failed code.
  9192. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  9193. if(skill_num != sd->menuskill_id)
  9194. return 0;
  9195. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  9196. skill_failed(sd);
  9197. return 0;
  9198. }
  9199. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  9200. skill_failed(sd);
  9201. return 0;
  9202. }
  9203. if(sd->sc.count && (
  9204. sd->sc.data[SC_SILENCE] ||
  9205. sd->sc.data[SC_ROKISWEIL] ||
  9206. sd->sc.data[SC_AUTOCOUNTER] ||
  9207. sd->sc.data[SC_STEELBODY] ||
  9208. (sd->sc.data[SC_DANCING] && skill_num < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) ||
  9209. sd->sc.data[SC_BERSERK] ||
  9210. sd->sc.data[SC_BASILICA] ||
  9211. sd->sc.data[SC_MARIONETTE] ||
  9212. sd->sc.data[SC_WHITEIMPRISON] ||
  9213. (sd->sc.data[SC_STASIS] && skill_block_check(&sd->bl, SC_STASIS, skill_num)) ||
  9214. (sd->sc.data[SC_KAGEHUMI] && skill_block_check(&sd->bl, SC_KAGEHUMI, skill_num)) ||
  9215. sd->sc.data[SC_OBLIVIONCURSE] ||
  9216. sd->sc.data[SC__MANHOLE]
  9217. )) {
  9218. skill_failed(sd);
  9219. return 0;
  9220. }
  9221. pc_stop_attack(sd);
  9222. pc_stop_walking(sd,0);
  9223. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  9224. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  9225. if(strcmp(map,"cancel")==0) {
  9226. skill_failed(sd);
  9227. return 0;
  9228. }
  9229. switch(skill_num)
  9230. {
  9231. case AL_TELEPORT:
  9232. if(strcmp(map,"Random")==0)
  9233. pc_randomwarp(sd,CLR_TELEPORT);
  9234. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  9235. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  9236. break;
  9237. case AL_WARP:
  9238. {
  9239. const struct point *p[4];
  9240. struct skill_unit_group *group;
  9241. int i, lv, wx, wy;
  9242. int maxcount=0;
  9243. int x,y;
  9244. unsigned short mapindex;
  9245. mapindex = mapindex_name2id((char*)map);
  9246. if(!mapindex) { //Given map not found?
  9247. clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
  9248. skill_failed(sd);
  9249. return 0;
  9250. }
  9251. p[0] = &sd->status.save_point;
  9252. p[1] = &sd->status.memo_point[0];
  9253. p[2] = &sd->status.memo_point[1];
  9254. p[3] = &sd->status.memo_point[2];
  9255. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  9256. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  9257. if(sd->ud.skillunit[i]->skill_id == skill_num)
  9258. maxcount--;
  9259. }
  9260. if(!maxcount) {
  9261. clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
  9262. skill_failed(sd);
  9263. return 0;
  9264. }
  9265. }
  9266. lv = sd->skillitem==skill_num?sd->skillitemlv:pc_checkskill(sd,skill_num);
  9267. wx = sd->menuskill_val>>16;
  9268. wy = sd->menuskill_val&0xffff;
  9269. if( lv <= 0 ) return 0;
  9270. if( lv > 4 ) lv = 4; // crash prevention
  9271. // check if the chosen map exists in the memo list
  9272. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  9273. if( i < lv ) {
  9274. x=p[i]->x;
  9275. y=p[i]->y;
  9276. } else {
  9277. skill_failed(sd);
  9278. return 0;
  9279. }
  9280. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  9281. { // This checks versus skillid/skilllv...
  9282. skill_failed(sd);
  9283. return 0;
  9284. }
  9285. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  9286. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  9287. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  9288. skill_failed(sd);
  9289. return 0;
  9290. }
  9291. group->val1 = (group->val1<<16)|(short)0;
  9292. // record the destination coordinates
  9293. group->val2 = (x<<16)|y;
  9294. group->val3 = mapindex;
  9295. }
  9296. break;
  9297. }
  9298. sd->menuskill_id = sd->menuskill_val = 0;
  9299. return 0;
  9300. #undef skill_failed
  9301. }
  9302. /// transforms 'target' skill unit into dissonance (if conditions are met)
  9303. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  9304. {
  9305. struct skill_unit* target = (struct skill_unit*)bl;
  9306. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  9307. int flag = va_arg(ap, int);
  9308. if (src == target)
  9309. return 0;
  9310. if (!target->group || !(target->group->state.song_dance&0x1))
  9311. return 0;
  9312. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  9313. return 0;
  9314. if (flag) //Set dissonance
  9315. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  9316. else //Remove dissonance
  9317. target->val2 &= ~UF_ENSEMBLE;
  9318. clif_skill_setunit(target); //Update look of affected cell.
  9319. return 1;
  9320. }
  9321. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  9322. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  9323. //When 1, this unit has been positioned, so start the cancel effect.
  9324. int skill_dance_overlap(struct skill_unit* unit, int flag)
  9325. {
  9326. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  9327. return 0;
  9328. if (!flag && !(unit->val2&UF_ENSEMBLE))
  9329. return 0; //Nothing to remove, this unit is not overlapped.
  9330. if (unit->val1 != unit->group->skill_id)
  9331. { //Reset state
  9332. unit->val1 = unit->group->skill_id;
  9333. unit->val2 &= ~UF_ENSEMBLE;
  9334. }
  9335. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  9336. }
  9337. /*==========================================
  9338. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  9339. * Flag: 0 - Convert, 1 - Revert.
  9340. *------------------------------------------*/
  9341. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  9342. {
  9343. static int prevflag = 1; // by default the backup is empty
  9344. static struct skill_unit_group backup;
  9345. struct skill_unit_group* group = unit->group;
  9346. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  9347. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  9348. return false;
  9349. if( flag == prevflag )
  9350. {// protection against attempts to read an empty backup / write to a full backup
  9351. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  9352. flag ? "read an empty backup" : "write to a full backup",
  9353. group->skill_id, group->skill_lv, group->src_id);
  9354. return false;
  9355. }
  9356. prevflag = flag;
  9357. if( !flag )
  9358. { //Transform
  9359. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  9360. // backup
  9361. backup.skill_id = group->skill_id;
  9362. backup.skill_lv = group->skill_lv;
  9363. backup.unit_id = group->unit_id;
  9364. backup.target_flag = group->target_flag;
  9365. backup.bl_flag = group->bl_flag;
  9366. backup.interval = group->interval;
  9367. // replace
  9368. group->skill_id = skillid;
  9369. group->skill_lv = 1;
  9370. group->unit_id = skill_get_unit_id(skillid,0);
  9371. group->target_flag = skill_get_unit_target(skillid);
  9372. group->bl_flag = skill_get_unit_bl_target(skillid);
  9373. group->interval = skill_get_unit_interval(skillid);
  9374. }
  9375. else
  9376. { //Restore
  9377. group->skill_id = backup.skill_id;
  9378. group->skill_lv = backup.skill_lv;
  9379. group->unit_id = backup.unit_id;
  9380. group->target_flag = backup.target_flag;
  9381. group->bl_flag = backup.bl_flag;
  9382. group->interval = backup.interval;
  9383. }
  9384. return true;
  9385. }
  9386. /**
  9387. * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW
  9388. **/
  9389. static int skill_icewall_block(struct block_list *bl,va_list ap) {
  9390. struct block_list *target = NULL;
  9391. struct mob_data *md = ((TBL_MOB*)bl);
  9392. nullpo_ret(bl);
  9393. nullpo_ret(md);
  9394. if( !md->target_id || ( target = map_id2bl(md->target_id) ) == NULL )
  9395. return 0;
  9396. if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) )
  9397. return 0;
  9398. if( !check_distance_bl(bl, target, status_get_range(bl) ) ) {
  9399. mob_unlocktarget(md,gettick());
  9400. mob_stop_walking(md,1);
  9401. }
  9402. return 0;
  9403. }
  9404. /*==========================================
  9405. * Initializes and sets a ground skill.
  9406. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  9407. *------------------------------------------*/
  9408. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  9409. {
  9410. struct skill_unit_group *group;
  9411. int i,limit,val1=0,val2=0,val3=0;
  9412. int target,interval,range,unit_flag,req_item=0;
  9413. struct s_skill_unit_layout *layout;
  9414. struct map_session_data *sd;
  9415. struct status_data *status;
  9416. struct status_change *sc;
  9417. int active_flag=1;
  9418. int subunt=0;
  9419. nullpo_retr(NULL, src);
  9420. limit = skill_get_time(skillid,skilllv);
  9421. range = skill_get_unit_range(skillid,skilllv);
  9422. interval = skill_get_unit_interval(skillid);
  9423. target = skill_get_unit_target(skillid);
  9424. unit_flag = skill_get_unit_flag(skillid);
  9425. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  9426. sd = BL_CAST(BL_PC, src);
  9427. status = status_get_status_data(src);
  9428. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  9429. switch( skillid ) {
  9430. case MG_SAFETYWALL:
  9431. #ifdef RENEWAL
  9432. /**
  9433. * According to data provided in RE, SW life is equal to 3 times caster's health
  9434. **/
  9435. val2 = status_get_max_hp(src) * 3;
  9436. #else
  9437. val2 = skilllv+1;
  9438. #endif
  9439. break;
  9440. case MG_FIREWALL:
  9441. if(sc && sc->data[SC_VIOLENTGALE])
  9442. limit = limit*3/2;
  9443. val2=4+skilllv;
  9444. break;
  9445. case AL_WARP:
  9446. val1=skilllv+6;
  9447. if(!(flag&1))
  9448. limit=2000;
  9449. else // previous implementation (not used anymore)
  9450. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  9451. if( src->type != BL_SKILL ) return NULL;
  9452. group = ((TBL_SKILL*)src)->group;
  9453. src = map_id2bl(group->src_id);
  9454. if( !src ) return NULL;
  9455. val2 = group->val2; //Copy the (x,y) position you warp to
  9456. val3 = group->val3; //as well as the mapindex to warp to.
  9457. }
  9458. break;
  9459. case HP_BASILICA:
  9460. val1 = src->id; // Store caster id.
  9461. break;
  9462. case PR_SANCTUARY:
  9463. case NPC_EVILLAND:
  9464. val1=(skilllv+3)*2;
  9465. break;
  9466. case WZ_FIREPILLAR:
  9467. if((flag&1)!=0)
  9468. limit=1000;
  9469. val1=skilllv+2;
  9470. break;
  9471. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  9472. case AM_DEMONSTRATION:
  9473. case GN_HELLS_PLANT:
  9474. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  9475. && (src->type&battle_config.vs_traps_bctall))
  9476. target = BCT_ALL;
  9477. break;
  9478. case HT_SHOCKWAVE:
  9479. val1=skilllv*15+10;
  9480. case HT_SANDMAN:
  9481. case MA_SANDMAN:
  9482. case HT_CLAYMORETRAP:
  9483. case HT_SKIDTRAP:
  9484. case MA_SKIDTRAP:
  9485. case HT_LANDMINE:
  9486. case MA_LANDMINE:
  9487. case HT_ANKLESNARE:
  9488. case HT_FLASHER:
  9489. case HT_FREEZINGTRAP:
  9490. case MA_FREEZINGTRAP:
  9491. case HT_BLASTMINE:
  9492. /**
  9493. * Ranger
  9494. **/
  9495. case RA_ELECTRICSHOCKER:
  9496. case RA_CLUSTERBOMB:
  9497. case RA_MAGENTATRAP:
  9498. case RA_COBALTTRAP:
  9499. case RA_MAIZETRAP:
  9500. case RA_VERDURETRAP:
  9501. case RA_FIRINGTRAP:
  9502. case RA_ICEBOUNDTRAP:
  9503. {
  9504. struct skill_condition req = skill_get_requirement(sd,skillid,skilllv);
  9505. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  9506. if( req.itemid[i] )
  9507. req_item = req.itemid[i];
  9508. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  9509. limit *= 4; // longer trap times in WOE [celest]
  9510. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  9511. target = BCT_ALL;
  9512. }
  9513. break;
  9514. case SA_LANDPROTECTOR:
  9515. case SA_VOLCANO:
  9516. case SA_DELUGE:
  9517. case SA_VIOLENTGALE:
  9518. {
  9519. struct skill_unit_group *old_sg;
  9520. if ((old_sg = skill_locate_element_field(src)) != NULL)
  9521. { //HelloKitty confirmed that these are interchangeable,
  9522. //so you can change element and not consume gemstones.
  9523. if ((
  9524. old_sg->skill_id == SA_VOLCANO ||
  9525. old_sg->skill_id == SA_DELUGE ||
  9526. old_sg->skill_id == SA_VIOLENTGALE
  9527. ) && old_sg->limit > 0)
  9528. { //Use the previous limit (minus the elapsed time) [Skotlex]
  9529. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  9530. if (limit < 0) //This can happen...
  9531. limit = skill_get_time(skillid,skilllv);
  9532. }
  9533. skill_clear_group(src,1);
  9534. }
  9535. break;
  9536. }
  9537. case BA_DISSONANCE:
  9538. case DC_UGLYDANCE:
  9539. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  9540. break;
  9541. case BA_WHISTLE:
  9542. val1 = skilllv +status->agi/10; // Flee increase
  9543. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  9544. if(sd){
  9545. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  9546. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  9547. }
  9548. break;
  9549. case DC_HUMMING:
  9550. val1 = 2*skilllv+status->dex/10; // Hit increase
  9551. #ifdef RENEWAL
  9552. val1 *= 2;
  9553. #endif
  9554. if(sd)
  9555. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9556. break;
  9557. case BA_POEMBRAGI:
  9558. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  9559. //For some reason at level 10 the base delay reduction is 50%.
  9560. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  9561. if(sd){
  9562. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  9563. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  9564. }
  9565. break;
  9566. case DC_DONTFORGETME:
  9567. val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
  9568. val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
  9569. if(sd){
  9570. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9571. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  9572. }
  9573. break;
  9574. case BA_APPLEIDUN:
  9575. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  9576. if(sd)
  9577. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  9578. break;
  9579. case DC_SERVICEFORYOU:
  9580. val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  9581. val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
  9582. if(sd){
  9583. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  9584. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  9585. }
  9586. break;
  9587. case BA_ASSASSINCROSS:
  9588. val1 = 100+(10*skilllv)+(status->agi/10); // ASPD increase
  9589. if(sd)
  9590. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  9591. break;
  9592. case DC_FORTUNEKISS:
  9593. val1 = 10+skilllv+(status->luk/10); // Critical increase
  9594. if(sd)
  9595. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9596. val1*=10; //Because every 10 crit is an actual cri point.
  9597. break;
  9598. case BD_DRUMBATTLEFIELD:
  9599. #ifdef RENEWAL
  9600. val1 = (skilllv+5)*25; //Watk increase
  9601. val2 = skilllv*10; //Def increase
  9602. #else
  9603. val1 = (skilllv+1)*25; //Watk increase
  9604. val2 = (skilllv+1)*2; //Def increase
  9605. #endif
  9606. break;
  9607. case BD_RINGNIBELUNGEN:
  9608. val1 = (skilllv+2)*25; //Watk increase
  9609. break;
  9610. case BD_RICHMANKIM:
  9611. val1 = 25 + 11*skilllv; //Exp increase bonus.
  9612. break;
  9613. case BD_SIEGFRIED:
  9614. val1 = 55 + skilllv*5; //Elemental Resistance
  9615. val2 = skilllv*10; //Status ailment resistance
  9616. break;
  9617. case WE_CALLPARTNER:
  9618. if (sd) val1 = sd->status.partner_id;
  9619. break;
  9620. case WE_CALLPARENT:
  9621. if (sd) {
  9622. val1 = sd->status.father;
  9623. val2 = sd->status.mother;
  9624. }
  9625. break;
  9626. case WE_CALLBABY:
  9627. if (sd) val1 = sd->status.child;
  9628. break;
  9629. case NJ_KAENSIN:
  9630. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  9631. val2 = (skilllv+1)/2 + 4;
  9632. break;
  9633. case NJ_SUITON:
  9634. skill_clear_group(src, 1);
  9635. break;
  9636. case GS_GROUNDDRIFT:
  9637. {
  9638. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  9639. val1 = status->rhw.ele;
  9640. if (!val1)
  9641. val1=element[rnd()%5];
  9642. switch (val1)
  9643. {
  9644. case ELE_FIRE:
  9645. subunt++;
  9646. case ELE_WATER:
  9647. subunt++;
  9648. case ELE_POISON:
  9649. subunt++;
  9650. case ELE_DARK:
  9651. subunt++;
  9652. case ELE_WIND:
  9653. break;
  9654. default:
  9655. subunt=rnd()%5;
  9656. break;
  9657. }
  9658. break;
  9659. }
  9660. case GC_POISONSMOKE:
  9661. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  9662. return NULL;
  9663. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  9664. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  9665. limit = 4000 + 2000 * skilllv;
  9666. break;
  9667. case GD_LEADERSHIP:
  9668. case GD_GLORYWOUNDS:
  9669. case GD_SOULCOLD:
  9670. case GD_HAWKEYES:
  9671. limit = 1000000;//it doesn't matter
  9672. break;
  9673. case LG_BANDING:
  9674. limit = -1;
  9675. break;
  9676. case WM_REVERBERATION:
  9677. interval = limit;
  9678. val2 = 1;
  9679. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  9680. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  9681. return NULL;
  9682. break;
  9683. case SO_CLOUD_KILL:
  9684. skill_clear_group(src, 4);
  9685. break;
  9686. case SO_WARMER:
  9687. skill_clear_group(src, 8);
  9688. break;
  9689. case SO_VACUUM_EXTREME:
  9690. range++;
  9691. break;
  9692. case GN_WALLOFTHORN:
  9693. if( flag&1 )
  9694. limit = 3000;
  9695. val3 = (x<<16)|y;
  9696. break;
  9697. case KO_ZENKAI:
  9698. if( sd ){
  9699. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  9700. if( i < 5 ){
  9701. val1 = sd->talisman[i]; // no. of aura
  9702. val2 = i; // aura type
  9703. limit += val1 * 1000;
  9704. subunt = i - 1;
  9705. pc_del_talisman(sd, sd->talisman[i], i);
  9706. }
  9707. }
  9708. break;
  9709. }
  9710. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  9711. group->val1=val1;
  9712. group->val2=val2;
  9713. group->val3=val3;
  9714. group->target_flag=target;
  9715. group->bl_flag= skill_get_unit_bl_target(skillid);
  9716. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  9717. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  9718. group->state.guildaura = ( skillid >= GD_LEADERSHIP && skillid <= GD_HAWKEYES )?1:0;
  9719. group->item_id = req_item;
  9720. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  9721. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  9722. active_flag = 0;
  9723. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  9724. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  9725. if (sd)
  9726. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  9727. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  9728. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  9729. }
  9730. if (group->state.song_dance) {
  9731. if(sd){
  9732. sd->skillid_dance = skillid;
  9733. sd->skilllv_dance = skilllv;
  9734. }
  9735. if (
  9736. sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
  9737. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  9738. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  9739. )
  9740. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  9741. }
  9742. limit = group->limit;
  9743. for( i = 0; i < layout->count; i++ )
  9744. {
  9745. struct skill_unit *unit;
  9746. int ux = x + layout->dx[i];
  9747. int uy = y + layout->dy[i];
  9748. int val1 = skilllv;
  9749. int val2 = 0;
  9750. int alive = 1;
  9751. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  9752. continue; // don't place skill units on walls (except for songs/dances/encores)
  9753. if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  9754. continue; // no path between cell and center of casting.
  9755. switch( skillid )
  9756. {
  9757. case MG_FIREWALL:
  9758. case NJ_KAENSIN:
  9759. val2=group->val2;
  9760. break;
  9761. case WZ_ICEWALL:
  9762. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  9763. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  9764. break;
  9765. case HT_LANDMINE:
  9766. case MA_LANDMINE:
  9767. case HT_ANKLESNARE:
  9768. case HT_SHOCKWAVE:
  9769. case HT_SANDMAN:
  9770. case MA_SANDMAN:
  9771. case HT_FLASHER:
  9772. case HT_FREEZINGTRAP:
  9773. case MA_FREEZINGTRAP:
  9774. case HT_TALKIEBOX:
  9775. case HT_SKIDTRAP:
  9776. case MA_SKIDTRAP:
  9777. case HT_CLAYMORETRAP:
  9778. case HT_BLASTMINE:
  9779. /**
  9780. * Ranger
  9781. **/
  9782. case RA_ELECTRICSHOCKER:
  9783. case RA_CLUSTERBOMB:
  9784. case RA_MAGENTATRAP:
  9785. case RA_COBALTTRAP:
  9786. case RA_MAIZETRAP:
  9787. case RA_VERDURETRAP:
  9788. case RA_FIRINGTRAP:
  9789. case RA_ICEBOUNDTRAP:
  9790. val1 = 3500;
  9791. break;
  9792. case GS_DESPERADO:
  9793. val1 = abs(layout->dx[i]);
  9794. val2 = abs(layout->dy[i]);
  9795. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  9796. if (val2 > val1) val1 = val2;
  9797. if (val1) val1--;
  9798. val1 = 36 -12*val1;
  9799. } else //Diagonal edges
  9800. val1 = 28 -4*val1 -4*val2;
  9801. if (val1 < 1) val1 = 1;
  9802. val2 = 0;
  9803. break;
  9804. case WM_REVERBERATION:
  9805. val1 = 1 + skilllv;
  9806. break;
  9807. case GN_WALLOFTHORN:
  9808. val1 = 1000 * skilllv; // Need official value. [LimitLine]
  9809. break;
  9810. default:
  9811. if (group->state.song_dance&0x1)
  9812. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  9813. break;
  9814. }
  9815. if( range <= 0 )
  9816. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid, &alive, src);
  9817. if( !alive )
  9818. continue;
  9819. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  9820. unit->limit=limit;
  9821. unit->range=range;
  9822. if (skillid == PF_FOGWALL && alive == 2)
  9823. { //Double duration of cells on top of Deluge/Suiton
  9824. unit->limit *= 2;
  9825. group->limit = unit->limit;
  9826. }
  9827. // execute on all targets standing on this cell
  9828. if (range==0 && active_flag)
  9829. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  9830. }
  9831. if (!group->alive_count)
  9832. { //No cells? Something that was blocked completely by Land Protector?
  9833. skill_delunitgroup(group);
  9834. return NULL;
  9835. }
  9836. //success, unit created.
  9837. switch( skillid ) {
  9838. case WZ_ICEWALL:
  9839. map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB);
  9840. break;
  9841. case NJ_TATAMIGAESHI: //Store number of tiles.
  9842. group->val1 = group->alive_count;
  9843. break;
  9844. }
  9845. return group;
  9846. }
  9847. /*==========================================
  9848. *
  9849. *------------------------------------------*/
  9850. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  9851. {
  9852. struct skill_unit_group *sg;
  9853. struct block_list *ss;
  9854. struct status_change *sc;
  9855. struct status_change_entry *sce;
  9856. enum sc_type type;
  9857. int skillid;
  9858. nullpo_ret(src);
  9859. nullpo_ret(bl);
  9860. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  9861. return 0;
  9862. nullpo_ret(sg=src->group);
  9863. nullpo_ret(ss=map_id2bl(sg->src_id));
  9864. if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
  9865. return 0; //AoE skills are ineffective. [Skotlex]
  9866. sc = status_get_sc(bl);
  9867. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
  9868. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  9869. type = status_skill2sc(sg->skill_id);
  9870. sce = (sc && type != -1)?sc->data[type]:NULL;
  9871. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  9872. switch (sg->unit_id)
  9873. {
  9874. case UNT_SPIDERWEB:
  9875. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 )
  9876. { // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  9877. sc->data[SC_SPIDERWEB]->val2++;
  9878. break;
  9879. }
  9880. else if( sc )
  9881. {
  9882. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  9883. if( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) )
  9884. {
  9885. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  9886. if( td )
  9887. sec = DIFF_TICK(td->tick, tick);
  9888. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  9889. clif_fixpos(bl);
  9890. sg->val2 = bl->id;
  9891. }
  9892. else
  9893. sec = 3000; //Couldn't trap it?
  9894. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  9895. }
  9896. break;
  9897. case UNT_SAFETYWALL:
  9898. if (!sce)
  9899. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,sg->group_id,0,sg->limit);
  9900. break;
  9901. case UNT_PNEUMA:
  9902. case UNT_CHAOSPANIC:
  9903. case UNT_MAELSTROM:
  9904. if (!sce)
  9905. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  9906. break;
  9907. case UNT_WARP_WAITING: {
  9908. int working = sg->val1&0xffff;
  9909. if(bl->type==BL_PC && !working){
  9910. struct map_session_data *sd = (struct map_session_data *)bl;
  9911. if((!sd->chatID || battle_config.chat_warpportal)
  9912. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  9913. {
  9914. int x = sg->val2>>16;
  9915. int y = sg->val2&0xffff;
  9916. int count = sg->val1>>16;
  9917. unsigned short m = sg->val3;
  9918. if( --count <= 0 )
  9919. skill_delunitgroup(sg);
  9920. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  9921. working = 1;/* we break it because officials break it, lovely stuff. */
  9922. sg->val1 = (count<<16)|working;
  9923. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  9924. }
  9925. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  9926. int m = map_mapindex2mapid(sg->val3);
  9927. if (m < 0) break; //Map not available on this map-server.
  9928. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  9929. }
  9930. }
  9931. break;
  9932. case UNT_QUAGMIRE:
  9933. if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
  9934. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  9935. break;
  9936. case UNT_VOLCANO:
  9937. case UNT_DELUGE:
  9938. case UNT_VIOLENTGALE:
  9939. if(!sce)
  9940. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  9941. break;
  9942. case UNT_SUITON:
  9943. if(!sce)
  9944. sc_start4(bl,type,100,sg->skill_lv,
  9945. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  9946. 0,0,sg->limit);
  9947. break;
  9948. case UNT_HERMODE:
  9949. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  9950. status_change_clear_buffs(bl,1); //Should dispell only allies.
  9951. case UNT_RICHMANKIM:
  9952. case UNT_ETERNALCHAOS:
  9953. case UNT_DRUMBATTLEFIELD:
  9954. case UNT_RINGNIBELUNGEN:
  9955. case UNT_ROKISWEIL:
  9956. case UNT_INTOABYSS:
  9957. case UNT_SIEGFRIED:
  9958. //Needed to check when a dancer/bard leaves their ensemble area.
  9959. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  9960. return skillid;
  9961. if (!sce)
  9962. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  9963. break;
  9964. case UNT_WHISTLE:
  9965. case UNT_ASSASSINCROSS:
  9966. case UNT_POEMBRAGI:
  9967. case UNT_APPLEIDUN:
  9968. case UNT_HUMMING:
  9969. case UNT_DONTFORGETME:
  9970. case UNT_FORTUNEKISS:
  9971. case UNT_SERVICEFORYOU:
  9972. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) {
  9973. if( sce )/* We have the status but we're not elegible for it, so we take it away. (bugreport:4591) */
  9974. sce->val4 = 2;
  9975. return 0;
  9976. }
  9977. if (!sc) return 0;
  9978. if (!sce)
  9979. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  9980. else if (sce->val4 == 1) {
  9981. //Readjust timers since the effect will not last long.
  9982. sce->val4 = 0;
  9983. delete_timer(sce->timer, status_change_timer);
  9984. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  9985. }
  9986. break;
  9987. case UNT_FOGWALL:
  9988. if (!sce)
  9989. {
  9990. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  9991. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  9992. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  9993. }
  9994. break;
  9995. case UNT_GRAVITATION:
  9996. if (!sce)
  9997. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  9998. break;
  9999. // officially, icewall has no problems existing on occupied cells [ultramage]
  10000. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  10001. // src->val1 = 0;
  10002. // if(src->limit + sg->tick > tick + 700)
  10003. // src->limit = DIFF_TICK(tick+700,sg->tick);
  10004. // break;
  10005. case UNT_MOONLIT:
  10006. //Knockback out of area if affected char isn't in Moonlit effect
  10007. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  10008. break;
  10009. if (ss == bl) //Also needed to prevent infinite loop crash.
  10010. break;
  10011. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  10012. break;
  10013. case UNT_WALLOFTHORN:
  10014. if( status_get_mode(bl)&MD_BOSS )
  10015. break; // iRO Wiki says that this skill don't affect to Boss monsters.
  10016. if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1 )
  10017. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10018. break;
  10019. case UNT_GD_LEADERSHIP:
  10020. case UNT_GD_GLORYWOUNDS:
  10021. case UNT_GD_SOULCOLD:
  10022. case UNT_GD_HAWKEYES:
  10023. if ( !sce )
  10024. sc_start4(bl,type,100,sg->skill_lv,0,0,0,1000);
  10025. break;
  10026. }
  10027. return skillid;
  10028. }
  10029. /*==========================================
  10030. *
  10031. *------------------------------------------*/
  10032. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10033. {
  10034. struct skill_unit_group *sg;
  10035. struct block_list *ss;
  10036. TBL_PC* tsd;
  10037. struct status_data *tstatus;
  10038. struct status_change *tsc;
  10039. struct skill_unit_group_tickset *ts;
  10040. enum sc_type type;
  10041. int skillid;
  10042. int diff=0;
  10043. nullpo_ret(src);
  10044. nullpo_ret(bl);
  10045. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  10046. return 0;
  10047. nullpo_ret(sg=src->group);
  10048. nullpo_ret(ss=map_id2bl(sg->src_id));
  10049. tsd = BL_CAST(BL_PC, bl);
  10050. tsc = status_get_sc(bl);
  10051. if ( tsc && tsc->data[SC_HOVERING] )
  10052. return 0; //Under hovering characters are immune to trap and ground target skills.
  10053. tstatus = status_get_status_data(bl);
  10054. type = status_skill2sc(sg->skill_id);
  10055. skillid = sg->skill_id;
  10056. if (sg->interval == -1) {
  10057. switch (sg->unit_id) {
  10058. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  10059. case UNT_FIREPILLAR_ACTIVE:
  10060. case UNT_ELECTRICSHOCKER:
  10061. case UNT_MANHOLE:
  10062. return 0;
  10063. default:
  10064. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  10065. return 0;
  10066. }
  10067. }
  10068. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  10069. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  10070. diff = DIFF_TICK(tick,ts->tick);
  10071. if (diff < 0)
  10072. return 0;
  10073. ts->tick = tick+sg->interval;
  10074. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  10075. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  10076. }
  10077. switch (sg->unit_id)
  10078. {
  10079. case UNT_FIREWALL:
  10080. case UNT_KAEN:
  10081. {
  10082. int count=0;
  10083. const int x = bl->x, y = bl->y;
  10084. if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) )
  10085. break;
  10086. //Take into account these hit more times than the timer interval can handle.
  10087. do
  10088. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  10089. while(--src->val2 && x == bl->x && y == bl->y &&
  10090. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  10091. if (src->val2<=0)
  10092. skill_delunit(src);
  10093. }
  10094. break;
  10095. case UNT_SANCTUARY:
  10096. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  10097. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  10098. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  10099. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  10100. }
  10101. else
  10102. {
  10103. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  10104. struct mob_data *md = BL_CAST(BL_MOB, bl);
  10105. #ifdef RENEWAL
  10106. if( md && md->class_ == MOBID_EMPERIUM )
  10107. break;
  10108. #endif
  10109. if( md && mob_is_battleground(md) )
  10110. break;
  10111. if( tstatus->hp >= tstatus->max_hp )
  10112. break;
  10113. if( status_isimmune(bl) )
  10114. heal = 0;
  10115. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10116. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  10117. heal = ~heal + 1;
  10118. status_heal(bl, heal, 0, 0);
  10119. if( diff >= 500 )
  10120. sg->val1--;
  10121. }
  10122. if( sg->val1 <= 0 )
  10123. skill_delunitgroup(sg);
  10124. break;
  10125. case UNT_EVILLAND:
  10126. //Will heal demon and undead element monsters, but not players.
  10127. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  10128. { //Damage enemies
  10129. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10130. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10131. } else {
  10132. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  10133. if (tstatus->hp >= tstatus->max_hp)
  10134. break;
  10135. if (status_isimmune(bl))
  10136. heal = 0;
  10137. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10138. status_heal(bl, heal, 0, 0);
  10139. }
  10140. break;
  10141. case UNT_MAGNUS:
  10142. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  10143. break;
  10144. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10145. break;
  10146. case UNT_DUMMYSKILL:
  10147. switch (sg->skill_id)
  10148. {
  10149. case SG_SUN_WARM: //SG skills [Komurka]
  10150. case SG_MOON_WARM:
  10151. case SG_STAR_WARM:
  10152. {
  10153. int count = 0;
  10154. const int x = bl->x, y = bl->y;
  10155. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  10156. do
  10157. {
  10158. if( bl->type == BL_PC )
  10159. status_zap(bl, 0, 15); // sp damage to players
  10160. else // mobs
  10161. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  10162. {
  10163. if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  10164. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  10165. }
  10166. else
  10167. { //should end when out of sp.
  10168. sg->limit = DIFF_TICK(tick,sg->tick);
  10169. break;
  10170. }
  10171. } while( x == bl->x && y == bl->y &&
  10172. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  10173. }
  10174. break;
  10175. /**
  10176. * The storm gust counter was dropped in renewal
  10177. **/
  10178. #ifndef RENEWAL
  10179. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  10180. if (tsc)
  10181. tsc->sg_counter++; //SG hit counter.
  10182. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  10183. tsc->sg_counter=0; //Attack absorbed.
  10184. break;
  10185. #endif
  10186. case GS_DESPERADO:
  10187. if (rnd()%100 < src->val1)
  10188. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10189. break;
  10190. case GN_CRAZYWEED_ATK:
  10191. if( bl->type == BL_SKILL ){
  10192. struct skill_unit *su = (struct skill_unit *)bl;
  10193. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  10194. break;
  10195. }
  10196. default:
  10197. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10198. }
  10199. break;
  10200. case UNT_FIREPILLAR_WAITING:
  10201. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  10202. skill_delunit(src);
  10203. break;
  10204. case UNT_SKIDTRAP:
  10205. {
  10206. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  10207. sg->unit_id = UNT_USED_TRAPS;
  10208. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  10209. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  10210. }
  10211. break;
  10212. case UNT_ANKLESNARE:
  10213. case UNT_MANHOLE:
  10214. if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
  10215. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  10216. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
  10217. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  10218. if( td )
  10219. sec = DIFF_TICK(td->tick, tick);
  10220. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  10221. clif_fixpos(bl);
  10222. sg->val2 = bl->id;
  10223. } else
  10224. sec = 3000; //Couldn't trap it?
  10225. if( sg->unit_id == UNT_ANKLESNARE ) {
  10226. clif_skillunit_update(&src->bl);
  10227. /**
  10228. * If you're snared from a trap that was invisible this makes the trap be
  10229. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  10230. * bugreport:3961
  10231. **/
  10232. clif_changetraplook(&src->bl, UNT_ANKLESNARE);
  10233. }
  10234. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  10235. sg->interval = -1;
  10236. src->range = 0;
  10237. }
  10238. break;
  10239. case UNT_ELECTRICSHOCKER:
  10240. if( bl->id != ss->id ) {
  10241. if( status_get_mode(bl)&MD_BOSS )
  10242. break;
  10243. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), 8) ) {
  10244. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  10245. clif_fixpos(bl);
  10246. }
  10247. map_foreachinrange(skill_trap_splash, &src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
  10248. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  10249. }
  10250. break;
  10251. case UNT_VENOMDUST:
  10252. if(tsc && !tsc->data[type])
  10253. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  10254. break;
  10255. case UNT_MAGENTATRAP:
  10256. case UNT_COBALTTRAP:
  10257. case UNT_MAIZETRAP:
  10258. case UNT_VERDURETRAP:
  10259. if( bl->type == BL_PC )// it won't work on players
  10260. break;
  10261. case UNT_FIRINGTRAP:
  10262. case UNT_ICEBOUNDTRAP:
  10263. case UNT_CLUSTERBOMB:
  10264. if( bl->id == ss->id )// it won't trigger on caster
  10265. break;
  10266. case UNT_LANDMINE:
  10267. case UNT_CLAYMORETRAP:
  10268. case UNT_BLASTMINE:
  10269. case UNT_SHOCKWAVE:
  10270. case UNT_SANDMAN:
  10271. case UNT_FLASHER:
  10272. case UNT_FREEZINGTRAP:
  10273. case UNT_FIREPILLAR_ACTIVE:
  10274. case UNT_MAKIBISHI:
  10275. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  10276. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  10277. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  10278. sg->limit=DIFF_TICK(tick,sg->tick)+1500 +
  10279. (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated.
  10280. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  10281. break;
  10282. case UNT_TALKIEBOX:
  10283. if (sg->src_id == bl->id)
  10284. break;
  10285. if (sg->val2 == 0){
  10286. clif_talkiebox(&src->bl, sg->valstr);
  10287. sg->unit_id = UNT_USED_TRAPS;
  10288. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  10289. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  10290. sg->val2 = -1;
  10291. }
  10292. break;
  10293. case UNT_LULLABY:
  10294. if (ss->id == bl->id)
  10295. break;
  10296. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  10297. break;
  10298. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  10299. if (ss->id != bl->id)
  10300. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  10301. break;
  10302. case UNT_DISSONANCE:
  10303. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10304. break;
  10305. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  10306. {
  10307. int heal;
  10308. #ifdef RENEWAL
  10309. struct mob_data *md = BL_CAST(BL_MOB, bl);
  10310. if( md && md->class_ == MOBID_EMPERIUM )
  10311. break;
  10312. #endif
  10313. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  10314. break; // affects self only when soullinked
  10315. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  10316. if( tsc->data[SC_AKAITSUKI] && heal )
  10317. heal = ~heal + 1;
  10318. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10319. status_heal(bl, heal, 0, 0);
  10320. break;
  10321. }
  10322. case UNT_TATAMIGAESHI:
  10323. case UNT_DEMONSTRATION:
  10324. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10325. break;
  10326. case UNT_GOSPEL:
  10327. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  10328. break;
  10329. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  10330. { // Support Effect only on party, not guild
  10331. int heal;
  10332. int i = rnd()%13; // Positive buff count
  10333. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  10334. switch (i)
  10335. {
  10336. case 0: // Heal 1~9999 HP
  10337. heal = rnd() %9999+1;
  10338. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  10339. status_heal(bl,heal,0,0);
  10340. break;
  10341. case 1: // End all negative status
  10342. status_change_clear_buffs(bl,2);
  10343. if (tsd) clif_gospel_info(tsd, 0x15);
  10344. break;
  10345. case 2: // Immunity to all status
  10346. sc_start(bl,SC_SCRESIST,100,100,time);
  10347. if (tsd) clif_gospel_info(tsd, 0x16);
  10348. break;
  10349. case 3: // MaxHP +100%
  10350. sc_start(bl,SC_INCMHPRATE,100,100,time);
  10351. if (tsd) clif_gospel_info(tsd, 0x17);
  10352. break;
  10353. case 4: // MaxSP +100%
  10354. sc_start(bl,SC_INCMSPRATE,100,100,time);
  10355. if (tsd) clif_gospel_info(tsd, 0x18);
  10356. break;
  10357. case 5: // All stats +20
  10358. sc_start(bl,SC_INCALLSTATUS,100,20,time);
  10359. if (tsd) clif_gospel_info(tsd, 0x19);
  10360. break;
  10361. case 6: // Level 10 Blessing
  10362. sc_start(bl,SC_BLESSING,100,10,time);
  10363. break;
  10364. case 7: // Level 10 Increase AGI
  10365. sc_start(bl,SC_INCREASEAGI,100,10,time);
  10366. break;
  10367. case 8: // Enchant weapon with Holy element
  10368. sc_start(bl,SC_ASPERSIO,100,1,time);
  10369. if (tsd) clif_gospel_info(tsd, 0x1c);
  10370. break;
  10371. case 9: // Enchant armor with Holy element
  10372. sc_start(bl,SC_BENEDICTIO,100,1,time);
  10373. if (tsd) clif_gospel_info(tsd, 0x1d);
  10374. break;
  10375. case 10: // DEF +25%
  10376. sc_start(bl,SC_INCDEFRATE,100,25,time);
  10377. if (tsd) clif_gospel_info(tsd, 0x1e);
  10378. break;
  10379. case 11: // ATK +100%
  10380. sc_start(bl,SC_INCATKRATE,100,100,time);
  10381. if (tsd) clif_gospel_info(tsd, 0x1f);
  10382. break;
  10383. case 12: // HIT/Flee +50
  10384. sc_start(bl,SC_INCHIT,100,50,time);
  10385. sc_start(bl,SC_INCFLEE,100,50,time);
  10386. if (tsd) clif_gospel_info(tsd, 0x20);
  10387. break;
  10388. }
  10389. }
  10390. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10391. { // Offensive Effect
  10392. int i = rnd()%9; // Negative buff count
  10393. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  10394. switch (i)
  10395. {
  10396. case 0: // Deal 1~9999 damage
  10397. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10398. break;
  10399. case 1: // Curse
  10400. sc_start(bl,SC_CURSE,100,1,time);
  10401. break;
  10402. case 2: // Blind
  10403. sc_start(bl,SC_BLIND,100,1,time);
  10404. break;
  10405. case 3: // Poison
  10406. sc_start(bl,SC_POISON,100,1,time);
  10407. break;
  10408. case 4: // Level 10 Provoke
  10409. sc_start(bl,SC_PROVOKE,100,10,time);
  10410. break;
  10411. case 5: // DEF -100%
  10412. sc_start(bl,SC_INCDEFRATE,100,-100,time);
  10413. break;
  10414. case 6: // ATK -100%
  10415. sc_start(bl,SC_INCATKRATE,100,-100,time);
  10416. break;
  10417. case 7: // Flee -100%
  10418. sc_start(bl,SC_INCFLEERATE,100,-100,time);
  10419. break;
  10420. case 8: // Speed/ASPD -25%
  10421. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  10422. break;
  10423. }
  10424. }
  10425. break;
  10426. case UNT_BASILICA:
  10427. {
  10428. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  10429. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  10430. { // knock-back any enemy except Boss
  10431. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  10432. clif_fixpos(bl);
  10433. }
  10434. if( sg->src_id != bl->id && i <= 0 )
  10435. sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  10436. }
  10437. break;
  10438. case UNT_GRAVITATION:
  10439. case UNT_EARTHSTRAIN:
  10440. case UNT_FIREWALK:
  10441. case UNT_ELECTRICWALK:
  10442. case UNT_PSYCHIC_WAVE:
  10443. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10444. break;
  10445. case UNT_GROUNDDRIFT_WIND:
  10446. case UNT_GROUNDDRIFT_DARK:
  10447. case UNT_GROUNDDRIFT_POISON:
  10448. case UNT_GROUNDDRIFT_WATER:
  10449. case UNT_GROUNDDRIFT_FIRE:
  10450. map_foreachinrange(skill_trap_splash,&src->bl,
  10451. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  10452. &src->bl,tick);
  10453. sg->unit_id = UNT_USED_TRAPS;
  10454. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  10455. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  10456. break;
  10457. /**
  10458. * 3rd stuff
  10459. **/
  10460. case UNT_POISONSMOKE:
  10461. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  10462. sc_start(bl,sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  10463. break;
  10464. case UNT_EPICLESIS:
  10465. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON )
  10466. {
  10467. if( ++sg->val2 % 3 == 0 ) {
  10468. int hp, sp;
  10469. switch( sg->skill_lv )
  10470. {
  10471. case 1: case 2: hp = 3; sp = 2; break;
  10472. case 3: case 4: hp = 4; sp = 3; break;
  10473. case 5: default: hp = 5; sp = 4; break;
  10474. }
  10475. hp = tstatus->max_hp * hp / 100;
  10476. sp = tstatus->max_sp * sp / 100;
  10477. status_heal(bl, hp, sp, 2);
  10478. sc_start(bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
  10479. }
  10480. // Reveal hidden players every 5 seconds.
  10481. if( sg->val2 % 5 == 0 ) {
  10482. // TODO: check if other hidden status can be removed.
  10483. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  10484. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  10485. }
  10486. }
  10487. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  10488. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  10489. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  10490. break;
  10491. case UNT_STEALTHFIELD:
  10492. if( bl->id == sg->src_id )
  10493. break; // Dont work on Self (video shows that)
  10494. case UNT_NEUTRALBARRIER:
  10495. sc_start(bl,type,100,sg->skill_lv,sg->interval + 100);
  10496. break;
  10497. case UNT_DIMENSIONDOOR:
  10498. if( tsd && !map[bl->m].flag.noteleport )
  10499. pc_randomwarp(tsd,3);
  10500. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  10501. unit_warp(bl,-1,-1,-1,3);
  10502. break;
  10503. case UNT_REVERBERATION:
  10504. clif_changetraplook(&src->bl,UNT_USED_TRAPS);
  10505. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  10506. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  10507. sg->unit_id = UNT_USED_TRAPS;
  10508. break;
  10509. case UNT_SEVERE_RAINSTORM:
  10510. if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
  10511. skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  10512. break;
  10513. case UNT_NETHERWORLD:
  10514. if( !(status_get_mode(bl)&MD_BOSS) && ss != bl && battle_check_target(&src->bl, bl, BCT_PARTY) ) {
  10515. if( !(tsc && tsc->data[type]) ){
  10516. sc_start(bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  10517. sg->limit = DIFF_TICK(tick,sg->tick);
  10518. sg->unit_id = UNT_USED_TRAPS;
  10519. }
  10520. }
  10521. break;
  10522. case UNT_THORNS_TRAP:
  10523. if( tsc ) {
  10524. if( !sg->val2 ) {
  10525. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  10526. if( sc_start(bl, type, 100, sg->skill_lv, sec) ) {
  10527. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  10528. if( td )
  10529. sec = DIFF_TICK(td->tick, tick);
  10530. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  10531. clif_fixpos(bl);
  10532. sg->val2 = bl->id;
  10533. } else
  10534. sec = 3000; // Couldn't trap it?
  10535. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  10536. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  10537. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  10538. }
  10539. break;
  10540. case UNT_DEMONIC_FIRE: {
  10541. TBL_PC* sd = BL_CAST(BL_PC, ss);
  10542. switch( sg->val2 ) {
  10543. case 1:
  10544. case 2:
  10545. default:
  10546. sc_start(bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv,
  10547. skill_get_time2(sg->skill_id, sg->skill_lv));
  10548. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl,
  10549. sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  10550. break;
  10551. case 3:
  10552. skill_attack(skill_get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl,
  10553. CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0);
  10554. break;
  10555. }
  10556. }
  10557. break;
  10558. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  10559. sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
  10560. break;
  10561. case UNT_FIRE_EXPANSION_TEAR_GAS:
  10562. sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
  10563. break;
  10564. case UNT_HELLS_PLANT:
  10565. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 )
  10566. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0);
  10567. if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them
  10568. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  10569. break;
  10570. case UNT_CLOUD_KILL:
  10571. if(tsc && !tsc->data[type])
  10572. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  10573. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10574. break;
  10575. case UNT_WARMER:
  10576. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  10577. int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv.
  10578. struct status_change *ssc = status_get_sc(ss);
  10579. if( ssc && ssc->data[SC_HEATER_OPTION] )
  10580. hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100;
  10581. if( tstatus->hp != tstatus->max_hp )
  10582. clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
  10583. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  10584. hp = ~hp + 1;
  10585. status_heal(bl, hp, 0, 0);
  10586. sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  10587. }
  10588. break;
  10589. case UNT_FIRE_INSIGNIA:
  10590. case UNT_WATER_INSIGNIA:
  10591. case UNT_WIND_INSIGNIA:
  10592. case UNT_EARTH_INSIGNIA:
  10593. case UNT_ZEPHYR:
  10594. sc_start(bl,type, 100, sg->skill_lv, sg->interval);
  10595. break;
  10596. case UNT_VACUUM_EXTREME:
  10597. {// TODO: official behavior in gvg area. [malufett]
  10598. int sec = sg->limit - DIFF_TICK(tick, sg->tick);
  10599. int range = skill_get_unit_range(sg->skill_id, sg->skill_lv);
  10600. if( tsc && !tsc->data[type] &&
  10601. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range)// don't consider outer bounderies
  10602. sc_start(bl, type, 100, sg->skill_lv, sec);
  10603. if( unit_is_walking(bl) && // wait until target stop walking
  10604. ( tsc && tsc->data[type] && tsc->data[type]->val4 >= tsc->data[type]->val3-range ))
  10605. break;
  10606. if( tsc && ( !tsc->data[type] || (tsc->data[type] && tsc->data[type]->val4 < 1 ) ) )
  10607. break;
  10608. if( unit_is_walking(bl) &&
  10609. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) > range )// going outside of boundaries? then force it to stop
  10610. unit_stop_walking(bl,1);
  10611. if( !unit_is_walking(bl) &&
  10612. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range && // only snap if the target is inside the range or
  10613. src->bl.x != bl->x && src->bl.y != bl->y){// diagonal position parallel to VE's center
  10614. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  10615. clif_fixpos(bl);
  10616. }
  10617. }
  10618. break;
  10619. case UNT_FIRE_MANTLE:
  10620. if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
  10621. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10622. break;
  10623. case UNT_ZENKAI_WATER:
  10624. case UNT_ZENKAI_LAND:
  10625. case UNT_ZENKAI_FIRE:
  10626. case UNT_ZENKAI_WIND:
  10627. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 ){
  10628. switch( sg->unit_id ){
  10629. case UNT_ZENKAI_WATER:
  10630. sc_start(bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10631. sc_start(bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10632. sc_start(bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10633. break;
  10634. case UNT_ZENKAI_LAND:
  10635. sc_start(bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10636. sc_start(bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10637. break;
  10638. case UNT_ZENKAI_FIRE:
  10639. sc_start(bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10640. break;
  10641. case UNT_ZENKAI_WIND:
  10642. sc_start(bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10643. sc_start(bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10644. sc_start(bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10645. break;
  10646. }
  10647. }else
  10648. sc_start2(bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  10649. break;
  10650. }
  10651. if (bl->type == BL_MOB && ss != bl)
  10652. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  10653. return skillid;
  10654. }
  10655. /*==========================================
  10656. * Triggered when a char steps out of a skill cell
  10657. *------------------------------------------*/
  10658. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10659. {
  10660. struct skill_unit_group *sg;
  10661. struct status_change *sc;
  10662. struct status_change_entry *sce;
  10663. enum sc_type type;
  10664. nullpo_ret(src);
  10665. nullpo_ret(bl);
  10666. nullpo_ret(sg=src->group);
  10667. sc = status_get_sc(bl);
  10668. type = status_skill2sc(sg->skill_id);
  10669. sce = (sc && type != -1)?sc->data[type]:NULL;
  10670. if( bl->prev==NULL ||
  10671. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  10672. return 0;
  10673. switch(sg->unit_id){
  10674. case UNT_SAFETYWALL:
  10675. case UNT_PNEUMA:
  10676. case UNT_EPICLESIS://Arch Bishop
  10677. case UNT_NEUTRALBARRIER:
  10678. case UNT_STEALTHFIELD:
  10679. if (sce)
  10680. status_change_end(bl, type, INVALID_TIMER);
  10681. break;
  10682. case UNT_BASILICA:
  10683. if( sce && sce->val4 == src->bl.id )
  10684. status_change_end(bl, type, INVALID_TIMER);
  10685. break;
  10686. case UNT_HERMODE: //Clear Hermode if the owner moved.
  10687. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  10688. status_change_end(bl, type, INVALID_TIMER);
  10689. break;
  10690. case UNT_SPIDERWEB:
  10691. {
  10692. struct block_list *target = map_id2bl(sg->val2);
  10693. if (target && target==bl)
  10694. {
  10695. if (sce && sce->val3 == sg->group_id)
  10696. status_change_end(bl, type, INVALID_TIMER);
  10697. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  10698. }
  10699. break;
  10700. }
  10701. }
  10702. return sg->skill_id;
  10703. }
  10704. /*==========================================
  10705. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  10706. *------------------------------------------*/
  10707. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  10708. {
  10709. struct status_change *sc;
  10710. struct status_change_entry *sce;
  10711. enum sc_type type;
  10712. sc = status_get_sc(bl);
  10713. if (sc && !sc->count)
  10714. sc = NULL;
  10715. type = status_skill2sc(skill_id);
  10716. sce = (sc && type != -1)?sc->data[type]:NULL;
  10717. switch (skill_id)
  10718. {
  10719. case WZ_QUAGMIRE:
  10720. if (bl->type==BL_MOB)
  10721. break;
  10722. if (sce)
  10723. status_change_end(bl, type, INVALID_TIMER);
  10724. break;
  10725. case BD_LULLABY:
  10726. case BD_RICHMANKIM:
  10727. case BD_ETERNALCHAOS:
  10728. case BD_DRUMBATTLEFIELD:
  10729. case BD_RINGNIBELUNGEN:
  10730. case BD_ROKISWEIL:
  10731. case BD_INTOABYSS:
  10732. case BD_SIEGFRIED:
  10733. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  10734. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  10735. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  10736. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  10737. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  10738. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  10739. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  10740. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  10741. }
  10742. case MG_SAFETYWALL:
  10743. case AL_PNEUMA:
  10744. case SA_VOLCANO:
  10745. case SA_DELUGE:
  10746. case SA_VIOLENTGALE:
  10747. case CG_HERMODE:
  10748. case HW_GRAVITATION:
  10749. case NJ_SUITON:
  10750. case SC_MAELSTROM:
  10751. case SC_BLOODYLUST:
  10752. case EL_WATER_BARRIER:
  10753. case EL_ZEPHYR:
  10754. case EL_POWER_OF_GAIA:
  10755. case SO_FIRE_INSIGNIA:
  10756. case SO_WATER_INSIGNIA:
  10757. case SO_WIND_INSIGNIA:
  10758. case SO_EARTH_INSIGNIA:
  10759. if (sce)
  10760. status_change_end(bl, type, INVALID_TIMER);
  10761. break;
  10762. case BA_POEMBRAGI:
  10763. case BA_WHISTLE:
  10764. case BA_ASSASSINCROSS:
  10765. case BA_APPLEIDUN:
  10766. case DC_HUMMING:
  10767. case DC_DONTFORGETME:
  10768. case DC_FORTUNEKISS:
  10769. case DC_SERVICEFORYOU:
  10770. if (sce) {
  10771. if( sce->val4 == 2 ) {/* We have the status but we're not elegible for it, so we take it away. (bugreport:4591) */
  10772. if( !( sc && sc->data[SC_DANCING] && sc->data[SC_DANCING]->val2 ) )/* check if we're still in the skill */
  10773. status_change_end(bl,type,INVALID_TIMER);
  10774. } else {
  10775. delete_timer(sce->timer, status_change_timer);
  10776. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  10777. //not possible on our current implementation.
  10778. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  10779. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  10780. }
  10781. }
  10782. break;
  10783. case PF_FOGWALL:
  10784. if (sce)
  10785. {
  10786. status_change_end(bl, type, INVALID_TIMER);
  10787. if ((sce=sc->data[SC_BLIND]))
  10788. {
  10789. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  10790. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  10791. else {
  10792. delete_timer(sce->timer, status_change_timer);
  10793. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  10794. }
  10795. }
  10796. }
  10797. break;
  10798. case GD_LEADERSHIP:
  10799. case GD_GLORYWOUNDS:
  10800. case GD_SOULCOLD:
  10801. case GD_HAWKEYES:
  10802. if( !(sce && sce->val4) )
  10803. status_change_end(bl, type, INVALID_TIMER);
  10804. break;
  10805. }
  10806. return skill_id;
  10807. }
  10808. /*==========================================
  10809. * Invoked when a unit cell has been placed/removed/deleted.
  10810. * flag values:
  10811. * flag&1: Invoke onplace function (otherwise invoke onout)
  10812. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  10813. *------------------------------------------*/
  10814. static int skill_unit_effect (struct block_list* bl, va_list ap)
  10815. {
  10816. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  10817. struct skill_unit_group* group = unit->group;
  10818. unsigned int tick = va_arg(ap,unsigned int);
  10819. unsigned int flag = va_arg(ap,unsigned int);
  10820. int skill_id;
  10821. bool dissonance;
  10822. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  10823. return 0;
  10824. nullpo_ret(group);
  10825. dissonance = skill_dance_switch(unit, 0);
  10826. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  10827. skill_id = group->skill_id;
  10828. //Target-type check.
  10829. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) && (flag&4) ) {
  10830. if( group->state.song_dance&0x1 || (group->src_id == bl->id && group->state.song_dance&0x2) )
  10831. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  10832. } else {
  10833. if( flag&1 )
  10834. skill_unit_onplace(unit,bl,tick);
  10835. else
  10836. skill_unit_onout(unit,bl,tick);
  10837. if( flag&4 )
  10838. skill_unit_onleft(skill_id, bl, tick);
  10839. }
  10840. if( dissonance ) skill_dance_switch(unit, 1);
  10841. return 0;
  10842. }
  10843. /*==========================================
  10844. *
  10845. *------------------------------------------*/
  10846. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  10847. {
  10848. struct skill_unit_group *sg;
  10849. nullpo_ret(src);
  10850. nullpo_ret(sg=src->group);
  10851. switch( sg->unit_id ) {
  10852. case UNT_BLASTMINE:
  10853. case UNT_SKIDTRAP:
  10854. case UNT_LANDMINE:
  10855. case UNT_SHOCKWAVE:
  10856. case UNT_SANDMAN:
  10857. case UNT_FLASHER:
  10858. case UNT_CLAYMORETRAP:
  10859. case UNT_FREEZINGTRAP:
  10860. case UNT_TALKIEBOX:
  10861. case UNT_ANKLESNARE:
  10862. case UNT_ICEWALL:
  10863. case UNT_REVERBERATION:
  10864. case UNT_WALLOFTHORN:
  10865. src->val1-=damage;
  10866. break;
  10867. default:
  10868. damage = 0;
  10869. break;
  10870. }
  10871. return damage;
  10872. }
  10873. /*==========================================
  10874. *
  10875. *------------------------------------------*/
  10876. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  10877. {
  10878. int *c, skillid;
  10879. struct block_list *src;
  10880. struct map_session_data *sd;
  10881. struct map_session_data *tsd;
  10882. int *p_sd; //Contains the list of characters found.
  10883. nullpo_ret(bl);
  10884. nullpo_ret(tsd=(struct map_session_data*)bl);
  10885. nullpo_ret(src=va_arg(ap,struct block_list *));
  10886. nullpo_ret(sd=(struct map_session_data*)src);
  10887. c=va_arg(ap,int *);
  10888. p_sd = va_arg(ap, int *);
  10889. skillid = va_arg(ap,int);
  10890. if ( ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skillid)&INF2_CHORUS_SKILL) )
  10891. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  10892. if (bl == src)
  10893. return 0;
  10894. if(pc_isdead(tsd))
  10895. return 0;
  10896. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  10897. return 0;
  10898. if( skill_get_inf2(skillid)&INF2_CHORUS_SKILL ) {
  10899. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  10900. p_sd[(*c)++] = tsd->bl.id;
  10901. return 1;
  10902. } else {
  10903. switch(skillid) {
  10904. case PR_BENEDICTIO: {
  10905. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  10906. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  10907. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  10908. && sd->status.sp >= 10)
  10909. p_sd[(*c)++]=tsd->bl.id;
  10910. return 1;
  10911. }
  10912. case AB_ADORAMUS:
  10913. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  10914. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  10915. p_sd[(*c)++] = tsd->bl.id;
  10916. return 1;
  10917. case WL_COMET:
  10918. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  10919. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  10920. p_sd[(*c)++] = tsd->bl.id;
  10921. return 1;
  10922. case LG_RAYOFGENESIS:
  10923. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  10924. tsd->sc.data[SC_BANDING] )
  10925. p_sd[(*c)++] = tsd->bl.id;
  10926. return 1;
  10927. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  10928. {
  10929. int skilllv;
  10930. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  10931. return 0;
  10932. if (sd->status.sex != tsd->status.sex &&
  10933. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  10934. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  10935. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  10936. sd->status.party_id && tsd->status.party_id &&
  10937. sd->status.party_id == tsd->status.party_id &&
  10938. !tsd->sc.data[SC_DANCING])
  10939. {
  10940. p_sd[(*c)++]=tsd->bl.id;
  10941. return skilllv;
  10942. } else {
  10943. return 0;
  10944. }
  10945. }
  10946. break;
  10947. }
  10948. }
  10949. return 0;
  10950. }
  10951. /*==========================================
  10952. * Checks and stores partners for ensemble skills [Skotlex]
  10953. *------------------------------------------*/
  10954. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  10955. {
  10956. static int c=0;
  10957. static int p_sd[2] = { 0, 0 };
  10958. int i;
  10959. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  10960. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  10961. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  10962. if (cast_flag) { //Execute the skill on the partners.
  10963. struct map_session_data* tsd;
  10964. switch (skill_id) {
  10965. case PR_BENEDICTIO:
  10966. for (i = 0; i < c; i++) {
  10967. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  10968. status_charge(&tsd->bl, 0, 10);
  10969. }
  10970. return c;
  10971. case AB_ADORAMUS:
  10972. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  10973. i = 2 * (*skill_lv);
  10974. status_charge(&tsd->bl, 0, i);
  10975. }
  10976. break;
  10977. case WM_GREAT_ECHO:
  10978. for( i = 0; i < c; i++ ) {
  10979. if( (tsd = map_id2sd(p_sd[i])) != NULL )
  10980. status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
  10981. }
  10982. break;
  10983. default: //Warning: Assuming Ensemble skills here (for speed)
  10984. if( is_chorus )
  10985. break;//Chorus skills are not to be parsed as ensambles
  10986. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  10987. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  10988. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  10989. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  10990. tsd->skillid_dance = skill_id;
  10991. tsd->skilllv_dance = *skill_lv;
  10992. }
  10993. return c;
  10994. }
  10995. }
  10996. //Else: new search for partners.
  10997. c = 0;
  10998. memset (p_sd, 0, sizeof(p_sd));
  10999. if( is_chorus )
  11000. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  11001. else
  11002. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  11003. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  11004. *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.
  11005. return c;
  11006. }
  11007. /*==========================================
  11008. *
  11009. *------------------------------------------*/
  11010. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  11011. {
  11012. int *c,src_id,mob_class,skill;
  11013. struct mob_data *md;
  11014. md=(struct mob_data*)bl;
  11015. src_id=va_arg(ap,int);
  11016. mob_class=va_arg(ap,int);
  11017. skill=va_arg(ap,int);
  11018. c=va_arg(ap,int *);
  11019. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:skill == KO_ZANZOU?4:3) )
  11020. return 0; //Non alchemist summoned mobs have nothing to do here.
  11021. if(md->class_==mob_class)
  11022. (*c)++;
  11023. return 1;
  11024. }
  11025. /*==========================================
  11026. * Determines if a given skill should be made to consume ammo
  11027. * when used by the player. [Skotlex]
  11028. *------------------------------------------*/
  11029. int skill_isammotype (struct map_session_data *sd, int skill)
  11030. {
  11031. return (
  11032. battle_config.arrow_decrement==2 &&
  11033. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  11034. skill != HT_PHANTASMIC &&
  11035. skill_get_type(skill) == BF_WEAPON &&
  11036. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  11037. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  11038. );
  11039. }
  11040. int skill_check_condition_castbegin(struct map_session_data* sd, short skill, short lv) {
  11041. struct status_data *status;
  11042. struct status_change *sc;
  11043. struct skill_condition require;
  11044. int i;
  11045. nullpo_ret(sd);
  11046. if (lv <= 0 || sd->chatID) return 0;
  11047. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill )
  11048. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  11049. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  11050. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  11051. return 1;
  11052. }
  11053. switch( sd->menuskill_id ) {
  11054. case AM_PHARMACY:
  11055. switch( skill ) {
  11056. case AM_PHARMACY:
  11057. case AC_MAKINGARROW:
  11058. case BS_REPAIRWEAPON:
  11059. case AM_TWILIGHT1:
  11060. case AM_TWILIGHT2:
  11061. case AM_TWILIGHT3:
  11062. return 0;
  11063. }
  11064. break;
  11065. case GN_MIX_COOKING:
  11066. case GN_MAKEBOMB:
  11067. case GN_S_PHARMACY:
  11068. case GN_CHANGEMATERIAL:
  11069. if( sd->menuskill_id != skill )
  11070. return 0;
  11071. break;
  11072. }
  11073. status = &sd->battle_status;
  11074. sc = &sd->sc;
  11075. if( !sc->count )
  11076. sc = NULL;
  11077. if( sd->skillitem == skill )
  11078. {
  11079. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  11080. sd->state.abra_flag = 0;
  11081. else
  11082. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  11083. if( (i = sd->itemindex) == -1 ||
  11084. sd->status.inventory[i].nameid != sd->itemid ||
  11085. sd->inventory_data[i] == NULL ||
  11086. !sd->inventory_data[i]->flag.delay_consume ||
  11087. sd->status.inventory[i].amount < 1
  11088. )
  11089. { //Something went wrong, item exploit?
  11090. sd->itemid = sd->itemindex = -1;
  11091. return 0;
  11092. }
  11093. //Consume
  11094. sd->itemid = sd->itemindex = -1;
  11095. if( skill == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  11096. ; //Do not consume item.
  11097. else if( sd->status.inventory[i].expire_time == 0 )
  11098. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  11099. }
  11100. return 1;
  11101. }
  11102. if( pc_is90overweight(sd) )
  11103. {
  11104. clif_skill_fail(sd,skill,USESKILL_FAIL_WEIGHTOVER,0);
  11105. return 0;
  11106. }
  11107. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  11108. return 0;
  11109. switch( skill ) { // Turn off check.
  11110. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  11111. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  11112. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  11113. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case RA_WUGDASH: case KO_YAMIKUMO:
  11114. if( sc && sc->data[status_skill2sc(skill)] )
  11115. return 1;
  11116. }
  11117. // Check the skills that can be used while mounted on a warg
  11118. if( pc_isridingwug(sd) ) {
  11119. switch( skill ) {
  11120. case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE:
  11121. case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE:
  11122. case HT_CLAYMORETRAP: case HT_SPRINGTRAP: case RA_DETONATOR: case RA_CLUSTERBOMB:
  11123. case HT_TALKIEBOX: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP:
  11124. case RA_WUGDASH: case RA_WUGRIDER: case RA_WUGSTRIKE:
  11125. break;
  11126. default: // in official there is no message.
  11127. return 0;
  11128. }
  11129. }
  11130. if( pc_ismadogear(sd) ) {
  11131. switch( skill ) { //None Mado skills are unusable when Mado is equipped. [Jobbie]
  11132. case BS_REPAIRWEAPON: case WS_MELTDOWN:
  11133. case BS_HAMMERFALL: case WS_CARTBOOST:
  11134. case BS_ADRENALINE: case WS_WEAPONREFINE:
  11135. case BS_WEAPONPERFECT: case WS_CARTTERMINATION:
  11136. case BS_OVERTHRUST: case WS_OVERTHRUSTMAX:
  11137. case BS_MAXIMIZE: case NC_AXEBOOMERANG:
  11138. case BS_ADRENALINE2: case NC_POWERSWING:
  11139. case BS_UNFAIRLYTRICK: case NC_AXETORNADO:
  11140. case BS_GREED:
  11141. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11142. return 0;
  11143. default: //Only Mechanic exlcusive skill can be used.
  11144. break;
  11145. }
  11146. }
  11147. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  11148. return 0;
  11149. require = skill_get_requirement(sd,skill,lv);
  11150. //Can only update state when weapon/arrow info is checked.
  11151. sd->state.arrow_atk = require.ammo?1:0;
  11152. // perform skill-specific checks (and actions)
  11153. switch( skill ) {
  11154. case SO_SPELLFIST:
  11155. if(sd->skillid_old != MG_FIREBOLT && sd->skillid_old != MG_COLDBOLT && sd->skillid_old != MG_LIGHTNINGBOLT){
  11156. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11157. return 0;
  11158. }
  11159. case SA_CASTCANCEL:
  11160. if(sd->ud.skilltimer == INVALID_TIMER) {
  11161. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11162. return 0;
  11163. }
  11164. break;
  11165. case AL_WARP:
  11166. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  11167. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  11168. return 0;
  11169. }
  11170. break;
  11171. case MO_CALLSPIRITS:
  11172. if(sc && sc->data[SC_RAISINGDRAGON])
  11173. lv += sc->data[SC_RAISINGDRAGON]->val1;
  11174. if(sd->spiritball >= lv) {
  11175. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11176. return 0;
  11177. }
  11178. break;
  11179. case MO_FINGEROFFENSIVE:
  11180. case GS_FLING:
  11181. case SR_RAMPAGEBLASTER:
  11182. case SR_RIDEINLIGHTNING:
  11183. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  11184. sd->spiritball_old = require.spiritball = sd->spiritball;
  11185. else
  11186. sd->spiritball_old = require.spiritball;
  11187. break;
  11188. case MO_CHAINCOMBO:
  11189. if(!sc)
  11190. return 0;
  11191. if(sc->data[SC_BLADESTOP])
  11192. break;
  11193. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  11194. break;
  11195. return 0;
  11196. case MO_COMBOFINISH:
  11197. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  11198. return 0;
  11199. break;
  11200. case CH_TIGERFIST:
  11201. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  11202. return 0;
  11203. break;
  11204. case CH_CHAINCRUSH:
  11205. if(!(sc && sc->data[SC_COMBO]))
  11206. return 0;
  11207. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  11208. return 0;
  11209. break;
  11210. case MO_EXTREMITYFIST:
  11211. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  11212. // return 0;
  11213. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  11214. break;
  11215. if( sc && sc->data[SC_COMBO] )
  11216. {
  11217. switch(sc->data[SC_COMBO]->val1) {
  11218. case MO_COMBOFINISH:
  11219. case CH_TIGERFIST:
  11220. case CH_CHAINCRUSH:
  11221. break;
  11222. default:
  11223. return 0;
  11224. }
  11225. }
  11226. else if( !unit_can_move(&sd->bl) )
  11227. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  11228. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11229. return 0;
  11230. }
  11231. break;
  11232. case TK_MISSION:
  11233. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
  11234. {// Cannot be used by Non-Taekwon classes
  11235. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11236. return 0;
  11237. }
  11238. break;
  11239. case TK_READYCOUNTER:
  11240. case TK_READYDOWN:
  11241. case TK_READYSTORM:
  11242. case TK_READYTURN:
  11243. case TK_JUMPKICK:
  11244. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
  11245. {// Soul Linkers cannot use this skill
  11246. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11247. return 0;
  11248. }
  11249. break;
  11250. case TK_TURNKICK:
  11251. case TK_STORMKICK:
  11252. case TK_DOWNKICK:
  11253. case TK_COUNTER:
  11254. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  11255. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  11256. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  11257. return 0; //Combo needs to be ready
  11258. if (sc->data[SC_COMBO]->val3) { //Kick chain
  11259. //Do not repeat a kick.
  11260. if (sc->data[SC_COMBO]->val3 != skill)
  11261. break;
  11262. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  11263. return 0;
  11264. }
  11265. if(sc->data[SC_COMBO]->val1 != skill && !( sd && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait.
  11266. unit_cancel_combo(&sd->bl);
  11267. return 0;
  11268. }
  11269. break; //Combo ready.
  11270. case BD_ADAPTATION:
  11271. {
  11272. int time;
  11273. if(!(sc && sc->data[SC_DANCING]))
  11274. {
  11275. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11276. return 0;
  11277. }
  11278. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  11279. if (skill_get_time(
  11280. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  11281. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  11282. - time < skill_get_time2(skill,lv))
  11283. {
  11284. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11285. return 0;
  11286. }
  11287. }
  11288. break;
  11289. case PR_BENEDICTIO:
  11290. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  11291. {
  11292. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11293. return 0;
  11294. }
  11295. break;
  11296. case SL_SMA:
  11297. if(!(sc && sc->data[SC_SMA]))
  11298. return 0;
  11299. break;
  11300. case HT_POWER:
  11301. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  11302. return 0;
  11303. break;
  11304. case CG_HERMODE:
  11305. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  11306. {
  11307. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11308. return 0;
  11309. }
  11310. break;
  11311. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  11312. {
  11313. int i,x,y,range = skill_get_splash(skill, lv)+1;
  11314. int size = range*2+1;
  11315. for (i=0;i<size*size;i++) {
  11316. x = sd->bl.x+(i%size-range);
  11317. y = sd->bl.y+(i/size-range);
  11318. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  11319. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11320. return 0;
  11321. }
  11322. }
  11323. }
  11324. break;
  11325. case PR_REDEMPTIO:
  11326. {
  11327. int exp;
  11328. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  11329. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  11330. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  11331. return 0;
  11332. }
  11333. break;
  11334. }
  11335. case AM_TWILIGHT2:
  11336. case AM_TWILIGHT3:
  11337. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  11338. {
  11339. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11340. return 0;
  11341. }
  11342. break;
  11343. case SG_SUN_WARM:
  11344. case SG_MOON_WARM:
  11345. case SG_STAR_WARM:
  11346. if (sc && sc->data[SC_MIRACLE])
  11347. break;
  11348. i = skill-SG_SUN_WARM;
  11349. if (sd->bl.m == sd->feel_map[i].m)
  11350. break;
  11351. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11352. return 0;
  11353. break;
  11354. case SG_SUN_COMFORT:
  11355. case SG_MOON_COMFORT:
  11356. case SG_STAR_COMFORT:
  11357. if (sc && sc->data[SC_MIRACLE])
  11358. break;
  11359. i = skill-SG_SUN_COMFORT;
  11360. if (sd->bl.m == sd->feel_map[i].m &&
  11361. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  11362. break;
  11363. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11364. return 0;
  11365. case SG_FUSION:
  11366. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  11367. break;
  11368. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  11369. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  11370. if( require.sp > 0 )
  11371. {
  11372. if (status->sp < (unsigned int)require.sp)
  11373. clif_skill_fail(sd,skill,USESKILL_FAIL_SP_INSUFFICIENT,0);
  11374. else
  11375. status_zap(&sd->bl, 0, require.sp);
  11376. }
  11377. return 0;
  11378. case GD_BATTLEORDER:
  11379. case GD_REGENERATION:
  11380. case GD_RESTORE:
  11381. if (!map_flag_gvg2(sd->bl.m)) {
  11382. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11383. return 0;
  11384. }
  11385. case GD_EMERGENCYCALL:
  11386. // other checks were already done in skillnotok()
  11387. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  11388. return 0;
  11389. break;
  11390. case GS_GLITTERING:
  11391. if(sd->spiritball >= 10) {
  11392. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11393. return 0;
  11394. }
  11395. break;
  11396. case NJ_ISSEN:
  11397. if (status->hp < 2) {
  11398. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11399. return 0;
  11400. }
  11401. case NJ_BUNSINJYUTSU:
  11402. if (!(sc && sc->data[SC_NEN])) {
  11403. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11404. return 0;
  11405. }
  11406. break;
  11407. case NJ_ZENYNAGE:
  11408. case KO_MUCHANAGE:
  11409. if(sd->status.zeny < require.zeny) {
  11410. clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0);
  11411. return 0;
  11412. }
  11413. break;
  11414. case PF_HPCONVERSION:
  11415. if (status->sp == status->max_sp)
  11416. return 0; //Unusable when at full SP.
  11417. break;
  11418. case AM_CALLHOMUN: //Can't summon if a hom is already out
  11419. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  11420. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11421. return 0;
  11422. }
  11423. break;
  11424. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  11425. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  11426. {
  11427. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11428. return 0;
  11429. }
  11430. break;
  11431. /**
  11432. * Arch Bishop
  11433. **/
  11434. case AB_ANCILLA:
  11435. {
  11436. int count = 0;
  11437. for( i = 0; i < MAX_INVENTORY; i ++ )
  11438. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  11439. count += sd->status.inventory[i].amount;
  11440. if( count >= 3 ) {
  11441. clif_skill_fail(sd, skill, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  11442. return 0;
  11443. }
  11444. }
  11445. break;
  11446. /**
  11447. * Keeping as a note:
  11448. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  11449. **/
  11450. //case AB_LAUDAAGNUS:
  11451. //case AB_LAUDARAMUS:
  11452. // if( !sd->status.party_id ) {
  11453. // clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11454. // return 0;
  11455. // }
  11456. // break;
  11457. case AB_ADORAMUS:
  11458. /**
  11459. * Warlock
  11460. **/
  11461. case WL_COMET:
  11462. if( skill_check_pc_partner(sd,skill,&lv,1,0) <= 0 && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) )
  11463. {
  11464. //clif_skill_fail(sd,skill,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  11465. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11466. return 0;
  11467. }
  11468. break;
  11469. case WL_SUMMONFB:
  11470. case WL_SUMMONBL:
  11471. case WL_SUMMONWB:
  11472. case WL_SUMMONSTONE:
  11473. if( sc )
  11474. {
  11475. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  11476. if( i == SC_SPHERE_5+1 )
  11477. { // No more free slots
  11478. clif_skill_fail(sd,skill,USESKILL_FAIL_SUMMON,0);
  11479. return 0;
  11480. }
  11481. }
  11482. break;
  11483. /**
  11484. * Guilotine Cross
  11485. **/
  11486. case GC_HALLUCINATIONWALK:
  11487. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  11488. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11489. return 0;
  11490. }
  11491. break;
  11492. case GC_COUNTERSLASH:
  11493. case GC_WEAPONCRUSH:
  11494. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  11495. clif_skill_fail(sd, skill, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  11496. return 0;
  11497. }
  11498. break;
  11499. case GC_CROSSRIPPERSLASHER:
  11500. if( !(sc && sc->data[SC_ROLLINGCUTTER]) ) {
  11501. clif_skill_fail(sd, skill, USESKILL_FAIL_CONDITION, 0);
  11502. return 0;
  11503. }
  11504. break;
  11505. case GC_POISONSMOKE:
  11506. case GC_VENOMPRESSURE:
  11507. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  11508. clif_skill_fail(sd, skill, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  11509. return 0;
  11510. }
  11511. break;
  11512. /**
  11513. * Ranger
  11514. **/
  11515. case RA_WUGMASTERY:
  11516. if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  11517. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11518. return 0;
  11519. }
  11520. break;
  11521. case RA_WUGSTRIKE:
  11522. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  11523. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11524. return 0;
  11525. }
  11526. break;
  11527. case RA_WUGRIDER:
  11528. if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  11529. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11530. return 0;
  11531. }
  11532. break;
  11533. case RA_WUGDASH:
  11534. if(!pc_isridingwug(sd)) {
  11535. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11536. return 0;
  11537. }
  11538. break;
  11539. /**
  11540. * Royal Guard
  11541. **/
  11542. case LG_BANDING:
  11543. if( sc && sc->data[SC_INSPIRATION] ) {
  11544. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11545. return 0;
  11546. }
  11547. break;
  11548. case LG_PRESTIGE:
  11549. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  11550. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11551. return 0;
  11552. }
  11553. break;
  11554. case LG_RAGEBURST:
  11555. if( sd->spiritball == 0 ) {
  11556. clif_skill_fail(sd,skill,USESKILL_FAIL_SKILLINTERVAL,0);
  11557. return 0;
  11558. }
  11559. sd->spiritball_old = require.spiritball = sd->spiritball;
  11560. break;
  11561. case LG_RAYOFGENESIS:
  11562. if( sc && sc->data[SC_INSPIRATION] )
  11563. return 1; // Don't check for partner.
  11564. if( !(sc && sc->data[SC_BANDING]) ) {
  11565. clif_skill_fail(sd,skill,USESKILL_FAIL,0);
  11566. return 0;
  11567. } else if( skill_check_pc_partner(sd,skill,&lv,skill_get_range(skill,lv),0) < 1 )
  11568. return 0; // Just fails, no msg here.
  11569. break;
  11570. case LG_HESPERUSLIT:
  11571. if( !sc || !sc->data[SC_BANDING] ) {
  11572. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11573. return 0;
  11574. }
  11575. break;
  11576. case SR_FALLENEMPIRE:
  11577. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  11578. return 0;
  11579. break;
  11580. case SR_CRESCENTELBOW:
  11581. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  11582. clif_skill_fail(sd, skill, USESKILL_FAIL_DUPLICATE, 0);
  11583. return 0;
  11584. }
  11585. break;
  11586. case SR_CURSEDCIRCLE:
  11587. if( sd->spiritball > 0 )
  11588. sd->spiritball_old = require.spiritball = sd->spiritball;
  11589. else {
  11590. clif_skill_fail(sd,skill,0,0);
  11591. return 0;
  11592. }
  11593. break;
  11594. case SR_GATEOFHELL:
  11595. if( sd->spiritball > 0 )
  11596. sd->spiritball_old = require.spiritball;
  11597. break;
  11598. case SC_MANHOLE:
  11599. case SC_DIMENSIONDOOR:
  11600. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  11601. clif_skill_fail(sd,skill,0,0);
  11602. return 0;
  11603. }
  11604. break;
  11605. case WM_GREAT_ECHO: {
  11606. int count;
  11607. count = skill_check_pc_partner(sd, skill, &lv, skill_get_splash(skill,lv), 0);
  11608. if( count < 1 ) {
  11609. clif_skill_fail(sd,skill,USESKILL_FAIL_NEED_HELPER,0);
  11610. return 0;
  11611. } else
  11612. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  11613. }
  11614. break;
  11615. case SO_FIREWALK:
  11616. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  11617. if( sc && sc->data[SC_PROPERTYWALK] &&
  11618. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  11619. clif_skill_fail(sd,skill,0x0,0);
  11620. return 0;
  11621. }
  11622. break;
  11623. case SO_EL_CONTROL:
  11624. if( !sd->status.ele_id || !sd->ed ) {
  11625. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11626. return 0;
  11627. }
  11628. break;
  11629. case RETURN_TO_ELDICASTES:
  11630. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  11631. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11632. return 0;
  11633. }
  11634. break;
  11635. case LG_REFLECTDAMAGE:
  11636. case CR_REFLECTSHIELD:
  11637. if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){
  11638. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11639. return 0;
  11640. }
  11641. break;
  11642. case KO_KAHU_ENTEN:
  11643. case KO_HYOUHU_HUBUKI:
  11644. case KO_KAZEHU_SEIRAN:
  11645. case KO_DOHU_KOUKAI:
  11646. {
  11647. int ttype = skill_get_ele(skill, lv);
  11648. ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
  11649. if( (i < 5 && i != ttype) || sd->talisman[ttype] >= 10 ){
  11650. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  11651. return 0;
  11652. }
  11653. }
  11654. break;
  11655. case KO_KAIHOU:
  11656. case KO_ZENKAI:
  11657. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  11658. if( i > 4 ) {
  11659. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11660. return 0;
  11661. }
  11662. break;
  11663. }
  11664. switch(require.state) {
  11665. case ST_HIDING:
  11666. if(!(sc && sc->option&OPTION_HIDE)) {
  11667. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11668. return 0;
  11669. }
  11670. break;
  11671. case ST_CLOAKING:
  11672. if(!pc_iscloaking(sd)) {
  11673. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11674. return 0;
  11675. }
  11676. break;
  11677. case ST_HIDDEN:
  11678. if(!pc_ishiding(sd)) {
  11679. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11680. return 0;
  11681. }
  11682. break;
  11683. case ST_RIDING:
  11684. if(!pc_isriding(sd)) {
  11685. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11686. return 0;
  11687. }
  11688. break;
  11689. case ST_FALCON:
  11690. if(!pc_isfalcon(sd)) {
  11691. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11692. return 0;
  11693. }
  11694. break;
  11695. case ST_CARTBOOST:
  11696. if(!(sc && sc->data[SC_CARTBOOST])) {
  11697. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11698. return 0;
  11699. }
  11700. case ST_CART:
  11701. if(!pc_iscarton(sd)) {
  11702. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11703. return 0;
  11704. }
  11705. break;
  11706. case ST_SHIELD:
  11707. if(sd->status.shield <= 0) {
  11708. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11709. return 0;
  11710. }
  11711. break;
  11712. case ST_SIGHT:
  11713. if(!(sc && sc->data[SC_SIGHT])) {
  11714. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11715. return 0;
  11716. }
  11717. break;
  11718. case ST_EXPLOSIONSPIRITS:
  11719. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  11720. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11721. return 0;
  11722. }
  11723. break;
  11724. case ST_RECOV_WEIGHT_RATE:
  11725. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  11726. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11727. return 0;
  11728. }
  11729. break;
  11730. case ST_MOVE_ENABLE:
  11731. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  11732. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  11733. if (!unit_can_move(&sd->bl)) {
  11734. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11735. return 0;
  11736. }
  11737. break;
  11738. case ST_WATER:
  11739. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  11740. break;
  11741. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  11742. break;
  11743. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11744. return 0;
  11745. /**
  11746. * Rune Knight
  11747. **/
  11748. case ST_RIDINGDRAGON:
  11749. if( !pc_isridingdragon(sd) ) {
  11750. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11751. return 0;
  11752. }
  11753. break;
  11754. /**
  11755. * Wug
  11756. **/
  11757. case ST_WUG:
  11758. if( !pc_iswug(sd) ) {
  11759. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11760. return 0;
  11761. }
  11762. break;
  11763. /**
  11764. * Riding Wug
  11765. **/
  11766. case ST_RIDINGWUG:
  11767. if( !pc_isridingwug(sd) ){
  11768. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11769. return 0;
  11770. }
  11771. break;
  11772. /**
  11773. * Mechanic
  11774. **/
  11775. case ST_MADO:
  11776. if( !pc_ismadogear(sd) ) {
  11777. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11778. return 0;
  11779. }
  11780. break;
  11781. /**
  11782. * Sorcerer
  11783. **/
  11784. case ST_ELEMENTALSPIRIT:
  11785. if(!sd->ed) {
  11786. clif_skill_fail(sd,skill,USESKILL_FAIL_EL_SUMMON,0);
  11787. return 0;
  11788. }
  11789. break;
  11790. }
  11791. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  11792. //mhp is the max-hp-requirement, that is,
  11793. //you must have this % or less of HP to cast it.
  11794. clif_skill_fail(sd,skill,USESKILL_FAIL_HP_INSUFFICIENT,0);
  11795. return 0;
  11796. }
  11797. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  11798. clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0);
  11799. return 0;
  11800. }
  11801. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  11802. clif_skill_fail(sd,skill,USESKILL_FAIL_SP_INSUFFICIENT,0);
  11803. return 0;
  11804. }
  11805. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  11806. clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0);
  11807. return 0;
  11808. }
  11809. if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
  11810. clif_skill_fail(sd,skill,USESKILL_FAIL_SPIRITS,require.spiritball);
  11811. return 0;
  11812. }
  11813. return 1;
  11814. }
  11815. int skill_check_condition_castend(struct map_session_data* sd, short skill, short lv)
  11816. {
  11817. struct skill_condition require;
  11818. struct status_data *status;
  11819. int i;
  11820. int index[MAX_SKILL_ITEM_REQUIRE];
  11821. nullpo_ret(sd);
  11822. if( lv <= 0 || sd->chatID )
  11823. return 0;
  11824. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill ) {
  11825. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  11826. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  11827. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  11828. return 1;
  11829. }
  11830. switch( sd->menuskill_id ) { // Cast start or cast end??
  11831. case AM_PHARMACY:
  11832. switch( skill ) {
  11833. case AM_PHARMACY:
  11834. case AC_MAKINGARROW:
  11835. case BS_REPAIRWEAPON:
  11836. case AM_TWILIGHT1:
  11837. case AM_TWILIGHT2:
  11838. case AM_TWILIGHT3:
  11839. return 0;
  11840. }
  11841. break;
  11842. case GN_MIX_COOKING:
  11843. case GN_MAKEBOMB:
  11844. case GN_S_PHARMACY:
  11845. case GN_CHANGEMATERIAL:
  11846. if( sd->menuskill_id != skill )
  11847. return 0;
  11848. break;
  11849. }
  11850. if( sd->skillitem == skill ) // Casting finished (Item skill or Hocus-Pocus)
  11851. return 1;
  11852. if( pc_is90overweight(sd) ) {
  11853. clif_skill_fail(sd,skill,USESKILL_FAIL_WEIGHTOVER,0);
  11854. return 0;
  11855. }
  11856. // perform skill-specific checks (and actions)
  11857. switch( skill ) {
  11858. case PR_BENEDICTIO:
  11859. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  11860. break;
  11861. case AM_CANNIBALIZE:
  11862. case AM_SPHEREMINE: {
  11863. int c=0;
  11864. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  11865. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  11866. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  11867. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  11868. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  11869. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  11870. if(c >= maxcount ||
  11871. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  11872. { //Fails when: exceed max limit. There are other plant types already out.
  11873. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11874. return 0;
  11875. }
  11876. }
  11877. break;
  11878. }
  11879. case NC_SILVERSNIPER:
  11880. case NC_MAGICDECOY: {
  11881. int c = 0, j;
  11882. int maxcount = skill_get_maxcount(skill,lv);
  11883. int mob_class = 2042;
  11884. if( skill == NC_MAGICDECOY )
  11885. mob_class = 2043;
  11886. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  11887. if( skill == NC_MAGICDECOY ) {
  11888. for( j = mob_class; j <= 2046; j++ )
  11889. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill, &c);
  11890. } else
  11891. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  11892. if( c >= maxcount ) {
  11893. clif_skill_fail(sd , skill, USESKILL_FAIL_LEVEL, 0);
  11894. return 0;
  11895. }
  11896. }
  11897. }
  11898. break;
  11899. case KO_ZANZOU: {
  11900. int c = 0;
  11901. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill, &c);
  11902. if( c >= skill_get_maxcount(skill,lv) || c != i)
  11903. {
  11904. clif_skill_fail(sd , skill, USESKILL_FAIL_LEVEL, 0);
  11905. return 0;
  11906. }
  11907. }
  11908. break;
  11909. }
  11910. status = &sd->battle_status;
  11911. require = skill_get_requirement(sd,skill,lv);
  11912. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  11913. clif_skill_fail(sd,skill,USESKILL_FAIL_HP_INSUFFICIENT,0);
  11914. return 0;
  11915. }
  11916. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  11917. clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0);
  11918. return 0;
  11919. }
  11920. if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
  11921. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  11922. clif_arrow_fail(sd,0);
  11923. return 0;
  11924. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  11925. char e_msg[100];
  11926. sprintf(e_msg,"Skill Failed. [%s] requires %dx %s.",
  11927. skill_get_desc(skill),
  11928. require.ammo_qty,
  11929. itemdb_jname(sd->status.inventory[i].nameid));
  11930. clif_colormes(sd,COLOR_RED,e_msg);
  11931. return 0;
  11932. }
  11933. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  11934. //which is the closest we have to wrong ammo type. [Skotlex]
  11935. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  11936. //clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0);
  11937. return 0;
  11938. }
  11939. }
  11940. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  11941. if( !require.itemid[i] )
  11942. continue;
  11943. index[i] = pc_search_inventory(sd,require.itemid[i]);
  11944. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  11945. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  11946. clif_skill_fail(sd,skill,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required
  11947. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  11948. clif_skill_fail(sd,skill,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required
  11949. else
  11950. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11951. return 0;
  11952. }
  11953. }
  11954. return 1;
  11955. }
  11956. // type&2: consume items (after skill was used)
  11957. // type&1: consume the others (before skill was used)
  11958. int skill_consume_requirement( struct map_session_data *sd, short skill, short lv, short type)
  11959. {
  11960. struct skill_condition req;
  11961. nullpo_ret(sd);
  11962. req = skill_get_requirement(sd,skill,lv);
  11963. if( type&1 )
  11964. {
  11965. if( skill == CG_TAROTCARD || sd->state.autocast )
  11966. req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  11967. if(req.hp || req.sp)
  11968. status_zap(&sd->bl, req.hp, req.sp);
  11969. if(req.spiritball > 0)
  11970. pc_delspiritball(sd,req.spiritball,0);
  11971. if(req.zeny > 0)
  11972. {
  11973. if( skill == NJ_ZENYNAGE )
  11974. req.zeny = 0; //Zeny is reduced on skill_attack.
  11975. if( sd->status.zeny < req.zeny )
  11976. req.zeny = sd->status.zeny;
  11977. pc_payzeny(sd,req.zeny);
  11978. }
  11979. }
  11980. if( type&2 )
  11981. {
  11982. struct status_change *sc = &sd->sc;
  11983. int n,i;
  11984. if( !sc->count )
  11985. sc = NULL;
  11986. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  11987. {
  11988. if( !req.itemid[i] )
  11989. continue;
  11990. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  11991. continue; //Gemstones are checked, but not substracted from inventory.
  11992. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  11993. pc_delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
  11994. }
  11995. }
  11996. return 1;
  11997. }
  11998. struct skill_condition skill_get_requirement(struct map_session_data* sd, short skill, short lv)
  11999. {
  12000. struct skill_condition req;
  12001. struct status_data *status;
  12002. struct status_change *sc;
  12003. int i,j,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  12004. memset(&req,0,sizeof(req));
  12005. if( !sd )
  12006. return req;
  12007. if( sd->skillitem == skill )
  12008. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  12009. sc = &sd->sc;
  12010. if( !sc->count )
  12011. sc = NULL;
  12012. switch( skill )
  12013. { // Turn off check.
  12014. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  12015. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  12016. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  12017. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case KO_YAMIKUMO:
  12018. if( sc && sc->data[status_skill2sc(skill)] )
  12019. return req;
  12020. }
  12021. j = skill_get_index(skill);
  12022. if( j == 0 ) // invalid skill id
  12023. return req;
  12024. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  12025. return req;
  12026. status = &sd->battle_status;
  12027. req.hp = skill_db[j].hp[lv-1];
  12028. hp_rate = skill_db[j].hp_rate[lv-1];
  12029. if(hp_rate > 0)
  12030. req.hp += (status->hp * hp_rate)/100;
  12031. else
  12032. req.hp += (status->max_hp * (-hp_rate))/100;
  12033. req.sp = skill_db[j].sp[lv-1];
  12034. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  12035. req.sp /= 2;
  12036. sp_rate = skill_db[j].sp_rate[lv-1];
  12037. if(sp_rate > 0)
  12038. req.sp += (status->sp * sp_rate)/100;
  12039. else
  12040. req.sp += (status->max_sp * (-sp_rate))/100;
  12041. if( sd->dsprate != 100 )
  12042. req.sp = req.sp * sd->dsprate / 100;
  12043. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill);
  12044. if( i < ARRAYLENGTH(sd->skillusesprate) )
  12045. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  12046. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill);
  12047. if( i < ARRAYLENGTH(sd->skillusesp) )
  12048. req.sp -= sd->skillusesp[i].val;
  12049. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  12050. if( sc ) {
  12051. if( sc->data[SC__LAZINESS] )
  12052. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  12053. if( sc->data[SC_RECOGNIZEDSPELL] )
  12054. req.sp += req.sp / 4;
  12055. }
  12056. req.zeny = skill_db[j].zeny[lv-1];
  12057. if( sc && sc->data[SC__UNLUCKY] )
  12058. req.zeny += sc->data[SC__UNLUCKY]->val1 * 500;
  12059. req.spiritball = skill_db[j].spiritball[lv-1];
  12060. req.state = skill_db[j].state;
  12061. req.mhp = skill_db[j].mhp[lv-1];
  12062. req.weapon = skill_db[j].weapon;
  12063. req.ammo_qty = skill_db[j].ammo_qty[lv-1];
  12064. if (req.ammo_qty)
  12065. req.ammo = skill_db[j].ammo;
  12066. if (!req.ammo && skill && skill_isammotype(sd, skill))
  12067. { //Assume this skill is using the weapon, therefore it requires arrows.
  12068. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  12069. req.ammo_qty = 1;
  12070. }
  12071. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  12072. if( (skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1 )
  12073. continue;
  12074. switch( skill ) {
  12075. case AM_CALLHOMUN:
  12076. if (sd->status.hom_id) //Don't delete items when hom is already out.
  12077. continue;
  12078. break;
  12079. case NC_SHAPESHIFT:
  12080. if( i < 4 )
  12081. continue;
  12082. break;
  12083. case WZ_FIREPILLAR: // celest
  12084. if (lv <= 5) // no gems required at level 1-5
  12085. continue;
  12086. break;
  12087. case AB_ADORAMUS:
  12088. if( itemid_isgemstone(skill_db[j].itemid[i]) && skill_check_pc_partner(sd,skill,&lv, 1, 2) )
  12089. continue;
  12090. break;
  12091. case WL_COMET:
  12092. if( itemid_isgemstone(skill_db[j].itemid[i]) && skill_check_pc_partner(sd,skill,&lv, 1, 0) )
  12093. continue;
  12094. break;
  12095. case GN_FIRE_EXPANSION:
  12096. if( i < 5 )
  12097. continue;
  12098. break;
  12099. case SO_SUMMON_AGNI:
  12100. case SO_SUMMON_AQUA:
  12101. case SO_SUMMON_VENTUS:
  12102. case SO_SUMMON_TERA:
  12103. if( i < 3 )
  12104. continue;
  12105. break;
  12106. }
  12107. req.itemid[i] = skill_db[j].itemid[i];
  12108. req.amount[i] = skill_db[j].amount[i];
  12109. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN )
  12110. {
  12111. if( sd->special_state.no_gemstone )
  12112. { //Make it substract 1 gem rather than skipping the cost.
  12113. if( --req.amount[i] < 1 )
  12114. req.itemid[i] = 0;
  12115. }
  12116. if(sc && sc->data[SC_INTOABYSS])
  12117. {
  12118. if( skill != SA_ABRACADABRA )
  12119. req.itemid[i] = req.amount[i] = 0;
  12120. else if( --req.amount[i] < 1 )
  12121. req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  12122. }
  12123. }
  12124. if( skill >= HT_SKIDTRAP && skill <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
  12125. if( (j=pc_search_inventory(sd,req.itemid[i])) < 0 || ( j >= 0 && sd->status.inventory[j].amount < req.amount[i] ) ){
  12126. req.itemid[i] = ITEMID_TRAP_ALLOY;
  12127. req.amount[i] = 1;
  12128. }
  12129. break;
  12130. }
  12131. }
  12132. /* requirements are level-dependent */
  12133. switch( skill ) {
  12134. case NC_SHAPESHIFT:
  12135. case GN_FIRE_EXPANSION:
  12136. case SO_SUMMON_AGNI:
  12137. case SO_SUMMON_AQUA:
  12138. case SO_SUMMON_VENTUS:
  12139. case SO_SUMMON_TERA:
  12140. req.itemid[lv-1] = skill_db[j].itemid[lv-1];
  12141. req.amount[lv-1] = skill_db[j].amount[lv-1];
  12142. break;
  12143. }
  12144. // Check for cost reductions due to skills & SCs
  12145. switch(skill) {
  12146. case MC_MAMMONITE:
  12147. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  12148. req.zeny -= req.zeny*10/100;
  12149. break;
  12150. case AL_HOLYLIGHT:
  12151. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  12152. req.sp *= 5;
  12153. break;
  12154. case SL_SMA:
  12155. case SL_STUN:
  12156. case SL_STIN:
  12157. {
  12158. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  12159. if(kaina_lv==0 || sd->status.base_level<70)
  12160. break;
  12161. if(sd->status.base_level>=90)
  12162. req.sp -= req.sp*7*kaina_lv/100;
  12163. else if(sd->status.base_level>=80)
  12164. req.sp -= req.sp*5*kaina_lv/100;
  12165. else if(sd->status.base_level>=70)
  12166. req.sp -= req.sp*3*kaina_lv/100;
  12167. }
  12168. break;
  12169. case MO_TRIPLEATTACK:
  12170. case MO_CHAINCOMBO:
  12171. case MO_COMBOFINISH:
  12172. case CH_TIGERFIST:
  12173. case CH_CHAINCRUSH:
  12174. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  12175. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  12176. break;
  12177. case MO_BODYRELOCATION:
  12178. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  12179. req.spiritball = 0;
  12180. break;
  12181. case MO_EXTREMITYFIST:
  12182. if( sc )
  12183. {
  12184. if( sc->data[SC_BLADESTOP] )
  12185. req.spiritball--;
  12186. else if( sc->data[SC_COMBO] )
  12187. {
  12188. switch( sc->data[SC_COMBO]->val1 )
  12189. {
  12190. case MO_COMBOFINISH:
  12191. req.spiritball = 4;
  12192. break;
  12193. case CH_TIGERFIST:
  12194. req.spiritball = 3;
  12195. break;
  12196. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  12197. req.spiritball = sd->spiritball?sd->spiritball:1;
  12198. break;
  12199. }
  12200. }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  12201. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  12202. }
  12203. break;
  12204. case SR_RAMPAGEBLASTER:
  12205. req.spiritball = sd->spiritball?sd->spiritball:15;
  12206. break;
  12207. case SR_GATEOFHELL:
  12208. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  12209. req.sp -= req.sp * 10 / 100;
  12210. break;
  12211. case SO_SUMMON_AGNI:
  12212. case SO_SUMMON_AQUA:
  12213. case SO_SUMMON_VENTUS:
  12214. case SO_SUMMON_TERA:
  12215. req.sp -= req.sp * (5 + 5 * pc_checkskill(sd,SO_EL_SYMPATHY)) / 100;
  12216. break;
  12217. }
  12218. return req;
  12219. }
  12220. /*==========================================
  12221. * Does cast-time reductions based on dex, item bonuses and config setting
  12222. *------------------------------------------*/
  12223. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv) {
  12224. int time = skill_get_cast(skill_id, skill_lv);
  12225. nullpo_ret(bl);
  12226. #ifndef RENEWAL_CAST
  12227. {
  12228. struct map_session_data *sd;
  12229. sd = BL_CAST(BL_PC, bl);
  12230. // calculate base cast time (reduced by dex)
  12231. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  12232. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  12233. if( scale > 0 ) // not instant cast
  12234. time = time * scale / battle_config.castrate_dex_scale;
  12235. else
  12236. return 0; // instant cast
  12237. }
  12238. // calculate cast time reduced by item/card bonuses
  12239. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  12240. {
  12241. int i;
  12242. if( sd->castrate != 100 )
  12243. time = time * sd->castrate / 100;
  12244. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  12245. {
  12246. if( sd->skillcast[i].id == skill_id )
  12247. {
  12248. time+= time * sd->skillcast[i].val / 100;
  12249. break;
  12250. }
  12251. }
  12252. }
  12253. }
  12254. #endif
  12255. // config cast time multiplier
  12256. if (battle_config.cast_rate != 100)
  12257. time = time * battle_config.cast_rate / 100;
  12258. // return final cast time
  12259. return (time > 0) ? time : 0;
  12260. }
  12261. /*==========================================
  12262. * Does cast-time reductions based on sc data.
  12263. *------------------------------------------*/
  12264. int skill_castfix_sc (struct block_list *bl, int time)
  12265. {
  12266. struct status_change *sc = status_get_sc(bl);
  12267. if( time < 0 )
  12268. return 0;
  12269. if (sc && sc->count) {
  12270. if (sc->data[SC_SLOWCAST])
  12271. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  12272. if (sc->data[SC_SUFFRAGIUM]) {
  12273. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  12274. status_change_end(bl, SC_SUFFRAGIUM, -1);
  12275. }
  12276. if (sc->data[SC_MEMORIZE]) {
  12277. time>>=1;
  12278. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  12279. status_change_end(bl, SC_MEMORIZE, -1);
  12280. }
  12281. if (sc->data[SC_POEMBRAGI])
  12282. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  12283. if (sc->data[SC_IZAYOI])
  12284. time -= time * 50 / 100;
  12285. }
  12286. return (time > 0) ? time : 0;
  12287. }
  12288. #ifdef RENEWAL_CAST
  12289. int skill_vfcastfix (struct block_list *bl, double time, int skill_id, int skill_lv)
  12290. {
  12291. struct status_change *sc = status_get_sc(bl);
  12292. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  12293. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
  12294. if( time < 0 )
  12295. return 0;
  12296. if( fixed == 0 ){
  12297. fixed = (int)time * 20 / 100; // fixed time
  12298. time = time * 80 / 100; // variable time
  12299. }else if( fixed < 0 ) // no fixed cast time
  12300. fixed = 0;
  12301. if(sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses.
  12302. if( sd->bonus.varcastrate < 0 )
  12303. VARCAST_REDUCTION(sd->bonus.varcastrate);
  12304. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
  12305. if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
  12306. fixed += sd->skillfixcast[i].val;
  12307. break;
  12308. }
  12309. for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ )
  12310. if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
  12311. time += sd->skillvarcast[i].val;
  12312. break;
  12313. }
  12314. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  12315. if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate
  12316. if( (i=sd->skillcast[i].val) < 0)
  12317. VARCAST_REDUCTION(i);
  12318. break;
  12319. }
  12320. }
  12321. if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2) ) {
  12322. // All variable cast additive bonuses must come first
  12323. if (sc->data[SC_SLOWCAST])
  12324. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  12325. // Variable cast reduction bonuses
  12326. if (sc->data[SC_SUFFRAGIUM]) {
  12327. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  12328. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  12329. }
  12330. if (sc->data[SC_MEMORIZE]) {
  12331. VARCAST_REDUCTION(50);
  12332. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  12333. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  12334. }
  12335. if (sc->data[SC_POEMBRAGI])
  12336. VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2);
  12337. if (sc->data[SC_IZAYOI])
  12338. VARCAST_REDUCTION(50);
  12339. // Fixed cast reduction bonuses
  12340. if( sc->data[SC__LAZINESS] )
  12341. fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2);
  12342. if( sc->data[SC_SECRAMENT] )
  12343. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  12344. if( sd && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP )
  12345. fixcast_r = max(fixcast_r, 5 + skill_lv * 5);
  12346. // Fixed cast non percentage bonuses
  12347. if( sc->data[SC_MANDRAGORA] && (skill_id >= SM_BASH && skill_id <= RETURN_TO_ELDICASTES) )
  12348. fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
  12349. if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN))
  12350. fixed = 0;
  12351. }
  12352. if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){
  12353. VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) );
  12354. fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0);
  12355. }
  12356. if( varcast_r < 0 ) // now compute overall factors
  12357. time = time * (1 - (float)varcast_r / 100);
  12358. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point
  12359. time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time;
  12360. // underflow checking/capping
  12361. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * fixed;
  12362. return (int)time;
  12363. }
  12364. #endif
  12365. /*==========================================
  12366. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  12367. *------------------------------------------*/
  12368. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  12369. {
  12370. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  12371. int time = skill_get_delay(skill_id, skill_lv);
  12372. struct map_session_data *sd;
  12373. struct status_change *sc = status_get_sc(bl);
  12374. nullpo_ret(bl);
  12375. sd = BL_CAST(BL_PC, bl);
  12376. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  12377. return 0; //Will use picked skill's delay.
  12378. if (bl->type&battle_config.no_skill_delay)
  12379. return battle_config.min_skill_delay_limit;
  12380. if (time < 0)
  12381. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  12382. // Delay reductions
  12383. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  12384. case MO_TRIPLEATTACK:
  12385. case MO_CHAINCOMBO:
  12386. case MO_COMBOFINISH:
  12387. case CH_TIGERFIST:
  12388. case CH_CHAINCRUSH:
  12389. case SR_DRAGONCOMBO:
  12390. case SR_FALLENEMPIRE:
  12391. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  12392. break;
  12393. case HP_BASILICA:
  12394. if( sc && !sc->data[SC_BASILICA] )
  12395. time = 0; // There is no Delay on Basilica creation, only on cancel
  12396. break;
  12397. default:
  12398. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  12399. { // if skill delay is allowed to be reduced by dex
  12400. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  12401. if (scale > 0)
  12402. time = time * scale / battle_config.castrate_dex_scale;
  12403. else //To be capped later to minimum.
  12404. time = 0;
  12405. }
  12406. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  12407. { // if skill delay is allowed to be reduced by agi
  12408. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  12409. if (scale > 0)
  12410. time = time * scale / battle_config.castrate_dex_scale;
  12411. else //To be capped later to minimum.
  12412. time = 0;
  12413. }
  12414. }
  12415. if ( sc && sc->data[SC_SPIRIT] )
  12416. {
  12417. switch (skill_id) {
  12418. case CR_SHIELDBOOMERANG:
  12419. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  12420. time /= 2;
  12421. break;
  12422. case AS_SONICBLOW:
  12423. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  12424. time /= 2;
  12425. break;
  12426. }
  12427. }
  12428. if (!(delaynodex&2))
  12429. {
  12430. if (sc && sc->count) {
  12431. if (sc->data[SC_POEMBRAGI])
  12432. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  12433. }
  12434. }
  12435. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  12436. time = time * sd->delayrate / 100;
  12437. if (battle_config.delay_rate != 100)
  12438. time = time * battle_config.delay_rate / 100;
  12439. if (time < status_get_amotion(bl))
  12440. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  12441. return max(time, battle_config.min_skill_delay_limit);
  12442. }
  12443. /*=========================================
  12444. *
  12445. *-----------------------------------------*/
  12446. struct square {
  12447. int val1[5];
  12448. int val2[5];
  12449. };
  12450. static void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  12451. {
  12452. nullpo_retv(tc);
  12453. if(dir == 0){
  12454. tc->val1[0]=x-2;
  12455. tc->val1[1]=x-1;
  12456. tc->val1[2]=x;
  12457. tc->val1[3]=x+1;
  12458. tc->val1[4]=x+2;
  12459. tc->val2[0]=
  12460. tc->val2[1]=
  12461. tc->val2[2]=
  12462. tc->val2[3]=
  12463. tc->val2[4]=y-1;
  12464. }
  12465. else if(dir==2){
  12466. tc->val1[0]=
  12467. tc->val1[1]=
  12468. tc->val1[2]=
  12469. tc->val1[3]=
  12470. tc->val1[4]=x+1;
  12471. tc->val2[0]=y+2;
  12472. tc->val2[1]=y+1;
  12473. tc->val2[2]=y;
  12474. tc->val2[3]=y-1;
  12475. tc->val2[4]=y-2;
  12476. }
  12477. else if(dir==4){
  12478. tc->val1[0]=x-2;
  12479. tc->val1[1]=x-1;
  12480. tc->val1[2]=x;
  12481. tc->val1[3]=x+1;
  12482. tc->val1[4]=x+2;
  12483. tc->val2[0]=
  12484. tc->val2[1]=
  12485. tc->val2[2]=
  12486. tc->val2[3]=
  12487. tc->val2[4]=y+1;
  12488. }
  12489. else if(dir==6){
  12490. tc->val1[0]=
  12491. tc->val1[1]=
  12492. tc->val1[2]=
  12493. tc->val1[3]=
  12494. tc->val1[4]=x-1;
  12495. tc->val2[0]=y+2;
  12496. tc->val2[1]=y+1;
  12497. tc->val2[2]=y;
  12498. tc->val2[3]=y-1;
  12499. tc->val2[4]=y-2;
  12500. }
  12501. else if(dir==1){
  12502. tc->val1[0]=x-1;
  12503. tc->val1[1]=x;
  12504. tc->val1[2]=x+1;
  12505. tc->val1[3]=x+2;
  12506. tc->val1[4]=x+3;
  12507. tc->val2[0]=y-4;
  12508. tc->val2[1]=y-3;
  12509. tc->val2[2]=y-1;
  12510. tc->val2[3]=y;
  12511. tc->val2[4]=y+1;
  12512. }
  12513. else if(dir==3){
  12514. tc->val1[0]=x+3;
  12515. tc->val1[1]=x+2;
  12516. tc->val1[2]=x+1;
  12517. tc->val1[3]=x;
  12518. tc->val1[4]=x-1;
  12519. tc->val2[0]=y-1;
  12520. tc->val2[1]=y;
  12521. tc->val2[2]=y+1;
  12522. tc->val2[3]=y+2;
  12523. tc->val2[4]=y+3;
  12524. }
  12525. else if(dir==5){
  12526. tc->val1[0]=x+1;
  12527. tc->val1[1]=x;
  12528. tc->val1[2]=x-1;
  12529. tc->val1[3]=x-2;
  12530. tc->val1[4]=x-3;
  12531. tc->val2[0]=y+3;
  12532. tc->val2[1]=y+2;
  12533. tc->val2[2]=y+1;
  12534. tc->val2[3]=y;
  12535. tc->val2[4]=y-1;
  12536. }
  12537. else if(dir==7){
  12538. tc->val1[0]=x-3;
  12539. tc->val1[1]=x-2;
  12540. tc->val1[2]=x-1;
  12541. tc->val1[3]=x;
  12542. tc->val1[4]=x+1;
  12543. tc->val2[1]=y;
  12544. tc->val2[0]=y+1;
  12545. tc->val2[2]=y-1;
  12546. tc->val2[3]=y-2;
  12547. tc->val2[4]=y-3;
  12548. }
  12549. }
  12550. static void skill_brandishspear_dir (struct square* tc, int dir, int are)
  12551. {
  12552. int c;
  12553. nullpo_retv(tc);
  12554. for( c = 0; c < 5; c++ )
  12555. {
  12556. switch( dir )
  12557. {
  12558. case 0: tc->val2[c]+=are; break;
  12559. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  12560. case 2: tc->val1[c]-=are; break;
  12561. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  12562. case 4: tc->val2[c]-=are; break;
  12563. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  12564. case 6: tc->val1[c]+=are; break;
  12565. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  12566. }
  12567. }
  12568. }
  12569. void skill_brandishspear(struct block_list* src, struct block_list* bl, int skillid, int skilllv, unsigned int tick, int flag)
  12570. {
  12571. int c,n=4;
  12572. int dir = map_calc_dir(src,bl->x,bl->y);
  12573. struct square tc;
  12574. int x=bl->x,y=bl->y;
  12575. skill_brandishspear_first(&tc,dir,x,y);
  12576. skill_brandishspear_dir(&tc,dir,4);
  12577. skill_area_temp[1] = bl->id;
  12578. if(skilllv > 9){
  12579. for(c=1;c<4;c++){
  12580. map_foreachincell(skill_area_sub,
  12581. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  12582. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  12583. skill_castend_damage_id);
  12584. }
  12585. }
  12586. if(skilllv > 6){
  12587. skill_brandishspear_dir(&tc,dir,-1);
  12588. n--;
  12589. }else{
  12590. skill_brandishspear_dir(&tc,dir,-2);
  12591. n-=2;
  12592. }
  12593. if(skilllv > 3){
  12594. for(c=0;c<5;c++){
  12595. map_foreachincell(skill_area_sub,
  12596. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  12597. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  12598. skill_castend_damage_id);
  12599. if(skilllv > 6 && n==3 && c==4){
  12600. skill_brandishspear_dir(&tc,dir,-1);
  12601. n--;c=-1;
  12602. }
  12603. }
  12604. }
  12605. for(c=0;c<10;c++){
  12606. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  12607. map_foreachincell(skill_area_sub,
  12608. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  12609. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  12610. skill_castend_damage_id);
  12611. }
  12612. }
  12613. /*==========================================
  12614. * Weapon Repair [Celest/DracoRPG]
  12615. *------------------------------------------*/
  12616. void skill_repairweapon (struct map_session_data *sd, int idx) {
  12617. int material;
  12618. int materials[4] = { 1002, 998, 999, 756 };
  12619. struct item *item;
  12620. struct map_session_data *target_sd;
  12621. nullpo_retv(sd);
  12622. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  12623. return;
  12624. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  12625. return;
  12626. if( idx < 0 || idx >= MAX_INVENTORY )
  12627. return; //Invalid index??
  12628. item = &target_sd->status.inventory[idx];
  12629. if( item->nameid <= 0 || item->attribute == 0 )
  12630. return; //Again invalid item....
  12631. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  12632. clif_item_repaireffect(sd,idx,1);
  12633. return;
  12634. }
  12635. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  12636. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  12637. else
  12638. material = materials [2]; // Armors consume 1 Steel
  12639. if ( pc_search_inventory(sd,material) < 0 ) {
  12640. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  12641. return;
  12642. }
  12643. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  12644. item->attribute = 0;/* clear broken state */
  12645. clif_equiplist(target_sd);
  12646. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  12647. clif_item_repaireffect(sd,idx,0);
  12648. if( sd != target_sd )
  12649. clif_item_repaireffect(target_sd,idx,0);
  12650. }
  12651. /*==========================================
  12652. * Item Appraisal
  12653. *------------------------------------------*/
  12654. void skill_identify (struct map_session_data *sd, int idx)
  12655. {
  12656. int flag=1;
  12657. nullpo_retv(sd);
  12658. if(idx >= 0 && idx < MAX_INVENTORY) {
  12659. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  12660. flag=0;
  12661. sd->status.inventory[idx].identify=1;
  12662. }
  12663. }
  12664. clif_item_identified(sd,idx,flag);
  12665. }
  12666. /*==========================================
  12667. * Weapon Refine [Celest]
  12668. *------------------------------------------*/
  12669. void skill_weaponrefine (struct map_session_data *sd, int idx)
  12670. {
  12671. nullpo_retv(sd);
  12672. if (idx >= 0 && idx < MAX_INVENTORY)
  12673. {
  12674. int i = 0, ep = 0, per;
  12675. int material[5] = { 0, 1010, 1011, 984, 984 };
  12676. struct item *item;
  12677. struct item_data *ditem = sd->inventory_data[idx];
  12678. item = &sd->status.inventory[idx];
  12679. if(item->nameid > 0 && ditem->type == IT_WEAPON)
  12680. {
  12681. if( item->refine >= sd->menuskill_val
  12682. || item->refine >= 10 // if it's no longer refineable
  12683. || ditem->flag.no_refine // if the item isn't refinable
  12684. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  12685. {
  12686. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  12687. return;
  12688. }
  12689. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  12690. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  12691. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  12692. if (per > rnd() % 100) {
  12693. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  12694. item->refine++;
  12695. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  12696. if(item->equip) {
  12697. ep = item->equip;
  12698. pc_unequipitem(sd,idx,3);
  12699. }
  12700. clif_refine(sd->fd,0,idx,item->refine);
  12701. clif_delitem(sd,idx,1,3);
  12702. clif_additem(sd,idx,1,0);
  12703. if (ep)
  12704. pc_equipitem(sd,idx,ep);
  12705. clif_misceffect(&sd->bl,3);
  12706. if(item->refine == 10 &&
  12707. item->card[0] == CARD0_FORGE &&
  12708. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  12709. { // Fame point system [DracoRPG]
  12710. switch(ditem->wlv){
  12711. case 1:
  12712. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  12713. break;
  12714. case 2:
  12715. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  12716. break;
  12717. case 3:
  12718. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  12719. break;
  12720. }
  12721. }
  12722. } else {
  12723. item->refine = 0;
  12724. if(item->equip)
  12725. pc_unequipitem(sd,idx,3);
  12726. clif_refine(sd->fd,1,idx,item->refine);
  12727. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  12728. clif_misceffect(&sd->bl,2);
  12729. clif_emotion(&sd->bl, E_OMG);
  12730. }
  12731. }
  12732. }
  12733. }
  12734. /*==========================================
  12735. *
  12736. *------------------------------------------*/
  12737. int skill_autospell (struct map_session_data *sd, int skillid)
  12738. {
  12739. int skilllv;
  12740. int maxlv=1,lv;
  12741. nullpo_ret(sd);
  12742. skilllv = sd->menuskill_val;
  12743. lv=pc_checkskill(sd,skillid);
  12744. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  12745. if(skillid==MG_NAPALMBEAT) maxlv=3;
  12746. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  12747. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  12748. maxlv =10; //Soul Linker bonus. [Skotlex]
  12749. else if(skilllv==2) maxlv=1;
  12750. else if(skilllv==3) maxlv=2;
  12751. else if(skilllv>=4) maxlv=3;
  12752. }
  12753. else if(skillid==MG_SOULSTRIKE){
  12754. if(skilllv==5) maxlv=1;
  12755. else if(skilllv==6) maxlv=2;
  12756. else if(skilllv>=7) maxlv=3;
  12757. }
  12758. else if(skillid==MG_FIREBALL){
  12759. if(skilllv==8) maxlv=1;
  12760. else if(skilllv>=9) maxlv=2;
  12761. }
  12762. else if(skillid==MG_FROSTDIVER) maxlv=1;
  12763. else return 0;
  12764. if(maxlv > lv)
  12765. maxlv = lv;
  12766. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  12767. skill_get_time(SA_AUTOSPELL,skilllv));
  12768. return 0;
  12769. }
  12770. /*==========================================
  12771. * Sitting skills functions.
  12772. *------------------------------------------*/
  12773. static int skill_sit_count (struct block_list *bl, va_list ap)
  12774. {
  12775. struct map_session_data *sd;
  12776. int type =va_arg(ap,int);
  12777. sd=(struct map_session_data*)bl;
  12778. if(!pc_issit(sd))
  12779. return 0;
  12780. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  12781. return 1;
  12782. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  12783. return 1;
  12784. return 0;
  12785. }
  12786. static int skill_sit_in (struct block_list *bl, va_list ap)
  12787. {
  12788. struct map_session_data *sd;
  12789. int type =va_arg(ap,int);
  12790. sd=(struct map_session_data*)bl;
  12791. if(!pc_issit(sd))
  12792. return 0;
  12793. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  12794. sd->state.gangsterparadise=1;
  12795. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  12796. {
  12797. sd->state.rest=1;
  12798. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  12799. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  12800. }
  12801. return 0;
  12802. }
  12803. static int skill_sit_out (struct block_list *bl, va_list ap)
  12804. {
  12805. struct map_session_data *sd;
  12806. int type =va_arg(ap,int);
  12807. sd=(struct map_session_data*)bl;
  12808. if(sd->state.gangsterparadise && type&1)
  12809. sd->state.gangsterparadise=0;
  12810. if(sd->state.rest && type&2) {
  12811. sd->state.rest=0;
  12812. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  12813. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  12814. }
  12815. return 0;
  12816. }
  12817. int skill_sit (struct map_session_data *sd, int type)
  12818. {
  12819. int flag = 0;
  12820. int range = 0, lv;
  12821. nullpo_ret(sd);
  12822. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  12823. flag|=1;
  12824. range = skill_get_splash(RG_GANGSTER, lv);
  12825. }
  12826. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  12827. flag|=2;
  12828. range = skill_get_splash(TK_HPTIME, lv);
  12829. }
  12830. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  12831. flag|=2;
  12832. range = skill_get_splash(TK_SPTIME, lv);
  12833. }
  12834. if( type ) {
  12835. clif_status_load(&sd->bl,SI_SIT,1);
  12836. } else {
  12837. clif_status_load(&sd->bl,SI_SIT,0);
  12838. }
  12839. if (!flag) return 0;
  12840. if(type) {
  12841. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  12842. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  12843. } else {
  12844. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  12845. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  12846. }
  12847. return 0;
  12848. }
  12849. /*==========================================
  12850. *
  12851. *------------------------------------------*/
  12852. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  12853. {
  12854. struct block_list *src;
  12855. int skillnum,skilllv;
  12856. unsigned int tick;
  12857. nullpo_ret(bl);
  12858. nullpo_ret(src=va_arg(ap,struct block_list*));
  12859. skillnum=va_arg(ap,int);
  12860. skilllv=va_arg(ap,int);
  12861. if(skilllv <= 0) return 0;
  12862. tick=va_arg(ap,unsigned int);
  12863. if (src == bl || status_isdead(bl))
  12864. return 0;
  12865. if (bl->type == BL_PC) {
  12866. struct map_session_data *sd = (struct map_session_data *)bl;
  12867. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  12868. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  12869. }
  12870. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  12871. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  12872. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  12873. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  12874. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  12875. return 0;
  12876. }
  12877. /*==========================================
  12878. *
  12879. *------------------------------------------*/
  12880. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  12881. {
  12882. int range = skill_get_unit_range(skill_num,skill_lv);
  12883. int x,y;
  12884. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  12885. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  12886. map_setcell(src->bl.m, x, y, cell, flag);
  12887. }
  12888. /*==========================================
  12889. *
  12890. *------------------------------------------*/
  12891. int skill_attack_area (struct block_list *bl, va_list ap)
  12892. {
  12893. struct block_list *src,*dsrc;
  12894. int atk_type,skillid,skilllv,flag,type;
  12895. unsigned int tick;
  12896. if(status_isdead(bl))
  12897. return 0;
  12898. atk_type = va_arg(ap,int);
  12899. src=va_arg(ap,struct block_list*);
  12900. dsrc=va_arg(ap,struct block_list*);
  12901. skillid=va_arg(ap,int);
  12902. skilllv=va_arg(ap,int);
  12903. tick=va_arg(ap,unsigned int);
  12904. flag=va_arg(ap,int);
  12905. type=va_arg(ap,int);
  12906. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  12907. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  12908. if(battle_check_target(dsrc,bl,type) <= 0 ||
  12909. !status_check_skilluse(NULL, bl, skillid, 2))
  12910. return 0;
  12911. switch (skillid) {
  12912. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  12913. case NPC_ACIDBREATH:
  12914. case NPC_DARKNESSBREATH:
  12915. case NPC_FIREBREATH:
  12916. case NPC_ICEBREATH:
  12917. case NPC_THUNDERBREATH:
  12918. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  12919. default:
  12920. //Area-splash, disable skill animation.
  12921. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  12922. }
  12923. }
  12924. /*==========================================
  12925. *
  12926. *------------------------------------------*/
  12927. int skill_clear_group (struct block_list *bl, int flag)
  12928. {
  12929. struct unit_data *ud = unit_bl2ud(bl);
  12930. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  12931. int i, count=0;
  12932. nullpo_ret(bl);
  12933. if (!ud) return 0;
  12934. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  12935. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  12936. {
  12937. switch (ud->skillunit[i]->skill_id) {
  12938. case SA_DELUGE:
  12939. case SA_VOLCANO:
  12940. case SA_VIOLENTGALE:
  12941. case SA_LANDPROTECTOR:
  12942. case NJ_SUITON:
  12943. case NJ_KAENSIN:
  12944. if (flag&1)
  12945. group[count++]= ud->skillunit[i];
  12946. break;
  12947. case SO_CLOUD_KILL:
  12948. if( flag&4 )
  12949. group[count++]= ud->skillunit[i];
  12950. break;
  12951. case SO_WARMER:
  12952. if( flag&8 )
  12953. group[count++]= ud->skillunit[i];
  12954. break;
  12955. default:
  12956. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  12957. group[count++]= ud->skillunit[i];
  12958. break;
  12959. }
  12960. }
  12961. for (i=0;i<count;i++)
  12962. skill_delunitgroup(group[i]);
  12963. return count;
  12964. }
  12965. /*==========================================
  12966. * Returns the first element field found [Skotlex]
  12967. *------------------------------------------*/
  12968. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  12969. {
  12970. struct unit_data *ud = unit_bl2ud(bl);
  12971. int i;
  12972. nullpo_ret(bl);
  12973. if (!ud) return NULL;
  12974. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  12975. switch (ud->skillunit[i]->skill_id) {
  12976. case SA_DELUGE:
  12977. case SA_VOLCANO:
  12978. case SA_VIOLENTGALE:
  12979. case SA_LANDPROTECTOR:
  12980. case NJ_SUITON:
  12981. case SO_WARMER:
  12982. case SO_CLOUD_KILL:
  12983. return ud->skillunit[i];
  12984. }
  12985. }
  12986. return NULL;
  12987. }
  12988. // for graffiti cleaner [Valaris]
  12989. int skill_graffitiremover (struct block_list *bl, va_list ap)
  12990. {
  12991. struct skill_unit *unit=NULL;
  12992. nullpo_ret(bl);
  12993. nullpo_ret(ap);
  12994. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  12995. return 0;
  12996. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  12997. skill_delunit(unit);
  12998. return 0;
  12999. }
  13000. int skill_greed (struct block_list *bl, va_list ap)
  13001. {
  13002. struct block_list *src;
  13003. struct map_session_data *sd=NULL;
  13004. struct flooritem_data *fitem=NULL;
  13005. nullpo_ret(bl);
  13006. nullpo_ret(src = va_arg(ap, struct block_list *));
  13007. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  13008. pc_takeitem(sd, fitem);
  13009. return 0;
  13010. }
  13011. //For Ranger's Detonator [Jobbie/3CeAM]
  13012. int skill_detonator(struct block_list *bl, va_list ap)
  13013. {
  13014. struct skill_unit *unit=NULL;
  13015. struct block_list *src;
  13016. int unit_id;
  13017. nullpo_ret(bl);
  13018. nullpo_ret(ap);
  13019. src = va_arg(ap,struct block_list *);
  13020. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  13021. return 0;
  13022. if( unit->group->src_id != src->id )
  13023. return 0;
  13024. unit_id = unit->group->unit_id;
  13025. switch( unit_id )
  13026. { //List of Hunter and Ranger Traps that can be detonate.
  13027. case UNT_BLASTMINE:
  13028. case UNT_SANDMAN:
  13029. case UNT_CLAYMORETRAP:
  13030. case UNT_TALKIEBOX:
  13031. case UNT_CLUSTERBOMB:
  13032. case UNT_FIRINGTRAP:
  13033. case UNT_ICEBOUNDTRAP:
  13034. if( unit_id == UNT_TALKIEBOX )
  13035. {
  13036. clif_talkiebox(bl,unit->group->valstr);
  13037. unit->group->val2 = -1;
  13038. }
  13039. else
  13040. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  13041. clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
  13042. unit->group->unit_id = UNT_USED_TRAPS;
  13043. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  13044. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : 1500) );
  13045. break;
  13046. }
  13047. return 0;
  13048. }
  13049. /*==========================================
  13050. *
  13051. *------------------------------------------*/
  13052. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  13053. {
  13054. int skillid;
  13055. int *alive;
  13056. struct skill_unit *unit;
  13057. skillid = va_arg(ap,int);
  13058. alive = va_arg(ap,int *);
  13059. unit = (struct skill_unit *)bl;
  13060. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  13061. return 0;
  13062. switch (skillid) {
  13063. case SA_LANDPROTECTOR:
  13064. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  13065. (*alive) = 0;
  13066. skill_delunit(unit);
  13067. return 1;
  13068. }
  13069. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) ) { //It deletes everything except songs/dances and traps
  13070. skill_delunit(unit);
  13071. return 1;
  13072. }
  13073. break;
  13074. case HW_GANBANTEIN:
  13075. case LG_EARTHDRIVE:
  13076. if( !(unit->group->state.song_dance&0x1) ) {// Don't touch song/dance.
  13077. skill_delunit(unit);
  13078. return 1;
  13079. }
  13080. break;
  13081. case SA_VOLCANO:
  13082. case SA_DELUGE:
  13083. case SA_VIOLENTGALE:
  13084. // The official implementation makes them fail to appear when casted on top of ANYTHING
  13085. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  13086. // hence, I leave the alternate implementation here, commented. [Skotlex]
  13087. if (unit->range <= 0)
  13088. {
  13089. (*alive) = 0;
  13090. return 1;
  13091. }
  13092. /*
  13093. switch (unit->group->skill_id)
  13094. { //These cannot override each other.
  13095. case SA_VOLCANO:
  13096. case SA_DELUGE:
  13097. case SA_VIOLENTGALE:
  13098. (*alive) = 0;
  13099. return 1;
  13100. }
  13101. */
  13102. break;
  13103. case PF_FOGWALL:
  13104. switch(unit->group->skill_id) {
  13105. case SA_VOLCANO: //Can't be placed on top of these
  13106. case SA_VIOLENTGALE:
  13107. (*alive) = 0;
  13108. return 1;
  13109. case SA_DELUGE:
  13110. case NJ_SUITON:
  13111. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  13112. (*alive) = 2;
  13113. break;
  13114. }
  13115. break;
  13116. case HP_BASILICA:
  13117. if (unit->group->skill_id == HP_BASILICA)
  13118. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  13119. (*alive) = 0;
  13120. return 1;
  13121. }
  13122. break;
  13123. case GN_CRAZYWEED_ATK:
  13124. switch(unit->group->unit_id){ //TODO: look for other ground skills that are affected.
  13125. case UNT_WALLOFTHORN:
  13126. case UNT_THORNS_TRAP:
  13127. case UNT_BLOODYLUST:
  13128. case UNT_CHAOSPANIC:
  13129. case UNT_MAELSTROM:
  13130. case UNT_FIREPILLAR_ACTIVE:
  13131. case UNT_LANDPROTECTOR:
  13132. case UNT_VOLCANO:
  13133. case UNT_DELUGE:
  13134. case UNT_VIOLENTGALE:
  13135. case UNT_SAFETYWALL:
  13136. case UNT_PNEUMA:
  13137. skill_delunit(unit);
  13138. return 1;
  13139. }
  13140. break;
  13141. }
  13142. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP))) { //It deletes everything except songs/dances/traps
  13143. (*alive) = 0;
  13144. return 1;
  13145. }
  13146. return 0;
  13147. }
  13148. /*==========================================
  13149. *
  13150. *------------------------------------------*/
  13151. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  13152. {
  13153. struct mob_data* md;
  13154. struct unit_data*ud = unit_bl2ud(bl);
  13155. struct block_list *from_bl;
  13156. struct block_list *to_bl;
  13157. md = (struct mob_data*)bl;
  13158. from_bl = va_arg(ap,struct block_list *);
  13159. to_bl = va_arg(ap,struct block_list *);
  13160. if(ud && ud->target == from_bl->id)
  13161. ud->target = to_bl->id;
  13162. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  13163. md->target_id = to_bl->id;
  13164. return 0;
  13165. }
  13166. /*==========================================
  13167. *
  13168. *------------------------------------------*/
  13169. static int skill_trap_splash (struct block_list *bl, va_list ap)
  13170. {
  13171. struct block_list *src;
  13172. int tick;
  13173. struct skill_unit *unit;
  13174. struct skill_unit_group *sg;
  13175. struct block_list *ss;
  13176. src = va_arg(ap,struct block_list *);
  13177. unit = (struct skill_unit *)src;
  13178. tick = va_arg(ap,int);
  13179. if( !unit->alive || bl->prev == NULL )
  13180. return 0;
  13181. nullpo_ret(sg = unit->group);
  13182. nullpo_ret(ss = map_id2bl(sg->src_id));
  13183. if(battle_check_target(src,bl,sg->target_flag) <= 0)
  13184. return 0;
  13185. switch(sg->unit_id){
  13186. case UNT_SHOCKWAVE:
  13187. case UNT_SANDMAN:
  13188. case UNT_FLASHER:
  13189. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  13190. break;
  13191. case UNT_GROUNDDRIFT_WIND:
  13192. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13193. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13194. break;
  13195. case UNT_GROUNDDRIFT_DARK:
  13196. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13197. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13198. break;
  13199. case UNT_GROUNDDRIFT_POISON:
  13200. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13201. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13202. break;
  13203. case UNT_GROUNDDRIFT_WATER:
  13204. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13205. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13206. break;
  13207. case UNT_GROUNDDRIFT_FIRE:
  13208. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13209. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  13210. break;
  13211. case UNT_ELECTRICSHOCKER:
  13212. clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  13213. break;
  13214. case UNT_FIRINGTRAP:
  13215. case UNT_ICEBOUNDTRAP:
  13216. case UNT_CLUSTERBOMB:
  13217. if( ss != bl )
  13218. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  13219. break;
  13220. case UNT_MAGENTATRAP:
  13221. case UNT_COBALTTRAP:
  13222. case UNT_MAIZETRAP:
  13223. case UNT_VERDURETRAP:
  13224. if( bl->type != BL_PC && !is_boss(bl) )
  13225. sc_start2(bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
  13226. break;
  13227. case UNT_REVERBERATION:
  13228. skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse
  13229. skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
  13230. break;
  13231. default:
  13232. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  13233. break;
  13234. }
  13235. return 1;
  13236. }
  13237. /*==========================================
  13238. *
  13239. *------------------------------------------*/
  13240. int skill_enchant_elemental_end (struct block_list *bl, int type)
  13241. {
  13242. struct status_change *sc;
  13243. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS, SC_EXEEDBREAK };
  13244. int i;
  13245. nullpo_ret(bl);
  13246. nullpo_ret(sc= status_get_sc(bl));
  13247. if (!sc->count) return 0;
  13248. for (i = 0; i < ARRAYLENGTH(scs); i++)
  13249. if (type != scs[i] && sc->data[scs[i]])
  13250. status_change_end(bl, scs[i], INVALID_TIMER);
  13251. return 0;
  13252. }
  13253. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  13254. {
  13255. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13256. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13257. bool wall = true;
  13258. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  13259. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  13260. { //Check for walls.
  13261. int i;
  13262. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  13263. if( i == 8 )
  13264. wall = false;
  13265. }
  13266. if( sce )
  13267. {
  13268. if( !wall )
  13269. {
  13270. if( sce->val1 < 3 ) //End cloaking.
  13271. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  13272. else
  13273. if( sce->val4&1 )
  13274. { //Remove wall bonus
  13275. sce->val4&=~1;
  13276. status_calc_bl(bl,SCB_SPEED);
  13277. }
  13278. }
  13279. else
  13280. {
  13281. if( !(sce->val4&1) )
  13282. { //Add wall speed bonus
  13283. sce->val4|=1;
  13284. status_calc_bl(bl,SCB_SPEED);
  13285. }
  13286. }
  13287. }
  13288. return wall;
  13289. }
  13290. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  13291. {
  13292. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13293. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13294. bool wall = true;
  13295. if( bl->type == BL_PC )
  13296. { //Check for walls.
  13297. int i;
  13298. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  13299. if( i == 8 )
  13300. wall = false;
  13301. }
  13302. if( sce )
  13303. {
  13304. if( !wall )
  13305. {
  13306. if( sce->val1 < 3 ) //End camouflage.
  13307. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  13308. else
  13309. if( sce->val3&1 )
  13310. { //Remove wall bonus
  13311. sce->val3&=~1;
  13312. status_calc_bl(bl,SCB_SPEED);
  13313. }
  13314. }
  13315. }
  13316. return wall;
  13317. }
  13318. /*==========================================
  13319. *
  13320. *------------------------------------------*/
  13321. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  13322. {
  13323. struct skill_unit *unit;
  13324. nullpo_retr(NULL, group);
  13325. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  13326. nullpo_retr(NULL, unit=&group->unit[idx]);
  13327. if(!unit->alive)
  13328. group->alive_count++;
  13329. unit->bl.id=map_get_new_object_id();
  13330. unit->bl.type=BL_SKILL;
  13331. unit->bl.m=group->map;
  13332. unit->bl.x=x;
  13333. unit->bl.y=y;
  13334. unit->group=group;
  13335. unit->alive=1;
  13336. unit->val1=val1;
  13337. unit->val2=val2;
  13338. idb_put(skillunit_db, unit->bl.id, unit);
  13339. map_addiddb(&unit->bl);
  13340. map_addblock(&unit->bl);
  13341. // perform oninit actions
  13342. switch (group->skill_id) {
  13343. case WZ_ICEWALL:
  13344. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  13345. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  13346. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  13347. map[unit->bl.m].icewall_num++;
  13348. break;
  13349. case SA_LANDPROTECTOR:
  13350. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  13351. break;
  13352. case HP_BASILICA:
  13353. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  13354. break;
  13355. case SC_MAELSTROM:
  13356. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  13357. break;
  13358. default:
  13359. if (group->state.song_dance&0x1) //Check for dissonance.
  13360. skill_dance_overlap(unit, 1);
  13361. break;
  13362. }
  13363. clif_skill_setunit(unit);
  13364. return unit;
  13365. }
  13366. /*==========================================
  13367. *
  13368. *------------------------------------------*/
  13369. int skill_delunit (struct skill_unit* unit)
  13370. {
  13371. struct skill_unit_group *group;
  13372. nullpo_ret(unit);
  13373. if( !unit->alive )
  13374. return 0;
  13375. unit->alive=0;
  13376. nullpo_ret(group=unit->group);
  13377. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  13378. skill_dance_overlap(unit, 0);
  13379. // invoke onout event
  13380. if( !unit->range )
  13381. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  13382. // perform ondelete actions
  13383. switch (group->skill_id) {
  13384. case HT_ANKLESNARE: {
  13385. struct block_list* target = map_id2bl(group->val2);
  13386. if( target )
  13387. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  13388. }
  13389. break;
  13390. case WZ_ICEWALL:
  13391. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  13392. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  13393. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  13394. map[unit->bl.m].icewall_num--;
  13395. break;
  13396. case SA_LANDPROTECTOR:
  13397. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  13398. break;
  13399. case HP_BASILICA:
  13400. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  13401. break;
  13402. case RA_ELECTRICSHOCKER: {
  13403. struct block_list* target = map_id2bl(group->val2);
  13404. if( target )
  13405. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  13406. }
  13407. break;
  13408. case SC_MAELSTROM:
  13409. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  13410. break;
  13411. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  13412. if( group->val2 ) { // Someone Traped
  13413. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  13414. if( tsc && tsc->data[SC__MANHOLE] )
  13415. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  13416. }
  13417. break;
  13418. }
  13419. clif_skill_delunit(unit);
  13420. unit->group=NULL;
  13421. map_delblock(&unit->bl); // don't free yet
  13422. map_deliddb(&unit->bl);
  13423. idb_remove(skillunit_db, unit->bl.id);
  13424. if(--group->alive_count==0)
  13425. skill_delunitgroup(group);
  13426. return 0;
  13427. }
  13428. /*==========================================
  13429. *
  13430. *------------------------------------------*/
  13431. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  13432. /// Returns the target skill_unit_group or NULL if not found.
  13433. struct skill_unit_group* skill_id2group(int group_id)
  13434. {
  13435. return (struct skill_unit_group*)idb_get(group_db, group_id);
  13436. }
  13437. static int skill_unit_group_newid = MAX_SKILL_DB;
  13438. /// Returns a new group_id that isn't being used in group_db.
  13439. /// Fatal error if nothing is available.
  13440. static int skill_get_new_group_id(void)
  13441. {
  13442. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  13443. return skill_unit_group_newid++;// available
  13444. {// find next id
  13445. int base_id = skill_unit_group_newid;
  13446. while( base_id != ++skill_unit_group_newid )
  13447. {
  13448. if( skill_unit_group_newid < MAX_SKILL_DB )
  13449. skill_unit_group_newid = MAX_SKILL_DB;
  13450. if( skill_id2group(skill_unit_group_newid) == NULL )
  13451. return skill_unit_group_newid++;// available
  13452. }
  13453. // full loop, nothing available
  13454. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  13455. exit(1);
  13456. }
  13457. }
  13458. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  13459. {
  13460. struct unit_data* ud = unit_bl2ud( src );
  13461. struct skill_unit_group* group;
  13462. int i;
  13463. if(skillid <= 0 || skilllv <= 0) return 0;
  13464. nullpo_retr(NULL, src);
  13465. nullpo_retr(NULL, ud);
  13466. // find a free spot to store the new unit group
  13467. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  13468. if(i == MAX_SKILLUNITGROUP)
  13469. {
  13470. // array is full, make room by discarding oldest group
  13471. int j=0;
  13472. unsigned maxdiff=0,x,tick=gettick();
  13473. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  13474. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  13475. maxdiff=x;
  13476. j=i;
  13477. }
  13478. skill_delunitgroup(ud->skillunit[j]);
  13479. //Since elements must have shifted, we use the last slot.
  13480. i = MAX_SKILLUNITGROUP-1;
  13481. }
  13482. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  13483. group->src_id = src->id;
  13484. group->party_id = status_get_party_id(src);
  13485. group->guild_id = status_get_guild_id(src);
  13486. group->bg_id = bg_team_get_id(src);
  13487. group->group_id = skill_get_new_group_id();
  13488. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  13489. group->unit_count = count;
  13490. group->alive_count = 0;
  13491. group->val1 = 0;
  13492. group->val2 = 0;
  13493. group->val3 = 0;
  13494. group->skill_id = skillid;
  13495. group->skill_lv = skilllv;
  13496. group->unit_id = unit_id;
  13497. group->map = src->m;
  13498. group->limit = limit;
  13499. group->interval = interval;
  13500. group->tick = gettick();
  13501. group->valstr = NULL;
  13502. ud->skillunit[i] = group;
  13503. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  13504. group->tick += 1500;
  13505. idb_put(group_db, group->group_id, group);
  13506. return group;
  13507. }
  13508. /*==========================================
  13509. *
  13510. *------------------------------------------*/
  13511. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  13512. {
  13513. struct block_list* src;
  13514. struct unit_data *ud;
  13515. int i,j;
  13516. if( group == NULL )
  13517. {
  13518. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  13519. return 0;
  13520. }
  13521. src=map_id2bl(group->src_id);
  13522. ud = unit_bl2ud(src);
  13523. if(!src || !ud) {
  13524. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  13525. return 0;
  13526. }
  13527. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  13528. switch( group->skill_id ) {
  13529. case BA_DISSONANCE:
  13530. case BA_POEMBRAGI:
  13531. case BA_WHISTLE:
  13532. case BA_ASSASSINCROSS:
  13533. case BA_APPLEIDUN:
  13534. case DC_UGLYDANCE:
  13535. case DC_HUMMING:
  13536. case DC_DONTFORGETME:
  13537. case DC_FORTUNEKISS:
  13538. case DC_SERVICEFORYOU:
  13539. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  13540. break;
  13541. }
  13542. }
  13543. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  13544. {
  13545. struct status_change* sc = status_get_sc(src);
  13546. if (sc && sc->data[SC_DANCING])
  13547. {
  13548. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  13549. status_change_end(src, SC_DANCING, INVALID_TIMER);
  13550. }
  13551. }
  13552. // end Gospel's status change on 'src'
  13553. // (needs to be done when the group is deleted by other means than skill deactivation)
  13554. if (group->unit_id == UNT_GOSPEL) {
  13555. struct status_change *sc = status_get_sc(src);
  13556. if(sc && sc->data[SC_GOSPEL]) {
  13557. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  13558. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  13559. }
  13560. }
  13561. switch( group->skill_id ) {
  13562. case SG_SUN_WARM:
  13563. case SG_MOON_WARM:
  13564. case SG_STAR_WARM:
  13565. {
  13566. struct status_change *sc = NULL;
  13567. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  13568. sc->data[SC_WARM]->val4 = 0;
  13569. status_change_end(src, SC_WARM, INVALID_TIMER);
  13570. }
  13571. }
  13572. break;
  13573. case NC_NEUTRALBARRIER:
  13574. {
  13575. struct status_change *sc = NULL;
  13576. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  13577. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  13578. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  13579. }
  13580. }
  13581. break;
  13582. case NC_STEALTHFIELD:
  13583. {
  13584. struct status_change *sc = NULL;
  13585. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  13586. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  13587. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  13588. }
  13589. }
  13590. break;
  13591. case LG_BANDING:
  13592. {
  13593. struct status_change *sc = NULL;
  13594. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  13595. sc->data[SC_BANDING]->val4 = 0;
  13596. status_change_end(src,SC_BANDING,INVALID_TIMER);
  13597. }
  13598. }
  13599. break;
  13600. }
  13601. if (src->type==BL_PC && group->state.ammo_consume)
  13602. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  13603. group->alive_count=0;
  13604. // remove all unit cells
  13605. if(group->unit != NULL)
  13606. for( i = 0; i < group->unit_count; i++ )
  13607. skill_delunit(&group->unit[i]);
  13608. // clear Talkie-box string
  13609. if( group->valstr != NULL )
  13610. {
  13611. aFree(group->valstr);
  13612. group->valstr = NULL;
  13613. }
  13614. idb_remove(group_db, group->group_id);
  13615. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  13616. group->unit=NULL;
  13617. group->group_id=0;
  13618. group->unit_count=0;
  13619. // locate this group, swap with the last entry and delete it
  13620. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  13621. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  13622. if( i < MAX_SKILLUNITGROUP )
  13623. {
  13624. ud->skillunit[i] = ud->skillunit[j];
  13625. ud->skillunit[j] = NULL;
  13626. ers_free(skill_unit_ers, group);
  13627. }
  13628. else
  13629. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  13630. return 1;
  13631. }
  13632. /*==========================================
  13633. *
  13634. *------------------------------------------*/
  13635. int skill_clear_unitgroup (struct block_list *src)
  13636. {
  13637. struct unit_data *ud = unit_bl2ud(src);
  13638. nullpo_ret(ud);
  13639. while (ud->skillunit[0])
  13640. skill_delunitgroup(ud->skillunit[0]);
  13641. return 1;
  13642. }
  13643. /*==========================================
  13644. *
  13645. *------------------------------------------*/
  13646. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  13647. {
  13648. int i,j=-1,k,s,id;
  13649. struct unit_data *ud;
  13650. struct skill_unit_group_tickset *set;
  13651. nullpo_ret(bl);
  13652. if (group->interval==-1)
  13653. return NULL;
  13654. ud = unit_bl2ud(bl);
  13655. if (!ud) return NULL;
  13656. set = ud->skillunittick;
  13657. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  13658. id = s = group->skill_id;
  13659. else
  13660. id = s = group->group_id;
  13661. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  13662. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  13663. if (set[k].id == id)
  13664. return &set[k];
  13665. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  13666. j=k;
  13667. }
  13668. if (j == -1) {
  13669. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  13670. j = id % MAX_SKILLUNITGROUPTICKSET;
  13671. }
  13672. set[j].id = id;
  13673. set[j].tick = tick;
  13674. return &set[j];
  13675. }
  13676. /*==========================================
  13677. *
  13678. *------------------------------------------*/
  13679. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  13680. {
  13681. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  13682. struct skill_unit_group* group = unit->group;
  13683. unsigned int tick = va_arg(ap,unsigned int);
  13684. if( !unit->alive || bl->prev == NULL )
  13685. return 0;
  13686. nullpo_ret(group);
  13687. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  13688. return 0; //AoE skills are ineffective. [Skotlex]
  13689. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  13690. return 0;
  13691. skill_unit_onplace_timer(unit,bl,tick);
  13692. return 1;
  13693. }
  13694. /**
  13695. * @see DBApply
  13696. */
  13697. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  13698. {
  13699. struct skill_unit* unit = db_data2ptr(data);
  13700. struct skill_unit_group* group = unit->group;
  13701. unsigned int tick = va_arg(ap,unsigned int);
  13702. bool dissonance;
  13703. struct block_list* bl = &unit->bl;
  13704. if( !unit->alive )
  13705. return 0;
  13706. nullpo_ret(group);
  13707. // check for expiration
  13708. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  13709. {// skill unit expired (inlined from skill_unit_onlimit())
  13710. switch( group->unit_id )
  13711. {
  13712. case UNT_BLASTMINE:
  13713. #ifdef RENEWAL
  13714. case UNT_CLAYMORETRAP:
  13715. #endif
  13716. case UNT_GROUNDDRIFT_WIND:
  13717. case UNT_GROUNDDRIFT_DARK:
  13718. case UNT_GROUNDDRIFT_POISON:
  13719. case UNT_GROUNDDRIFT_WATER:
  13720. case UNT_GROUNDDRIFT_FIRE:
  13721. group->unit_id = UNT_USED_TRAPS;
  13722. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  13723. group->limit=DIFF_TICK(tick+1500,group->tick);
  13724. unit->limit=DIFF_TICK(tick+1500,group->tick);
  13725. break;
  13726. case UNT_ANKLESNARE:
  13727. case UNT_ELECTRICSHOCKER:
  13728. if( group->val2 > 0 ) {
  13729. // Used Trap don't returns back to item
  13730. skill_delunit(unit);
  13731. break;
  13732. }
  13733. case UNT_SKIDTRAP:
  13734. case UNT_LANDMINE:
  13735. case UNT_SHOCKWAVE:
  13736. case UNT_SANDMAN:
  13737. case UNT_FLASHER:
  13738. case UNT_FREEZINGTRAP:
  13739. #ifndef RENEWAL
  13740. case UNT_CLAYMORETRAP:
  13741. #endif
  13742. case UNT_TALKIEBOX:
  13743. case UNT_CLUSTERBOMB:
  13744. case UNT_MAGENTATRAP:
  13745. case UNT_COBALTTRAP:
  13746. case UNT_MAIZETRAP:
  13747. case UNT_VERDURETRAP:
  13748. case UNT_FIRINGTRAP:
  13749. case UNT_ICEBOUNDTRAP:
  13750. {
  13751. struct block_list* src;
  13752. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  13753. { // revert unit back into a trap
  13754. struct item item_tmp;
  13755. memset(&item_tmp,0,sizeof(item_tmp));
  13756. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  13757. item_tmp.identify = 1;
  13758. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  13759. }
  13760. skill_delunit(unit);
  13761. }
  13762. break;
  13763. case UNT_WARP_ACTIVE:
  13764. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  13765. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  13766. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  13767. // restart timers
  13768. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  13769. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  13770. // apply effect to all units standing on it
  13771. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  13772. break;
  13773. case UNT_CALLFAMILY:
  13774. {
  13775. struct map_session_data *sd = NULL;
  13776. if(group->val1) {
  13777. sd = map_charid2sd(group->val1);
  13778. group->val1 = 0;
  13779. if (sd && !map[sd->bl.m].flag.nowarp)
  13780. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  13781. }
  13782. if(group->val2) {
  13783. sd = map_charid2sd(group->val2);
  13784. group->val2 = 0;
  13785. if (sd && !map[sd->bl.m].flag.nowarp)
  13786. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  13787. }
  13788. skill_delunit(unit);
  13789. }
  13790. break;
  13791. case UNT_REVERBERATION:
  13792. if( unit->val1 <= 0 ) { // If it was deactivated.
  13793. skill_delunit(unit);
  13794. break;
  13795. }
  13796. clif_changetraplook(bl,UNT_USED_TRAPS);
  13797. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  13798. group->limit = DIFF_TICK(tick,group->tick)+1000;
  13799. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  13800. group->unit_id = UNT_USED_TRAPS;
  13801. break;
  13802. case UNT_FEINTBOMB: {
  13803. struct block_list *src = map_id2bl(group->src_id);
  13804. if( src )
  13805. map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|1, skill_castend_damage_id);
  13806. skill_delunit(unit);
  13807. break;
  13808. }
  13809. case UNT_BANDING:
  13810. {
  13811. struct block_list *src = map_id2bl(group->src_id);
  13812. struct status_change *sc;
  13813. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] )
  13814. {
  13815. skill_delunit(unit);
  13816. break;
  13817. }
  13818. // This unit isn't removed while SC_BANDING is active.
  13819. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  13820. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  13821. }
  13822. break;
  13823. default:
  13824. skill_delunit(unit);
  13825. }
  13826. }
  13827. else
  13828. {// skill unit is still active
  13829. switch( group->unit_id )
  13830. {
  13831. case UNT_ICEWALL:
  13832. // icewall loses 50 hp every second
  13833. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  13834. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  13835. unit->limit = DIFF_TICK(tick+700,group->tick);
  13836. break;
  13837. case UNT_BLASTMINE:
  13838. case UNT_SKIDTRAP:
  13839. case UNT_LANDMINE:
  13840. case UNT_SHOCKWAVE:
  13841. case UNT_SANDMAN:
  13842. case UNT_FLASHER:
  13843. case UNT_CLAYMORETRAP:
  13844. case UNT_FREEZINGTRAP:
  13845. case UNT_TALKIEBOX:
  13846. case UNT_ANKLESNARE:
  13847. if( unit->val1 <= 0 ) {
  13848. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  13849. skill_delunit(unit);
  13850. else {
  13851. clif_changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  13852. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  13853. group->unit_id = UNT_USED_TRAPS;
  13854. }
  13855. }
  13856. break;
  13857. case UNT_REVERBERATION:
  13858. if( unit->val1 <= 0 ){
  13859. clif_changetraplook(bl,UNT_USED_TRAPS);
  13860. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  13861. group->limit = DIFF_TICK(tick,group->tick)+1000;
  13862. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  13863. group->unit_id = UNT_USED_TRAPS;
  13864. }
  13865. break;
  13866. case UNT_WALLOFTHORN:
  13867. if( unit->val1 <= 0 ) {
  13868. group->unit_id = UNT_USED_TRAPS;
  13869. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  13870. }
  13871. break;
  13872. }
  13873. }
  13874. //Don't continue if unit or even group is expired and has been deleted.
  13875. if( !group || !unit->alive )
  13876. return 0;
  13877. dissonance = skill_dance_switch(unit, 0);
  13878. if( unit->range >= 0 && group->interval != -1 )
  13879. {
  13880. if( battle_config.skill_wall_check )
  13881. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  13882. else
  13883. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  13884. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  13885. group->unit_id = UNT_USED_TRAPS;
  13886. if( group->unit_id == UNT_TATAMIGAESHI )
  13887. {
  13888. unit->range = -1; //Disable processed cell.
  13889. if (--group->val1 <= 0) // number of live cells
  13890. { //All tiles were processed, disable skill.
  13891. group->target_flag=BCT_NOONE;
  13892. group->bl_flag= BL_NUL;
  13893. }
  13894. }
  13895. }
  13896. if( dissonance ) skill_dance_switch(unit, 1);
  13897. return 0;
  13898. }
  13899. /*==========================================
  13900. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  13901. *------------------------------------------*/
  13902. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  13903. {
  13904. map_freeblock_lock();
  13905. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  13906. map_freeblock_unlock();
  13907. return 0;
  13908. }
  13909. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  13910. /*==========================================
  13911. *
  13912. *------------------------------------------*/
  13913. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  13914. {
  13915. struct skill_unit* unit = (struct skill_unit *)bl;
  13916. struct skill_unit_group* group = unit->group;
  13917. struct block_list* target = va_arg(ap,struct block_list*);
  13918. unsigned int tick = va_arg(ap,unsigned int);
  13919. int flag = va_arg(ap,int);
  13920. bool dissonance;
  13921. int skill_id;
  13922. int i;
  13923. nullpo_ret(group);
  13924. if( !unit->alive || target->prev == NULL )
  13925. return 0;
  13926. if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
  13927. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  13928. dissonance = skill_dance_switch(unit, 0);
  13929. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  13930. skill_id = unit->group->skill_id;
  13931. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  13932. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  13933. if( dissonance ) skill_dance_switch(unit, 1);
  13934. return 0;
  13935. }
  13936. //Target-type check.
  13937. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  13938. {
  13939. if( group->src_id == target->id && group->state.song_dance&0x2 )
  13940. { //Ensemble check to see if they went out/in of the area [Skotlex]
  13941. if( flag&1 )
  13942. {
  13943. if( flag&2 )
  13944. { //Clear this skill id.
  13945. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  13946. if( i < ARRAYLENGTH(skill_unit_temp) )
  13947. skill_unit_temp[i] = 0;
  13948. }
  13949. }
  13950. else
  13951. {
  13952. if( flag&2 )
  13953. { //Store this skill id.
  13954. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  13955. if( i < ARRAYLENGTH(skill_unit_temp) )
  13956. skill_unit_temp[i] = skill_id;
  13957. else
  13958. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  13959. }
  13960. }
  13961. if( flag&4 )
  13962. skill_unit_onleft(skill_id,target,tick);
  13963. }
  13964. if( dissonance ) skill_dance_switch(unit, 1);
  13965. return 0;
  13966. }
  13967. else
  13968. {
  13969. if( flag&1 )
  13970. {
  13971. int result = skill_unit_onplace(unit,target,tick);
  13972. if( flag&2 && result )
  13973. { //Clear skill ids we have stored in onout.
  13974. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  13975. if( i < ARRAYLENGTH(skill_unit_temp) )
  13976. skill_unit_temp[i] = 0;
  13977. }
  13978. }
  13979. else
  13980. {
  13981. int result = skill_unit_onout(unit,target,tick);
  13982. if( flag&2 && result )
  13983. { //Store this unit id.
  13984. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  13985. if( i < ARRAYLENGTH(skill_unit_temp) )
  13986. skill_unit_temp[i] = skill_id;
  13987. else
  13988. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  13989. }
  13990. }
  13991. //TODO: Normally, this is dangerous since the unit and group could be freed
  13992. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  13993. //cells do not get deleted within them. [Skotlex]
  13994. if( dissonance ) skill_dance_switch(unit, 1);
  13995. if( flag&4 )
  13996. skill_unit_onleft(skill_id,target,tick);
  13997. return 1;
  13998. }
  13999. }
  14000. /*==========================================
  14001. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  14002. * Flag values:
  14003. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  14004. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  14005. * units to figure out when they have left a group.
  14006. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  14007. *------------------------------------------*/
  14008. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  14009. {
  14010. nullpo_ret(bl);
  14011. if( bl->prev == NULL )
  14012. return 0;
  14013. if( flag&2 && !(flag&1) )
  14014. { //Onout, clear data
  14015. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  14016. }
  14017. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  14018. if( flag&2 && flag&1 )
  14019. { //Onplace, check any skill units you have left.
  14020. int i;
  14021. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  14022. if( skill_unit_temp[i] )
  14023. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  14024. }
  14025. return 0;
  14026. }
  14027. /*==========================================
  14028. *
  14029. *------------------------------------------*/
  14030. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  14031. {
  14032. int i,j;
  14033. unsigned int tick = gettick();
  14034. int *m_flag;
  14035. struct skill_unit *unit1;
  14036. struct skill_unit *unit2;
  14037. if (group == NULL)
  14038. return 0;
  14039. if (group->unit_count<=0)
  14040. return 0;
  14041. if (group->unit==NULL)
  14042. return 0;
  14043. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  14044. return 0; //Ensembles may not be moved around.
  14045. if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN )
  14046. return 0; //Icewalls and Wall of Thorns don't get knocked back
  14047. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  14048. // m_flag
  14049. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  14050. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  14051. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  14052. // 3: Both 1+2.
  14053. for(i=0;i<group->unit_count;i++){
  14054. unit1=&group->unit[i];
  14055. if (!unit1->alive || unit1->bl.m!=m)
  14056. continue;
  14057. for(j=0;j<group->unit_count;j++){
  14058. unit2=&group->unit[j];
  14059. if (!unit2->alive)
  14060. continue;
  14061. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  14062. m_flag[i] |= 0x1;
  14063. }
  14064. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  14065. m_flag[i] |= 0x2;
  14066. }
  14067. }
  14068. }
  14069. j = 0;
  14070. for (i=0;i<group->unit_count;i++) {
  14071. unit1=&group->unit[i];
  14072. if (!unit1->alive)
  14073. continue;
  14074. if (!(m_flag[i]&0x2)) {
  14075. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  14076. skill_dance_overlap(unit1, 0);
  14077. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  14078. }
  14079. //Move Cell using "smart" criteria (avoid useless moving around)
  14080. switch(m_flag[i])
  14081. {
  14082. case 0:
  14083. //Cell moves independently, safely move it.
  14084. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  14085. break;
  14086. case 1:
  14087. //Cell moves unto another cell, look for a replacement cell that won't collide
  14088. //and has no cell moving into it (flag == 2)
  14089. for(;j<group->unit_count;j++)
  14090. {
  14091. if(m_flag[j]!=2 || !group->unit[j].alive)
  14092. continue;
  14093. //Move to where this cell would had moved.
  14094. unit2 = &group->unit[j];
  14095. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  14096. j++; //Skip this cell as we have used it.
  14097. break;
  14098. }
  14099. break;
  14100. case 2:
  14101. case 3:
  14102. break; //Don't move the cell as a cell will end on this tile anyway.
  14103. }
  14104. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  14105. if (group->state.song_dance&0x1) //Check for dissonance effect.
  14106. skill_dance_overlap(unit1, 1);
  14107. clif_skill_setunit(unit1);
  14108. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  14109. }
  14110. }
  14111. aFree(m_flag);
  14112. return 0;
  14113. }
  14114. /*==========================================
  14115. *
  14116. *------------------------------------------*/
  14117. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  14118. {
  14119. int i,j;
  14120. nullpo_ret(sd);
  14121. if(nameid<=0)
  14122. return 0;
  14123. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  14124. if(skill_produce_db[i].nameid == nameid ){
  14125. if((j=skill_produce_db[i].req_skill)>0 &&
  14126. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  14127. continue; // must iterate again to check other skills that produce it. [malufett]
  14128. if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j )
  14129. continue; // special case
  14130. break;
  14131. }
  14132. }
  14133. if( i >= MAX_SKILL_PRODUCE_DB )
  14134. return 0;
  14135. if( pc_checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT )
  14136. {// cannot carry the produced stuff
  14137. return 0;
  14138. }
  14139. if(trigger>=0){
  14140. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  14141. if(skill_produce_db[i].itemlv!=trigger)
  14142. return 0;
  14143. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  14144. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  14145. return 0;
  14146. } else { // Weapon (itemlv must be higher or equal)
  14147. if(skill_produce_db[i].itemlv>trigger)
  14148. return 0;
  14149. }
  14150. }
  14151. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  14152. int id,x,y;
  14153. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  14154. continue;
  14155. if(skill_produce_db[i].mat_amount[j] <= 0) {
  14156. if(pc_search_inventory(sd,id) < 0)
  14157. return 0;
  14158. }
  14159. else {
  14160. for(y=0,x=0;y<MAX_INVENTORY;y++)
  14161. if( sd->status.inventory[y].nameid == id )
  14162. x+=sd->status.inventory[y].amount;
  14163. if(x<qty*skill_produce_db[i].mat_amount[j])
  14164. return 0;
  14165. }
  14166. }
  14167. return i+1;
  14168. }
  14169. /*==========================================
  14170. *
  14171. *------------------------------------------*/
  14172. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  14173. {
  14174. int slot[3];
  14175. int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skilllv = 0;
  14176. int num = -1; // exclude the recipe
  14177. struct status_data *status;
  14178. struct item_data* data;
  14179. nullpo_ret(sd);
  14180. status = status_get_status_data(&sd->bl);
  14181. if( sd->skillid_old == skill_id )
  14182. skilllv = sd->skilllv_old;
  14183. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  14184. return 0;
  14185. idx--;
  14186. if (qty < 1)
  14187. qty = 1;
  14188. if (!skill_id) //A skill can be specified for some override cases.
  14189. skill_id = skill_produce_db[idx].req_skill;
  14190. if( skill_id == GC_RESEARCHNEWPOISON )
  14191. skill_id = GC_CREATENEWPOISON;
  14192. slot[0]=slot1;
  14193. slot[1]=slot2;
  14194. slot[2]=slot3;
  14195. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  14196. int j;
  14197. if( slot[i]<=0 )
  14198. continue;
  14199. j = pc_search_inventory(sd,slot[i]);
  14200. if(j < 0)
  14201. continue;
  14202. if(slot[i]==1000){ /* Star Crumb */
  14203. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  14204. sc++;
  14205. }
  14206. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  14207. static const int ele_table[4]={3,1,4,2};
  14208. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  14209. ele=ele_table[slot[i]-994];
  14210. }
  14211. }
  14212. if( skill_id == RK_RUNEMASTERY ) {
  14213. int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
  14214. data = itemdb_search(nameid);
  14215. if( skill_lv == 10 ) temp_qty = 1 + rnd()%3;
  14216. else if( skill_lv > 5 ) temp_qty = 1 + rnd()%2;
  14217. else temp_qty = 1;
  14218. if (data->stack.inventory) {
  14219. for( i = 0; i < MAX_INVENTORY; i++ ) {
  14220. if( sd->status.inventory[i].nameid == nameid ) {
  14221. if( sd->status.inventory[i].amount >= data->stack.amount ) {
  14222. clif_msgtable(sd->fd,0x61b);
  14223. return 0;
  14224. } else {
  14225. /**
  14226. * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  14227. **/
  14228. if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount )
  14229. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  14230. }
  14231. break;
  14232. }
  14233. }
  14234. }
  14235. qty = temp_qty;
  14236. }
  14237. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  14238. int j,id,x;
  14239. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  14240. continue;
  14241. num++;
  14242. x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
  14243. do{
  14244. int y=0;
  14245. j = pc_search_inventory(sd,id);
  14246. if(j >= 0){
  14247. y = sd->status.inventory[j].amount;
  14248. if(y>x)y=x;
  14249. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  14250. } else
  14251. ShowError("skill_produce_mix: material item error\n");
  14252. x-=y;
  14253. }while( j>=0 && x>0 );
  14254. }
  14255. if( (equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) )
  14256. wlv = itemdb_wlv(nameid);
  14257. if(!equip) {
  14258. switch(skill_id){
  14259. case BS_IRON:
  14260. case BS_STEEL:
  14261. case BS_ENCHANTEDSTONE:
  14262. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  14263. i = pc_checkskill(sd,skill_id);
  14264. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  14265. switch(nameid){
  14266. case 998: // Iron
  14267. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  14268. break;
  14269. case 999: // Steel
  14270. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  14271. break;
  14272. case 1000: //Star Crumb
  14273. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  14274. break;
  14275. default: // Enchanted Stones
  14276. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  14277. break;
  14278. }
  14279. break;
  14280. case ASC_CDP:
  14281. make_per = (2000 + 40*status->dex + 20*status->luk);
  14282. break;
  14283. case AL_HOLYWATER:
  14284. /**
  14285. * Arch Bishop
  14286. **/
  14287. case AB_ANCILLA:
  14288. make_per = 100000; //100% success
  14289. break;
  14290. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  14291. case AM_TWILIGHT1:
  14292. case AM_TWILIGHT2:
  14293. case AM_TWILIGHT3:
  14294. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  14295. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  14296. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  14297. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  14298. int skill;
  14299. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  14300. make_per += skill*100; //+1% bonus per level
  14301. }
  14302. switch(nameid){
  14303. case 501: // Red Potion
  14304. case 503: // Yellow Potion
  14305. case 504: // White Potion
  14306. make_per += (1+rnd()%100)*10 + 2000;
  14307. break;
  14308. case 970: // Alcohol
  14309. make_per += (1+rnd()%100)*10 + 1000;
  14310. break;
  14311. case 7135: // Bottle Grenade
  14312. case 7136: // Acid Bottle
  14313. case 7137: // Plant Bottle
  14314. case 7138: // Marine Sphere Bottle
  14315. make_per += (1+rnd()%100)*10;
  14316. break;
  14317. case 546: // Condensed Yellow Potion
  14318. make_per -= (1+rnd()%50)*10;
  14319. break;
  14320. case 547: // Condensed White Potion
  14321. case 7139: // Glistening Coat
  14322. make_per -= (1+rnd()%100)*10;
  14323. break;
  14324. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  14325. case 505: // Blue Potion
  14326. case 545: // Condensed Red Potion
  14327. case 605: // Anodyne
  14328. case 606: // Aloevera
  14329. default:
  14330. break;
  14331. }
  14332. if(battle_config.pp_rate != 100)
  14333. make_per = make_per * battle_config.pp_rate / 100;
  14334. break;
  14335. case SA_CREATECON: // Elemental Converter Creation
  14336. make_per = 100000; // should be 100% success rate
  14337. break;
  14338. /**
  14339. * Rune Knight
  14340. **/
  14341. case RK_RUNEMASTERY:
  14342. make_per = 5 * (sd->itemid + pc_checkskill(sd,skill_id)) * 100;
  14343. break;
  14344. /**
  14345. * Guilotine Cross
  14346. **/
  14347. case GC_CREATENEWPOISON:
  14348. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  14349. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  14350. break;
  14351. case GN_CHANGEMATERIAL:
  14352. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  14353. if( skill_changematerial_db[i].itemid == nameid ){
  14354. make_per = skill_changematerial_db[i].rate * 10;
  14355. break;
  14356. }
  14357. break;
  14358. case GN_S_PHARMACY:
  14359. {
  14360. int difficulty = 0;
  14361. difficulty = (620 - 20 * skilllv);// (620 - 20 * Skill Level)
  14362. make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster痴 INT) + (Caster痴 DEX / 2) + (Caster痴 LUK) + (Caster痴 Job Level) + Random number between (30 ~ 150) +
  14363. (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster痴 Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
  14364. switch(nameid){// difficulty factor
  14365. case 12422: case 12425:
  14366. case 12428:
  14367. difficulty += 10;
  14368. break;
  14369. case 6212: case 12426:
  14370. difficulty += 15;
  14371. break;
  14372. case 13264: case 12423:
  14373. case 12427: case 12436:
  14374. difficulty += 20;
  14375. break;
  14376. case 6210: case 6211:
  14377. case 12437:
  14378. difficulty += 30;
  14379. break;
  14380. case 12424: case 12475:
  14381. difficulty += 40;
  14382. break;
  14383. }
  14384. if( make_per >= 400 && make_per > difficulty)
  14385. qty = 10;
  14386. else if( make_per >= 300 && make_per > difficulty)
  14387. qty = 7;
  14388. else if( make_per >= 100 && make_per > difficulty)
  14389. qty = 6;
  14390. else if( make_per >= 1 && make_per > difficulty)
  14391. qty = 5;
  14392. else
  14393. qty = 4;
  14394. make_per = 10000;
  14395. }
  14396. break;
  14397. case GN_MAKEBOMB:
  14398. case GN_MIX_COOKING:
  14399. {
  14400. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  14401. make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster痴 Job Level / 4) + (Caster痴 LUK / 2) + (Caster痴 DEX / 3)
  14402. qty = ~(5 + rnd()%5) + 1;
  14403. switch(nameid){// difficulty factor
  14404. case 13260:
  14405. difficulty += 5;
  14406. break;
  14407. case 13261: case 13262:
  14408. difficulty += 10;
  14409. break;
  14410. case 12429: case 12430: case 12431:
  14411. case 12432: case 12433: case 12434:
  14412. case 13263:
  14413. difficulty += 15;
  14414. break;
  14415. case 13264:
  14416. difficulty += 20;
  14417. break;
  14418. }
  14419. if( make_per >= 30 && make_per > difficulty)
  14420. qty = 10 + rnd()%2;
  14421. else if( make_per >= 10 && make_per > difficulty)
  14422. qty = 10;
  14423. else if( make_per == 10 && make_per > difficulty)
  14424. qty = 8;
  14425. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  14426. ;// Food/Bomb creation fails.
  14427. else if( make_per >= 30 && make_per < difficulty)
  14428. qty = 5;
  14429. if( qty < 0 || (skilllv == 1 && make_per < difficulty)){
  14430. qty = ~qty + 1;
  14431. make_per = 0;
  14432. }else
  14433. make_per = 10000;
  14434. qty = (skilllv > 1 ? qty : 1);
  14435. }
  14436. break;
  14437. default:
  14438. if (sd->menuskill_id == AM_PHARMACY &&
  14439. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  14440. { //Assume Cooking Dish
  14441. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  14442. make_per = 10000; //100% Success
  14443. else
  14444. make_per = 1200 * (sd->menuskill_val - 10)
  14445. + 20 * (sd->status.base_level + 1)
  14446. + 20 * (status->dex + 1)
  14447. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  14448. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  14449. - 10 * (100 - status->luk + 1)
  14450. - 500 * (num - 1)
  14451. - 100 * (rnd()%4 + 1);
  14452. break;
  14453. }
  14454. make_per = 5000;
  14455. break;
  14456. }
  14457. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  14458. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  14459. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  14460. 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
  14461. 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
  14462. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  14463. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  14464. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  14465. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  14466. if(battle_config.wp_rate != 100)
  14467. make_per = make_per * battle_config.wp_rate / 100;
  14468. }
  14469. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  14470. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  14471. if(make_per < 1) make_per = 1;
  14472. if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  14473. struct item tmp_item;
  14474. memset(&tmp_item,0,sizeof(tmp_item));
  14475. tmp_item.nameid=nameid;
  14476. tmp_item.amount=1;
  14477. tmp_item.identify=1;
  14478. if(equip){
  14479. tmp_item.card[0]=CARD0_FORGE;
  14480. tmp_item.card[1]=((sc*5)<<8)+ele;
  14481. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  14482. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  14483. } else {
  14484. //Flag is only used on the end, so it can be used here. [Skotlex]
  14485. switch (skill_id) {
  14486. case BS_DAGGER:
  14487. case BS_SWORD:
  14488. case BS_TWOHANDSWORD:
  14489. case BS_AXE:
  14490. case BS_MACE:
  14491. case BS_KNUCKLE:
  14492. case BS_SPEAR:
  14493. flag = battle_config.produce_item_name_input&0x1;
  14494. break;
  14495. case AM_PHARMACY:
  14496. case AM_TWILIGHT1:
  14497. case AM_TWILIGHT2:
  14498. case AM_TWILIGHT3:
  14499. flag = battle_config.produce_item_name_input&0x2;
  14500. break;
  14501. case AL_HOLYWATER:
  14502. /**
  14503. * Arch Bishop
  14504. **/
  14505. case AB_ANCILLA:
  14506. flag = battle_config.produce_item_name_input&0x8;
  14507. break;
  14508. case ASC_CDP:
  14509. flag = battle_config.produce_item_name_input&0x10;
  14510. break;
  14511. default:
  14512. flag = battle_config.produce_item_name_input&0x80;
  14513. break;
  14514. }
  14515. if (flag) {
  14516. tmp_item.card[0]=CARD0_CREATE;
  14517. tmp_item.card[1]=0;
  14518. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  14519. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  14520. }
  14521. }
  14522. // if(log_config.produce > 0)
  14523. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  14524. //TODO update PICKLOG
  14525. if(equip){
  14526. clif_produceeffect(sd,0,nameid);
  14527. clif_misceffect(&sd->bl,3);
  14528. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  14529. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  14530. } else {
  14531. int fame = 0;
  14532. tmp_item.amount = 0;
  14533. for (i=0; i< qty; i++) { //Apply quantity modifiers.
  14534. if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){
  14535. tmp_item.amount = qty;
  14536. break;
  14537. }
  14538. if (rnd()%10000 < make_per || qty == 1) { //Success
  14539. tmp_item.amount++;
  14540. if(nameid < 545 || nameid > 547)
  14541. continue;
  14542. if( skill_id != AM_PHARMACY &&
  14543. skill_id != AM_TWILIGHT1 &&
  14544. skill_id != AM_TWILIGHT2 &&
  14545. skill_id != AM_TWILIGHT3 )
  14546. continue;
  14547. //Add fame as needed.
  14548. switch(++sd->potion_success_counter) {
  14549. case 3:
  14550. fame+=1; // Success to prepare 3 Condensed Potions in a row
  14551. break;
  14552. case 5:
  14553. fame+=3; // Success to prepare 5 Condensed Potions in a row
  14554. break;
  14555. case 7:
  14556. fame+=10; // Success to prepare 7 Condensed Potions in a row
  14557. break;
  14558. case 10:
  14559. fame+=50; // Success to prepare 10 Condensed Potions in a row
  14560. sd->potion_success_counter = 0;
  14561. break;
  14562. }
  14563. } else //Failure
  14564. sd->potion_success_counter = 0;
  14565. }
  14566. if (fame)
  14567. pc_addfame(sd,fame);
  14568. //Visual effects and the like.
  14569. switch (skill_id) {
  14570. case AM_PHARMACY:
  14571. case AM_TWILIGHT1:
  14572. case AM_TWILIGHT2:
  14573. case AM_TWILIGHT3:
  14574. case ASC_CDP:
  14575. clif_produceeffect(sd,2,nameid);
  14576. clif_misceffect(&sd->bl,5);
  14577. break;
  14578. case BS_IRON:
  14579. case BS_STEEL:
  14580. case BS_ENCHANTEDSTONE:
  14581. clif_produceeffect(sd,0,nameid);
  14582. clif_misceffect(&sd->bl,3);
  14583. break;
  14584. case RK_RUNEMASTERY:
  14585. case GC_CREATENEWPOISON:
  14586. clif_produceeffect(sd,2,nameid);
  14587. clif_misceffect(&sd->bl,5);
  14588. break;
  14589. default: //Those that don't require a skill?
  14590. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  14591. { //Cooking items.
  14592. clif_specialeffect(&sd->bl, 608, AREA);
  14593. if( sd->cook_mastery < 1999 )
  14594. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  14595. }
  14596. break;
  14597. }
  14598. }
  14599. if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  14600. int j, k = 0;
  14601. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  14602. if( skill_changematerial_db[i].itemid == nameid ){
  14603. for(j=0; j<5; j++){
  14604. if( rnd()%1000 < skill_changematerial_db[i].qty_rate[j] ){
  14605. tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
  14606. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  14607. clif_additem(sd,0,0,flag);
  14608. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14609. }
  14610. k++;
  14611. }
  14612. }
  14613. break;
  14614. }
  14615. if( k ){
  14616. clif_msg_skill(sd,skill_id,0x627);
  14617. return 1;
  14618. }
  14619. } else if (tmp_item.amount) { //Success
  14620. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  14621. clif_additem(sd,0,0,flag);
  14622. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14623. }
  14624. if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY )
  14625. clif_msg_skill(sd,skill_id,0x627);
  14626. return 1;
  14627. }
  14628. }
  14629. //Failure
  14630. // if(log_config.produce)
  14631. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  14632. //TODO update PICKLOG
  14633. if(equip){
  14634. clif_produceeffect(sd,1,nameid);
  14635. clif_misceffect(&sd->bl,2);
  14636. } else {
  14637. switch (skill_id) {
  14638. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  14639. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  14640. case AM_PHARMACY:
  14641. case AM_TWILIGHT1:
  14642. case AM_TWILIGHT2:
  14643. case AM_TWILIGHT3:
  14644. clif_produceeffect(sd,3,nameid);
  14645. clif_misceffect(&sd->bl,6);
  14646. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  14647. break;
  14648. case BS_IRON:
  14649. case BS_STEEL:
  14650. case BS_ENCHANTEDSTONE:
  14651. clif_produceeffect(sd,1,nameid);
  14652. clif_misceffect(&sd->bl,2);
  14653. break;
  14654. case RK_RUNEMASTERY:
  14655. case GC_CREATENEWPOISON:
  14656. clif_produceeffect(sd,3,nameid);
  14657. clif_misceffect(&sd->bl,6);
  14658. break;
  14659. case GN_MIX_COOKING: {
  14660. struct item tmp_item;
  14661. const int compensation[5] = {13265, 13266, 13267, 12435, 13268};
  14662. int rate = rnd()%500;
  14663. memset(&tmp_item,0,sizeof(tmp_item));
  14664. if( rate < 50) i = 4;
  14665. else if( rate < 100) i = 2+rnd()%1;
  14666. else if( rate < 250 ) i = 1;
  14667. else if( rate < 500 ) i = 0;
  14668. tmp_item.nameid = compensation[i];
  14669. tmp_item.amount = qty;
  14670. tmp_item.identify = 1;
  14671. if( pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
  14672. clif_additem(sd,0,0,flag);
  14673. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14674. }
  14675. clif_msg_skill(sd,skill_id,0x628);
  14676. }
  14677. break;
  14678. case GN_MAKEBOMB:
  14679. case GN_S_PHARMACY:
  14680. case GN_CHANGEMATERIAL:
  14681. clif_msg_skill(sd,skill_id,0x628);
  14682. break;
  14683. default:
  14684. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  14685. { //Cooking items.
  14686. clif_specialeffect(&sd->bl, 609, AREA);
  14687. if( sd->cook_mastery > 0 )
  14688. pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  14689. }
  14690. }
  14691. }
  14692. return 0;
  14693. }
  14694. int skill_arrow_create (struct map_session_data *sd, int nameid)
  14695. {
  14696. int i,j,flag,index=-1;
  14697. struct item tmp_item;
  14698. nullpo_ret(sd);
  14699. if(nameid <= 0)
  14700. return 1;
  14701. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  14702. if(nameid == skill_arrow_db[i].nameid) {
  14703. index = i;
  14704. break;
  14705. }
  14706. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  14707. return 1;
  14708. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  14709. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  14710. memset(&tmp_item,0,sizeof(tmp_item));
  14711. tmp_item.identify = 1;
  14712. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  14713. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  14714. if(battle_config.produce_item_name_input&0x4) {
  14715. tmp_item.card[0]=CARD0_CREATE;
  14716. tmp_item.card[1]=0;
  14717. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  14718. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  14719. }
  14720. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  14721. continue;
  14722. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  14723. clif_additem(sd,0,0,flag);
  14724. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14725. }
  14726. }
  14727. return 0;
  14728. }
  14729. int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
  14730. sc_type type;
  14731. int chance, i;
  14732. nullpo_ret(sd);
  14733. if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  14734. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  14735. return 0;
  14736. }
  14737. switch( nameid )
  14738. { // t_lv used to take duration from skill_get_time2
  14739. case PO_PARALYSE: type = SC_PARALYSE; break;
  14740. case PO_PYREXIA: type = SC_PYREXIA; break;
  14741. case PO_DEATHHURT: type = SC_DEATHHURT; break;
  14742. case PO_LEECHESEND: type = SC_LEECHESEND; break;
  14743. case PO_VENOMBLEED: type = SC_VENOMBLEED; break;
  14744. case PO_TOXIN: type = SC_TOXIN; break;
  14745. case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; break;
  14746. case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; break;
  14747. default:
  14748. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  14749. return 0;
  14750. }
  14751. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  14752. sc_start4(&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  14753. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  14754. return 0;
  14755. }
  14756. static void skill_toggle_magicpower(struct block_list *bl, short skillid)
  14757. {
  14758. struct status_change *sc = status_get_sc(bl);
  14759. // non-offensive and non-magic skills do not affect the status
  14760. if (skill_get_nk(skillid)&NK_NO_DAMAGE || !(skill_get_type(skillid)&BF_MAGIC))
  14761. return;
  14762. if (sc && sc->count && sc->data[SC_MAGICPOWER])
  14763. {
  14764. if (sc->data[SC_MAGICPOWER]->val4)
  14765. {
  14766. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  14767. }
  14768. else
  14769. {
  14770. sc->data[SC_MAGICPOWER]->val4 = 1;
  14771. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  14772. }
  14773. }
  14774. }
  14775. int skill_magicdecoy(struct map_session_data *sd, int nameid) {
  14776. int x, y, i, class_, skill;
  14777. struct mob_data *md;
  14778. nullpo_ret(sd);
  14779. skill = sd->menuskill_val;
  14780. if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) )
  14781. {
  14782. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  14783. return 0;
  14784. }
  14785. // Spawn Position
  14786. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  14787. x = sd->sc.comet_x;
  14788. y = sd->sc.comet_y;
  14789. sd->sc.comet_x = sd->sc.comet_y = 0;
  14790. sd->menuskill_val = 0;
  14791. class_ = (nameid == 990 || nameid == 991) ? 2043 + nameid - 990 : (nameid == 992) ? 2046 : 2045;
  14792. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "");
  14793. if( md ) {
  14794. md->master_id = sd->bl.id;
  14795. md->special_state.ai = 3;
  14796. if( md->deletetimer != INVALID_TIMER )
  14797. delete_timer(md->deletetimer, mob_timer_delete);
  14798. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  14799. mob_spawn(md);
  14800. md->status.matk_min = md->status.matk_max = 250 + (50 * skill);
  14801. }
  14802. return 0;
  14803. }
  14804. // Warlock Spellbooks. [LimitLine/3CeAM]
  14805. int skill_spellbook (struct map_session_data *sd, int nameid) {
  14806. int i, max_preserve, skill_id, point;
  14807. struct status_change *sc;
  14808. nullpo_ret(sd);
  14809. sc = status_get_sc(&sd->bl);
  14810. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  14811. for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break;
  14812. if( i > SC_MAXSPELLBOOK )
  14813. {
  14814. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  14815. return 0;
  14816. }
  14817. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  14818. if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;
  14819. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skillid)) )
  14820. { // User don't know the skill
  14821. sc_start(&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  14822. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  14823. return 0;
  14824. }
  14825. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  14826. point = skill_spellbook_db[i].point;
  14827. if( sc && sc->data[SC_READING_SB] ){
  14828. if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve )
  14829. {
  14830. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  14831. return 0;
  14832. }
  14833. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  14834. if( !sc->data[i] ){
  14835. sc->data[SC_READING_SB]->val2 += point; // increase points
  14836. sc_start4(&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  14837. break;
  14838. }
  14839. }
  14840. }else{
  14841. sc_start2(&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
  14842. sc_start4(&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  14843. }
  14844. return 1;
  14845. }
  14846. int skill_select_menu(struct map_session_data *sd,int flag,int skill_id) {
  14847. int id, lv, prob, aslvl = 0;
  14848. nullpo_ret(sd);
  14849. if (sd->sc.data[SC_STOP]) {
  14850. aslvl = sd->sc.data[SC_STOP]->val1;
  14851. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  14852. }
  14853. if( (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ||
  14854. skill_id >= GS_GLITTERING || skill_get_type(skill_id) != BF_MAGIC ) {
  14855. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
  14856. return 0;
  14857. }
  14858. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  14859. lv = min(lv,sd->status.skill[skill_id].lv);
  14860. prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15.
  14861. sc_start4(&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  14862. return 0;
  14863. }
  14864. int skill_elementalanalysis(struct map_session_data* sd, int n, int skill_lv, unsigned short* item_list) {
  14865. int i;
  14866. nullpo_ret(sd);
  14867. nullpo_ret(item_list);
  14868. if( n <= 0 )
  14869. return 1;
  14870. for( i = 0; i < n; i++ ) {
  14871. int nameid, add_amount, del_amount, idx, product, flag;
  14872. struct item tmp_item;
  14873. idx = item_list[i*2+0]-2;
  14874. del_amount = item_list[i*2+1];
  14875. if( skill_lv == 2 )
  14876. del_amount -= (del_amount % 10);
  14877. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  14878. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  14879. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  14880. return 1;
  14881. }
  14882. switch( nameid ) {
  14883. // Level 1
  14884. case 994: product = 990; break; // Flame Heart -> Red Blood.
  14885. case 995: product = 991; break; // Mystic Frozen -> Crystal Blue.
  14886. case 996: product = 992; break; // Rough Wind -> Wind of Verdure.
  14887. case 997: product = 993; break; // Great Nature -> Green Live.
  14888. // Level 2
  14889. case 990: product = 994; break; // Red Blood -> Flame Heart.
  14890. case 991: product = 995; break; // Crystal Blue -> Mystic Frozen.
  14891. case 992: product = 996; break; // Wind of Verdure -> Rough Wind.
  14892. case 993: product = 997; break; // Green Live -> Great Nature.
  14893. default:
  14894. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  14895. return 1;
  14896. }
  14897. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  14898. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  14899. return 1;
  14900. }
  14901. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  14902. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  14903. return 1;
  14904. }
  14905. memset(&tmp_item,0,sizeof(tmp_item));
  14906. tmp_item.nameid = product;
  14907. tmp_item.amount = add_amount;
  14908. tmp_item.identify = 1;
  14909. if( tmp_item.amount ) {
  14910. if( (flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) {
  14911. clif_additem(sd,0,0,flag);
  14912. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14913. }
  14914. }
  14915. }
  14916. return 0;
  14917. }
  14918. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  14919. int i, j, k, c, p = 0, nameid, amount;
  14920. nullpo_ret(sd);
  14921. nullpo_ret(item_list);
  14922. // Search for objects that can be created.
  14923. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  14924. if( skill_produce_db[i].itemlv == 26 ) {
  14925. p = 0;
  14926. do {
  14927. c = 0;
  14928. // Verification of overlap between the objects required and the list submitted.
  14929. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  14930. if( skill_produce_db[i].mat_id[j] > 0 ) {
  14931. for( k = 0; k < n; k++ ) {
  14932. int idx = item_list[k*2+0]-2;
  14933. nameid = sd->status.inventory[idx].nameid;
  14934. amount = item_list[k*2+1];
  14935. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  14936. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x62D);
  14937. return 0;
  14938. }
  14939. 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]
  14940. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  14941. c++; // match
  14942. }
  14943. }
  14944. else
  14945. break; // No more items required
  14946. }
  14947. p++;
  14948. } while(n == j && c == n);
  14949. p--;
  14950. if ( p > 0 ) {
  14951. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
  14952. return 1;
  14953. }
  14954. }
  14955. }
  14956. if( p == 0)
  14957. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x623);
  14958. return 0;
  14959. }
  14960. /**
  14961. * for Royal Guard's LG_TRAMPLE
  14962. **/
  14963. static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
  14964. struct skill_unit *su = (struct skill_unit *)bl;
  14965. struct skill_unit_group *sg;
  14966. unsigned int tick;
  14967. nullpo_ret(su);
  14968. tick = va_arg(ap, unsigned int);
  14969. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  14970. switch( sg->unit_id ) {
  14971. case UNT_LANDMINE:
  14972. case UNT_CLAYMORETRAP:
  14973. case UNT_BLASTMINE:
  14974. case UNT_SHOCKWAVE:
  14975. case UNT_SANDMAN:
  14976. case UNT_FLASHER:
  14977. case UNT_FREEZINGTRAP:
  14978. case UNT_CLUSTERBOMB:
  14979. case UNT_FIRINGTRAP:
  14980. case UNT_ICEBOUNDTRAP:
  14981. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  14982. break;
  14983. }
  14984. // Traps aren't recovered.
  14985. skill_delunit(su);
  14986. }
  14987. return 0;
  14988. }
  14989. /*==========================================
  14990. *
  14991. *------------------------------------------*/
  14992. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data)
  14993. {
  14994. struct map_session_data *sd = map_id2sd(id);
  14995. struct skill_cd * cd = NULL;
  14996. if (data <= 0 || data >= MAX_SKILL)
  14997. return 0;
  14998. if (!sd) return 0;
  14999. if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
  15000. if( ( cd = idb_get(skillcd_db,sd->status.char_id) ) ) {
  15001. int i,cursor;
  15002. ARR_FIND( 0, cd->cursor+1, cursor, cd->skidx[cursor] == data );
  15003. cd->duration[cursor] = 0;
  15004. cd->skidx[cursor] = 0;
  15005. cd->nameid[cursor] = 0;
  15006. // compact the cool down list
  15007. for( i = 0, cursor = 0; i < cd->cursor; i++ ) {
  15008. if( cd->duration[i] == 0 )
  15009. continue;
  15010. if( cursor != i ) {
  15011. cd->duration[cursor] = cd->duration[i];
  15012. cd->skidx[cursor] = cd->skidx[i];
  15013. cd->nameid[cursor] = cd->nameid[i];
  15014. }
  15015. cursor++;
  15016. }
  15017. if( cursor == 0 )
  15018. idb_remove(skillcd_db,sd->status.char_id);
  15019. else
  15020. cd->cursor = cursor;
  15021. }
  15022. sd->blockskill[data] = 0;
  15023. return 1;
  15024. }
  15025. /**
  15026. * flags a singular skill as being blocked from persistent usage.
  15027. * @param sd the player the skill delay affects
  15028. * @param skillid the skill which should be delayed
  15029. * @param tick the length of time the delay should last
  15030. * @param load whether this assignment is being loaded upon player login
  15031. * @return 0 if successful, -1 otherwise
  15032. */
  15033. int skill_blockpc_start_(struct map_session_data *sd, int skillid, int tick, bool load)
  15034. {
  15035. int oskillid = skillid;
  15036. struct skill_cd* cd = NULL;
  15037. nullpo_retr (-1, sd);
  15038. skillid = skill_get_index(skillid);
  15039. if (skillid == 0)
  15040. return -1;
  15041. if (tick < 1) {
  15042. sd->blockskill[skillid] = 0;
  15043. return -1;
  15044. }
  15045. if( battle_config.display_status_timers )
  15046. clif_skill_cooldown(sd, skillid, tick);
  15047. if( !load )
  15048. {// not being loaded initially so ensure the skill delay is recorded
  15049. if( !(cd = idb_get(skillcd_db,sd->status.char_id)) )
  15050. {// create a new skill cooldown object for map storage
  15051. CREATE( cd, struct skill_cd, 1 );
  15052. idb_put( skillcd_db, sd->status.char_id, cd );
  15053. }
  15054. // record the skill duration in the database map
  15055. cd->duration[cd->cursor] = tick;
  15056. cd->skidx[cd->cursor] = skillid;
  15057. cd->nameid[cd->cursor] = oskillid;
  15058. cd->cursor++;
  15059. }
  15060. sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
  15061. return 0;
  15062. }
  15063. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  15064. {
  15065. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  15066. if (data <= 0 || data >= MAX_SKILL)
  15067. return 0;
  15068. if (hd) hd->blockskill[data] = 0;
  15069. return 1;
  15070. }
  15071. int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn]
  15072. {
  15073. nullpo_retr (-1, hd);
  15074. skillid = skill_get_index(skillid);
  15075. if (skillid == 0)
  15076. return -1;
  15077. if (tick < 1) {
  15078. hd->blockskill[skillid] = 0;
  15079. return -1;
  15080. }
  15081. hd->blockskill[skillid] = 1;
  15082. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
  15083. }
  15084. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  15085. {
  15086. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  15087. if( data <= 0 || data >= MAX_SKILL )
  15088. return 0;
  15089. if( md ) md->blockskill[data] = 0;
  15090. return 1;
  15091. }
  15092. int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
  15093. {
  15094. nullpo_retr (-1, md);
  15095. if( (skillid = skill_get_index(skillid)) == 0 )
  15096. return -1;
  15097. if( tick < 1 )
  15098. {
  15099. md->blockskill[skillid] = 0;
  15100. return -1;
  15101. }
  15102. md->blockskill[skillid] = 1;
  15103. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
  15104. }
  15105. /**
  15106. * Adds a new skill unit entry for this player to recast after map load
  15107. **/
  15108. void skill_usave_add(struct map_session_data * sd, int skill_num, int skill_lv) {
  15109. struct skill_usave * sus = NULL;
  15110. if( idb_exists(skillusave_db,sd->status.char_id) ) {
  15111. idb_remove(skillusave_db,sd->status.char_id);
  15112. }
  15113. CREATE( sus, struct skill_usave, 1 );
  15114. idb_put( skillusave_db, sd->status.char_id, sus );
  15115. sus->skill_num = skill_num;
  15116. sus->skill_lv = skill_lv;
  15117. return;
  15118. }
  15119. void skill_usave_trigger(struct map_session_data *sd) {
  15120. struct skill_usave * sus = NULL;
  15121. if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) {
  15122. return;
  15123. }
  15124. skill_unitsetting(&sd->bl,sus->skill_num,sus->skill_lv,sd->bl.x,sd->bl.y,0);
  15125. idb_remove(skillusave_db,sd->status.char_id);
  15126. return;
  15127. }
  15128. /*
  15129. *
  15130. */
  15131. int skill_split_str (char *str, char **val, int num)
  15132. {
  15133. int i;
  15134. for( i = 0; i < num && str; i++ )
  15135. {
  15136. val[i] = str;
  15137. str = strchr(str,',');
  15138. if( str )
  15139. *str++=0;
  15140. }
  15141. return i;
  15142. }
  15143. /*
  15144. *
  15145. */
  15146. int skill_split_atoi (char *str, int *val)
  15147. {
  15148. int i, j, diff, step = 1;
  15149. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  15150. if (!str) break;
  15151. val[i] = atoi(str);
  15152. str = strchr(str,':');
  15153. if (str)
  15154. *str++=0;
  15155. }
  15156. if(i==0) //No data found.
  15157. return 0;
  15158. if(i==1)
  15159. { //Single value, have the whole range have the same value.
  15160. for (; i < MAX_SKILL_LEVEL; i++)
  15161. val[i] = val[i-1];
  15162. return i;
  15163. }
  15164. //Check for linear change with increasing steps until we reach half of the data acquired.
  15165. for (step = 1; step <= i/2; step++)
  15166. {
  15167. diff = val[i-1] - val[i-step-1];
  15168. for(j = i-1; j >= step; j--)
  15169. if ((val[j]-val[j-step]) != diff)
  15170. break;
  15171. if (j>=step) //No match, try next step.
  15172. continue;
  15173. for(; i < MAX_SKILL_LEVEL; i++)
  15174. { //Apply linear increase
  15175. val[i] = val[i-step]+diff;
  15176. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  15177. { val[i] = 1; diff = 0; step = 1; }
  15178. }
  15179. return i;
  15180. }
  15181. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  15182. for (;i<MAX_SKILL_LEVEL; i++)
  15183. val[i] = val[i-1];
  15184. return i;
  15185. }
  15186. /*
  15187. *
  15188. */
  15189. void skill_init_unit_layout (void)
  15190. {
  15191. int i,j,size,pos = 0;
  15192. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  15193. // standard square layouts go first
  15194. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  15195. size = i*2+1;
  15196. skill_unit_layout[i].count = size*size;
  15197. for (j=0; j<size*size; j++) {
  15198. skill_unit_layout[i].dx[j] = (j%size-i);
  15199. skill_unit_layout[i].dy[j] = (j/size-i);
  15200. }
  15201. }
  15202. // afterwards add special ones
  15203. pos = i;
  15204. for (i=0;i<MAX_SKILL_DB;i++) {
  15205. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  15206. continue;
  15207. if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  15208. int skill = i;
  15209. if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  15210. skill -= EL_SKILLRANGEMIN;
  15211. skill += EL_SKILLBASE;
  15212. }
  15213. if( skill == EL_FIRE_MANTLE ) {
  15214. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  15215. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  15216. skill_unit_layout[pos].count = 8;
  15217. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15218. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15219. }
  15220. } else {
  15221. switch (i) {
  15222. case MG_FIREWALL:
  15223. case WZ_ICEWALL:
  15224. case WL_EARTHSTRAIN://Warlock
  15225. // these will be handled later
  15226. break;
  15227. case PR_SANCTUARY:
  15228. case NPC_EVILLAND: {
  15229. static const int dx[] = {
  15230. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  15231. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  15232. static const int dy[]={
  15233. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  15234. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  15235. skill_unit_layout[pos].count = 21;
  15236. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15237. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15238. }
  15239. break;
  15240. case PR_MAGNUS: {
  15241. static const int dx[] = {
  15242. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  15243. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  15244. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  15245. static const int dy[] = {
  15246. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  15247. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  15248. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  15249. skill_unit_layout[pos].count = 33;
  15250. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15251. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15252. }
  15253. break;
  15254. case MH_POISON_MIST:
  15255. case AS_VENOMDUST: {
  15256. static const int dx[] = {-1, 0, 0, 0, 1};
  15257. static const int dy[] = { 0,-1, 0, 1, 0};
  15258. skill_unit_layout[pos].count = 5;
  15259. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15260. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15261. }
  15262. break;
  15263. case CR_GRANDCROSS:
  15264. case NPC_GRANDDARKNESS: {
  15265. static const int dx[] = {
  15266. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  15267. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  15268. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  15269. static const int dy[] = {
  15270. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  15271. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  15272. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  15273. skill_unit_layout[pos].count = 29;
  15274. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15275. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15276. }
  15277. break;
  15278. case PF_FOGWALL: {
  15279. static const int dx[] = {
  15280. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  15281. static const int dy[] = {
  15282. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  15283. skill_unit_layout[pos].count = 15;
  15284. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15285. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15286. }
  15287. break;
  15288. case PA_GOSPEL: {
  15289. static const int dx[] = {
  15290. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  15291. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  15292. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  15293. -1, 0, 1};
  15294. static const int dy[] = {
  15295. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  15296. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  15297. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  15298. 3, 3, 3};
  15299. skill_unit_layout[pos].count = 33;
  15300. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15301. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15302. }
  15303. break;
  15304. case NJ_KAENSIN: {
  15305. 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};
  15306. 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};
  15307. skill_unit_layout[pos].count = 24;
  15308. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15309. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15310. }
  15311. break;
  15312. case NJ_TATAMIGAESHI: {
  15313. //Level 1 (count 4, cross of 3x3)
  15314. static const int dx1[] = {-1, 1, 0, 0};
  15315. static const int dy1[] = { 0, 0,-1, 1};
  15316. //Level 2-3 (count 8, cross of 5x5)
  15317. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  15318. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  15319. //Level 4-5 (count 12, cross of 7x7
  15320. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  15321. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  15322. //lv1
  15323. j = 0;
  15324. skill_unit_layout[pos].count = 4;
  15325. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  15326. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  15327. skill_db[i].unit_layout_type[j] = pos;
  15328. //lv2/3
  15329. j++;
  15330. pos++;
  15331. skill_unit_layout[pos].count = 8;
  15332. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  15333. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  15334. skill_db[i].unit_layout_type[j] = pos;
  15335. skill_db[i].unit_layout_type[++j] = pos;
  15336. //lv4/5
  15337. j++;
  15338. pos++;
  15339. skill_unit_layout[pos].count = 12;
  15340. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  15341. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  15342. skill_db[i].unit_layout_type[j] = pos;
  15343. skill_db[i].unit_layout_type[++j] = pos;
  15344. //Fill in the rest using lv 5.
  15345. for (;j<MAX_SKILL_LEVEL;j++)
  15346. skill_db[i].unit_layout_type[j] = pos;
  15347. //Skip, this way the check below will fail and continue to the next skill.
  15348. pos++;
  15349. }
  15350. break;
  15351. case GN_WALLOFTHORN: {
  15352. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  15353. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  15354. skill_unit_layout[pos].count = 16;
  15355. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15356. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15357. }
  15358. break;
  15359. default:
  15360. ShowError("unknown unit layout at skill %d\n",i);
  15361. break;
  15362. }
  15363. }
  15364. if (!skill_unit_layout[pos].count)
  15365. continue;
  15366. for (j=0;j<MAX_SKILL_LEVEL;j++)
  15367. skill_db[i].unit_layout_type[j] = pos;
  15368. pos++;
  15369. }
  15370. // firewall and icewall have 8 layouts (direction-dependent)
  15371. firewall_unit_pos = pos;
  15372. for (i=0;i<8;i++) {
  15373. if (i&1) {
  15374. skill_unit_layout[pos].count = 5;
  15375. if (i&0x2) {
  15376. int dx[] = {-1,-1, 0, 0, 1};
  15377. int dy[] = { 1, 0, 0,-1,-1};
  15378. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15379. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15380. } else {
  15381. int dx[] = { 1, 1 ,0, 0,-1};
  15382. int dy[] = { 1, 0, 0,-1,-1};
  15383. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15384. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15385. }
  15386. } else {
  15387. skill_unit_layout[pos].count = 3;
  15388. if (i%4==0) {
  15389. int dx[] = {-1, 0, 1};
  15390. int dy[] = { 0, 0, 0};
  15391. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15392. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15393. } else {
  15394. int dx[] = { 0, 0, 0};
  15395. int dy[] = {-1, 0, 1};
  15396. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15397. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15398. }
  15399. }
  15400. pos++;
  15401. }
  15402. icewall_unit_pos = pos;
  15403. for (i=0;i<8;i++) {
  15404. skill_unit_layout[pos].count = 5;
  15405. if (i&1) {
  15406. if (i&0x2) {
  15407. int dx[] = {-2,-1, 0, 1, 2};
  15408. int dy[] = { 2, 1, 0,-1,-2};
  15409. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15410. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15411. } else {
  15412. int dx[] = { 2, 1 ,0,-1,-2};
  15413. int dy[] = { 2, 1, 0,-1,-2};
  15414. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15415. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15416. }
  15417. } else {
  15418. if (i%4==0) {
  15419. int dx[] = {-2,-1, 0, 1, 2};
  15420. int dy[] = { 0, 0, 0, 0, 0};
  15421. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15422. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15423. } else {
  15424. int dx[] = { 0, 0, 0, 0, 0};
  15425. int dy[] = {-2,-1, 0, 1, 2};
  15426. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15427. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15428. }
  15429. }
  15430. pos++;
  15431. }
  15432. earthstrain_unit_pos = pos;
  15433. for( i = 0; i < 8; i++ )
  15434. { // For each Direction
  15435. skill_unit_layout[pos].count = 15;
  15436. switch( i )
  15437. {
  15438. case 0: case 1: case 3: case 4: case 5: case 7:
  15439. {
  15440. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  15441. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  15442. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15443. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15444. }
  15445. break;
  15446. case 2:
  15447. case 6:
  15448. {
  15449. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  15450. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  15451. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15452. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15453. }
  15454. break;
  15455. }
  15456. pos++;
  15457. }
  15458. }
  15459. int skill_block_check(struct block_list *bl, sc_type type , int skillid) {
  15460. int inf = 0;
  15461. struct status_change *sc = status_get_sc(bl);
  15462. if( !sc || !bl || skillid < 1 )
  15463. return 0; // Can do it
  15464. switch(type){
  15465. case SC_STASIS:
  15466. inf = skill_get_inf2(skillid);
  15467. if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skillid) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
  15468. return 1; // Can't do it.
  15469. switch( skillid )
  15470. {
  15471. case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER:
  15472. case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR:
  15473. case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER:
  15474. case ST_CHASEWALK: case SC_ENERVATION: case SC_GROOMY: case WZ_ICEWALL:
  15475. case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case WZ_STORMGUST:
  15476. case SC_WEAKNESS: case AL_RUWACH: case AL_PNEUMA: case WZ_JUPITEL:
  15477. case AL_HEAL: case AL_BLESSING: case AL_INCAGI: case WZ_VERMILION:
  15478. case AL_TELEPORT: case AL_WARP: case AL_HOLYWATER: case WZ_EARTHSPIKE:
  15479. case AL_HOLYLIGHT: case PR_IMPOSITIO: case PR_ASPERSIO: case WZ_HEAVENDRIVE:
  15480. case PR_SANCTUARY: case PR_STRECOVERY: case PR_MAGNIFICAT: case WZ_QUAGMIRE:
  15481. case ALL_RESURRECTION: case PR_LEXDIVINA: case PR_LEXAETERNA: case HW_GRAVITATION:
  15482. case PR_MAGNUS: case PR_TURNUNDEAD: case MG_SRECOVERY: case HW_MAGICPOWER:
  15483. case MG_SIGHT: case MG_NAPALMBEAT: case MG_SAFETYWALL: case HW_GANBANTEIN:
  15484. case MG_SOULSTRIKE: case MG_COLDBOLT: case MG_FROSTDIVER: case WL_DRAINLIFE:
  15485. case MG_STONECURSE: case MG_FIREBALL: case MG_FIREWALL: case WL_SOULEXPANSION:
  15486. case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_ENERGYCOAT:
  15487. case WL_WHITEIMPRISON: case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB:
  15488. case WL_SUMMONSTONE: case WL_SIENNAEXECRATE: case WL_RELEASE: case WL_EARTHSTRAIN:
  15489. case WL_RECOGNIZEDSPELL: case WL_READING_SB: case SA_MAGICROD: case SA_SPELLBREAKER:
  15490. case SA_DISPELL: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER:
  15491. case SA_SEISMICWEAPON: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE:
  15492. case SA_LANDPROTECTOR: case PF_HPCONVERSION: case PF_SOULCHANGE: case PF_SPIDERWEB:
  15493. case PF_FOGWALL: case TK_RUN: case TK_HIGHJUMP: case TK_SEVENWIND:
  15494. case SL_KAAHI: case SL_KAUPE: case SL_KAITE:
  15495. // Skills that need to be confirmed.
  15496. case SO_FIREWALK: case SO_ELECTRICWALK: case SO_SPELLFIST: case SO_EARTHGRAVE:
  15497. case SO_DIAMONDDUST: case SO_POISON_BUSTER: case SO_PSYCHIC_WAVE: case SO_CLOUD_KILL:
  15498. case SO_STRIKING: case SO_WARMER: case SO_VACUUM_EXTREME: case SO_VARETYR_SPEAR:
  15499. case SO_ARRULLO:
  15500. return 1; // Can't do it.
  15501. }
  15502. break;
  15503. case SC_KAGEHUMI:
  15504. switch(skillid){
  15505. case TF_HIDING: case AS_CLOAKING: case GC_CLOAKINGEXCEED: case SC_SHADOWFORM:
  15506. case MI_HARMONIZE: case CG_MARIONETTE: case AL_TELEPORT: case TF_BACKSLIDING:
  15507. case RA_CAMOUFLAGE: case ST_CHASEWALK: case GD_EMERGENCYCALL:
  15508. return 1; // needs more info
  15509. }
  15510. break;
  15511. }
  15512. return 0;
  15513. }
  15514. int skill_get_elemental_type( int skill_id , int skill_lv ) {
  15515. int type = 0;
  15516. switch( skill_id ) {
  15517. case SO_SUMMON_AGNI: type = 2114; break;
  15518. case SO_SUMMON_AQUA: type = 2117; break;
  15519. case SO_SUMMON_VENTUS: type = 2120; break;
  15520. case SO_SUMMON_TERA: type = 2123; break;
  15521. }
  15522. type += skill_lv - 1;
  15523. return type;
  15524. }
  15525. /**
  15526. * reload stored skill cooldowns when a player logs in.
  15527. * @param sd the affected player structure
  15528. */
  15529. void skill_cooldown_load(struct map_session_data * sd)
  15530. {
  15531. int i;
  15532. struct skill_cd* cd = NULL;
  15533. // always check to make sure the session properly exists
  15534. nullpo_retv(sd);
  15535. if( !(cd = idb_get(skillcd_db, sd->status.char_id)) )
  15536. {// no skill cooldown is associated with this character
  15537. return;
  15538. }
  15539. // process each individual cooldown associated with the character
  15540. for( i = 0; i < cd->cursor; i++ )
  15541. {
  15542. // block the skill from usage but ensure it is not recorded (load = true)
  15543. skill_blockpc_start_( sd, cd->nameid[i], cd->duration[i], true );
  15544. }
  15545. }
  15546. /*==========================================
  15547. * DB reading.
  15548. * skill_db.txt
  15549. * skill_require_db.txt
  15550. * skill_cast_db.txt
  15551. * skill_castnodex_db.txt
  15552. * skill_nocast_db.txt
  15553. * skill_unit_db.txt
  15554. * produce_db.txt
  15555. * create_arrow_db.txt
  15556. * abra_db.txt
  15557. *------------------------------------------*/
  15558. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  15559. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  15560. int id = atoi(split[0]);
  15561. int i;
  15562. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  15563. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  15564. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX)
  15565. || (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX) ) {
  15566. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
  15567. return false;
  15568. }
  15569. i = skill_get_index(id);
  15570. if( !i ) // invalid skill id
  15571. return false;
  15572. skill_split_atoi(split[1],skill_db[i].range);
  15573. skill_db[i].hit = atoi(split[2]);
  15574. skill_db[i].inf = atoi(split[3]);
  15575. skill_split_atoi(split[4],skill_db[i].element);
  15576. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  15577. skill_split_atoi(split[6],skill_db[i].splash);
  15578. skill_db[i].max = atoi(split[7]);
  15579. skill_split_atoi(split[8],skill_db[i].num);
  15580. if( strcmpi(split[9],"yes") == 0 )
  15581. skill_db[i].castcancel = 1;
  15582. else
  15583. skill_db[i].castcancel = 0;
  15584. skill_db[i].cast_def_rate = atoi(split[10]);
  15585. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  15586. skill_split_atoi(split[12],skill_db[i].maxcount);
  15587. if( strcmpi(split[13],"weapon") == 0 )
  15588. skill_db[i].skill_type = BF_WEAPON;
  15589. else if( strcmpi(split[13],"magic") == 0 )
  15590. skill_db[i].skill_type = BF_MAGIC;
  15591. else if( strcmpi(split[13],"misc") == 0 )
  15592. skill_db[i].skill_type = BF_MISC;
  15593. else
  15594. skill_db[i].skill_type = 0;
  15595. skill_split_atoi(split[14],skill_db[i].blewcount);
  15596. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  15597. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  15598. strdb_iput(skilldb_name2id, skill_db[i].name, id);
  15599. return true;
  15600. }
  15601. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  15602. {// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  15603. char* p;
  15604. int j;
  15605. int i = atoi(split[0]);
  15606. i = skill_get_index(i);
  15607. if( !i ) // invalid skill id
  15608. return false;
  15609. skill_split_atoi(split[1],skill_db[i].hp);
  15610. skill_split_atoi(split[2],skill_db[i].mhp);
  15611. skill_split_atoi(split[3],skill_db[i].sp);
  15612. skill_split_atoi(split[4],skill_db[i].hp_rate);
  15613. skill_split_atoi(split[5],skill_db[i].sp_rate);
  15614. skill_split_atoi(split[6],skill_db[i].zeny);
  15615. //FIXME: document this
  15616. p = split[7];
  15617. for( j = 0; j < 32; j++ )
  15618. {
  15619. int l = atoi(p);
  15620. if( l == 99 ) // Any weapon
  15621. {
  15622. skill_db[i].weapon = 0;
  15623. break;
  15624. }
  15625. else
  15626. skill_db[i].weapon |= 1<<l;
  15627. p = strchr(p,':');
  15628. if(!p)
  15629. break;
  15630. p++;
  15631. }
  15632. //FIXME: document this
  15633. p = split[8];
  15634. for( j = 0; j < 32; j++ )
  15635. {
  15636. int l = atoi(p);
  15637. if( l == 99 ) // Any ammo type
  15638. {
  15639. skill_db[i].ammo = 0xFFFFFFFF;
  15640. break;
  15641. }
  15642. else if( l ) // 0 stands for no requirement
  15643. skill_db[i].ammo |= 1<<l;
  15644. p = strchr(p,':');
  15645. if( !p )
  15646. break;
  15647. p++;
  15648. }
  15649. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  15650. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  15651. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  15652. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  15653. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  15654. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  15655. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  15656. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  15657. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  15658. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  15659. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  15660. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  15661. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  15662. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  15663. /**
  15664. * New States
  15665. **/
  15666. else if( strcmpi(split[10],"dragon")==0 ) skill_db[i].state = ST_RIDINGDRAGON;
  15667. else if( strcmpi(split[10],"warg")==0 ) skill_db[i].state = ST_WUG;
  15668. else if( strcmpi(split[10],"ridingwarg")==0 ) skill_db[i].state = ST_RIDINGWUG;
  15669. else if( strcmpi(split[10],"mado")==0 ) skill_db[i].state = ST_MADO;
  15670. else if( strcmpi(split[10],"elementalspirit")==0 ) skill_db[i].state = ST_ELEMENTALSPIRIT;
  15671. /**
  15672. * Unknown or no state
  15673. **/
  15674. else skill_db[i].state = ST_NONE;
  15675. skill_split_atoi(split[11],skill_db[i].spiritball);
  15676. for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
  15677. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  15678. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  15679. }
  15680. return true;
  15681. }
  15682. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  15683. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  15684. int i = atoi(split[0]);
  15685. i = skill_get_index(i);
  15686. if( !i ) // invalid skill id
  15687. return false;
  15688. skill_split_atoi(split[1],skill_db[i].cast);
  15689. skill_split_atoi(split[2],skill_db[i].delay);
  15690. skill_split_atoi(split[3],skill_db[i].walkdelay);
  15691. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  15692. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  15693. skill_split_atoi(split[6],skill_db[i].cooldown);
  15694. #ifdef RENEWAL_CAST
  15695. skill_split_atoi(split[7],skill_db[i].fixed_cast);
  15696. #endif
  15697. return true;
  15698. }
  15699. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  15700. {// Skill id,Cast,Delay (optional)
  15701. int i = atoi(split[0]);
  15702. i = skill_get_index(i);
  15703. if( !i ) // invalid skill id
  15704. return false;
  15705. skill_split_atoi(split[1],skill_db[i].castnodex);
  15706. if( split[2] ) // optional column
  15707. skill_split_atoi(split[2],skill_db[i].delaynodex);
  15708. return true;
  15709. }
  15710. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  15711. {// SkillID,Flag
  15712. int i = atoi(split[0]);
  15713. i = skill_get_index(i);
  15714. if( !i ) // invalid skill id
  15715. return false;
  15716. skill_db[i].nocast |= atoi(split[1]);
  15717. return true;
  15718. }
  15719. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  15720. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  15721. int i = atoi(split[0]);
  15722. i = skill_get_index(i);
  15723. if( !i ) // invalid skill id
  15724. return false;
  15725. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  15726. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  15727. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  15728. skill_split_atoi(split[4],skill_db[i].unit_range);
  15729. skill_db[i].unit_interval = atoi(split[5]);
  15730. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  15731. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  15732. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  15733. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  15734. else if( strcmpi(split[6],"guild")==0 ) skill_db[i].unit_target = BCT_GUILD;
  15735. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  15736. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  15737. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  15738. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  15739. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  15740. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  15741. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  15742. skill_db[i].unit_target = BCT_NOENEMY;
  15743. //By default, target just characters.
  15744. skill_db[i].unit_target |= BL_CHAR;
  15745. if (skill_db[i].unit_flag&UF_NOPC)
  15746. skill_db[i].unit_target &= ~BL_PC;
  15747. if (skill_db[i].unit_flag&UF_NOMOB)
  15748. skill_db[i].unit_target &= ~BL_MOB;
  15749. if (skill_db[i].unit_flag&UF_SKILL)
  15750. skill_db[i].unit_target |= BL_SKILL;
  15751. return true;
  15752. }
  15753. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  15754. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  15755. int x,y;
  15756. int i = atoi(split[0]);
  15757. if( !i )
  15758. return false;
  15759. skill_produce_db[current].nameid = i;
  15760. skill_produce_db[current].itemlv = atoi(split[1]);
  15761. skill_produce_db[current].req_skill = atoi(split[2]);
  15762. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  15763. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  15764. {
  15765. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  15766. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  15767. }
  15768. return true;
  15769. }
  15770. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  15771. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  15772. int x,y;
  15773. int i = atoi(split[0]);
  15774. if( !i )
  15775. return false;
  15776. skill_arrow_db[current].nameid = i;
  15777. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
  15778. {
  15779. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  15780. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  15781. }
  15782. return true;
  15783. }
  15784. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  15785. {// SkillID,PreservePoints
  15786. int skillid = atoi(split[0]),
  15787. points = atoi(split[1]),
  15788. nameid = atoi(split[2]);
  15789. if( !skill_get_index(skillid) || !skill_get_max(skillid) )
  15790. ShowError("spellbook_db: Invalid skill ID %d\n", skillid);
  15791. if ( !skill_get_inf(skillid) )
  15792. ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skillid, skill_get_name(skillid));
  15793. if( points < 1 )
  15794. ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skillid, skill_get_name(skillid));
  15795. else
  15796. {
  15797. skill_spellbook_db[current].skillid = skillid;
  15798. skill_spellbook_db[current].point = points;
  15799. skill_spellbook_db[current].nameid = nameid;
  15800. return true;
  15801. }
  15802. return false;
  15803. }
  15804. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  15805. {// SkillID
  15806. int i = atoi(split[0]);
  15807. short j = atoi(split[1]);
  15808. if( !skill_get_index(i) || !skill_get_max(i) ) {
  15809. ShowError("skill_improvise_db: Invalid skill ID %d\n", i);
  15810. return false;
  15811. }
  15812. if ( !skill_get_inf(i) ) {
  15813. ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  15814. return false;
  15815. }
  15816. if( j < 1 ) {
  15817. ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", i, skill_get_name(i));
  15818. return false;
  15819. }
  15820. if( current >= MAX_SKILL_IMPROVISE_DB ) {
  15821. ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  15822. }
  15823. skill_improvise_db[current].skillid = i;
  15824. skill_improvise_db[current].per = j; // Still need confirm it.
  15825. return true;
  15826. }
  15827. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  15828. {
  15829. int i = atoi(split[0]);
  15830. if( !skill_get_index(i) || !skill_get_max(i) )
  15831. {
  15832. ShowError("magicmushroom_db: Invalid skill ID %d\n", i);
  15833. return false;
  15834. }
  15835. if ( !skill_get_inf(i) )
  15836. {
  15837. ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  15838. return false;
  15839. }
  15840. skill_magicmushroom_db[current].skillid = i;
  15841. return true;
  15842. }
  15843. static bool skill_parse_row_reproducedb(char* split[], int column, int current) {
  15844. int skillid = atoi(split[0]);
  15845. skillid = skill_get_index(skillid);
  15846. if( !skillid )
  15847. return false;
  15848. skill_reproduce_db[skillid] = true;
  15849. return true;
  15850. }
  15851. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  15852. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  15853. int i = atoi(split[0]);
  15854. if( !skill_get_index(i) || !skill_get_max(i) )
  15855. {
  15856. ShowError("abra_db: Invalid skill ID %d\n", i);
  15857. return false;
  15858. }
  15859. if ( !skill_get_inf(i) )
  15860. {
  15861. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  15862. return false;
  15863. }
  15864. skill_abra_db[current].skillid = i;
  15865. skill_abra_db[current].req_lv = atoi(split[2]);
  15866. skill_abra_db[current].per = atoi(split[3]);
  15867. return true;
  15868. }
  15869. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  15870. {// SkillID
  15871. int i = atoi(split[0]);
  15872. short j = atoi(split[1]);
  15873. int x,y;
  15874. for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){
  15875. if( skill_produce_db[x].nameid == i )
  15876. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  15877. break;
  15878. }
  15879. if( x >= MAX_SKILL_PRODUCE_DB ){
  15880. ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", i);
  15881. return false;
  15882. }
  15883. if( current >= MAX_SKILL_PRODUCE_DB ) {
  15884. ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB);
  15885. }
  15886. skill_changematerial_db[current].itemid = i;
  15887. skill_changematerial_db[current].rate = j;
  15888. for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ )
  15889. {
  15890. skill_changematerial_db[current].qty[y] = atoi(split[x]);
  15891. skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
  15892. }
  15893. return true;
  15894. }
  15895. static void skill_readdb(void)
  15896. {
  15897. // init skill db structures
  15898. db_clear(skilldb_name2id);
  15899. memset(skill_db,0,sizeof(skill_db));
  15900. memset(skill_produce_db,0,sizeof(skill_produce_db));
  15901. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  15902. memset(skill_abra_db,0,sizeof(skill_abra_db));
  15903. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  15904. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  15905. memset(skill_reproduce_db,0,sizeof(skill_reproduce_db));
  15906. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  15907. // load skill databases
  15908. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  15909. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  15910. sv_readdb(db_path, DBPATH"skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  15911. sv_readdb(db_path, DBPATH"skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  15912. #ifdef RENEWAL_CAST
  15913. sv_readdb(db_path, "re/skill_cast_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_castdb);
  15914. #else
  15915. sv_readdb(db_path, "pre-re/skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill_parse_row_castdb);
  15916. #endif
  15917. sv_readdb(db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  15918. sv_readdb(db_path, DBPATH"skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  15919. sv_readdb(db_path, DBPATH"skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  15920. skill_init_unit_layout();
  15921. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  15922. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  15923. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  15924. //Warlock
  15925. sv_readdb(db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb);
  15926. //Guillotine Cross
  15927. sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb);
  15928. sv_readdb(db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill_parse_row_reproducedb);
  15929. sv_readdb(db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb);
  15930. sv_readdb(db_path, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill_parse_row_changematerialdb);
  15931. }
  15932. void skill_reload (void)
  15933. {
  15934. skill_readdb();
  15935. }
  15936. /*==========================================
  15937. *
  15938. *------------------------------------------*/
  15939. int do_init_skill (void)
  15940. {
  15941. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  15942. skill_readdb();
  15943. group_db = idb_alloc(DB_OPT_BASE);
  15944. skillunit_db = idb_alloc(DB_OPT_BASE);
  15945. skillcd_db = idb_alloc(DB_OPT_RELEASE_DATA);
  15946. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  15947. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
  15948. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
  15949. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  15950. add_timer_func_list(skill_castend_id,"skill_castend_id");
  15951. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  15952. add_timer_func_list(skill_timerskill,"skill_timerskill");
  15953. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  15954. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  15955. return 0;
  15956. }
  15957. int do_final_skill(void)
  15958. {
  15959. db_destroy(skilldb_name2id);
  15960. db_destroy(group_db);
  15961. db_destroy(skillunit_db);
  15962. db_destroy(skillcd_db);
  15963. db_destroy(skillusave_db);
  15964. ers_destroy(skill_unit_ers);
  15965. ers_destroy(skill_timer_ers);
  15966. return 0;
  15967. }