skill.c 349 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/showmsg.h"
  8. #include "../common/strlib.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "skill.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "pet.h"
  18. #include "homunculus.h"
  19. #include "mercenary.h"
  20. #include "mob.h"
  21. #include "npc.h"
  22. #include "battle.h"
  23. #include "battleground.h"
  24. #include "party.h"
  25. #include "itemdb.h"
  26. #include "script.h"
  27. #include "intif.h"
  28. #include "log.h"
  29. #include "chrif.h"
  30. #include "guild.h"
  31. #include "date.h"
  32. #include "unit.h"
  33. #include <stdio.h>
  34. #include <stdlib.h>
  35. #include <string.h>
  36. #include <time.h>
  37. #define SKILLUNITTIMER_INTERVAL 100
  38. // ranges reserved for mapping skill ids to skilldb offsets
  39. #define GD_SKILLRANGEMIN 900
  40. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  41. #define MC_SKILLRANGEMIN 800
  42. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN+MAX_MERCSKILL
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  45. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  46. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  47. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  48. DBMap* skilldb_name2id = NULL;
  49. struct s_skill_db skill_db[MAX_SKILL_DB];
  50. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  51. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  52. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  53. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  54. int firewall_unit_pos;
  55. int icewall_unit_pos;
  56. //Since only mob-casted splash skills can hit ice-walls
  57. #define splash_target(bl) (bl->type==BL_MOB?BL_SKILL|BL_CHAR:BL_CHAR)
  58. /// Returns the id of the skill, or 0 if not found.
  59. int skill_name2id(const char* name)
  60. {
  61. if( name == NULL )
  62. return 0;
  63. return (int)strdb_get(skilldb_name2id, name);
  64. }
  65. /// Maps skill ids to skill db offsets.
  66. /// Returns the skill's array index, or 0 (Unknown Skill).
  67. int skill_get_index( int id )
  68. {
  69. // avoid ranges reserved for mapping guild/homun/mercenary skills
  70. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  71. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  72. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  73. return 0;
  74. // map skill id to skill db index
  75. if( id >= GD_SKILLBASE )
  76. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  77. else
  78. if( id >= MC_SKILLBASE )
  79. id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
  80. else
  81. if( id >= HM_SKILLBASE )
  82. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  83. else
  84. ; // identity
  85. // validate result
  86. if( id <= 0 || id >= MAX_SKILL_DB )
  87. return 0;
  88. return id;
  89. }
  90. const char* skill_get_name( int id )
  91. {
  92. return skill_db[skill_get_index(id)].name;
  93. }
  94. const char* skill_get_desc( int id )
  95. {
  96. return skill_db[skill_get_index(id)].desc;
  97. }
  98. // out of bounds error checking [celest]
  99. static void skill_chk(int* id, int lv)
  100. {
  101. *id = skill_get_index(*id); // checks/adjusts id
  102. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  103. }
  104. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  105. // Skill DB
  106. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  107. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  108. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  109. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  110. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  111. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  112. 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); }
  113. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  114. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  115. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  116. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  117. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  118. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  119. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  120. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  121. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  122. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  123. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  124. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  125. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  126. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  127. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  128. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  129. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  130. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  131. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  132. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  133. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  134. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  135. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  136. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  137. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  138. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  139. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  140. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  141. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  142. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  143. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  144. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  145. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  146. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  147. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  148. int skill_tree_get_max(int id, int b_class)
  149. {
  150. int i;
  151. b_class = pc_class2idx(b_class);
  152. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
  153. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
  154. return skill_tree[b_class][i].max;
  155. else
  156. return skill_get_max(id);
  157. }
  158. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  159. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  160. int status_change_timer_sub(struct block_list *bl, va_list ap);
  161. int skill_attack_area(struct block_list *bl,va_list ap);
  162. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  163. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  164. int skill_greed(struct block_list *bl, va_list ap);
  165. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  166. static int skill_trap_splash(struct block_list *bl, va_list ap);
  167. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  168. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  169. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  170. static int skill_unit_effect(struct block_list *bl,va_list ap);
  171. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  172. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  173. int skill_get_casttype (int id)
  174. {
  175. int inf = skill_get_inf(id);
  176. if (inf&(INF_GROUND_SKILL))
  177. return CAST_GROUND;
  178. if (inf&INF_SUPPORT_SKILL)
  179. return CAST_NODAMAGE;
  180. if (inf&INF_SELF_SKILL) {
  181. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  182. return CAST_DAMAGE; //Combo skill.
  183. return CAST_NODAMAGE;
  184. }
  185. if (skill_get_nk(id)&NK_NO_DAMAGE)
  186. return CAST_NODAMAGE;
  187. return CAST_DAMAGE;
  188. };
  189. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  190. int skill_get_range2 (struct block_list *bl, int id, int lv)
  191. {
  192. int range;
  193. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  194. return 9; //Mobs have a range of 9 regardless of skill used.
  195. range = skill_get_range(id, lv);
  196. if( range < 0 )
  197. {
  198. if( battle_config.use_weapon_skill_range&bl->type )
  199. return status_get_range(bl);
  200. range *=-1;
  201. }
  202. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  203. switch( id )
  204. {
  205. case AC_SHOWER: case MA_SHOWER:
  206. case AC_DOUBLE: case MA_DOUBLE:
  207. case HT_BLITZBEAT:
  208. case AC_CHARGEARROW:
  209. case MA_CHARGEARROW:
  210. case SN_FALCONASSAULT:
  211. case SN_SHARPSHOOTING:
  212. case MA_SHARPSHOOTING:
  213. case HT_POWER:
  214. if( bl->type == BL_PC )
  215. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  216. else
  217. range += 10; //Assume level 10?
  218. break;
  219. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  220. case GS_RAPIDSHOWER:
  221. case GS_PIERCINGSHOT:
  222. case GS_FULLBUSTER:
  223. case GS_SPREADATTACK:
  224. case GS_GROUNDDRIFT:
  225. if (bl->type == BL_PC)
  226. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  227. else
  228. range += 10; //Assume level 10?
  229. break;
  230. case NJ_KIRIKAGE:
  231. if (bl->type == BL_PC)
  232. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  233. break;
  234. }
  235. if( !range && bl->type != BL_PC )
  236. return 9; // Enable non players to use self skills on others. [Skotlex]
  237. return range;
  238. }
  239. int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal)
  240. {
  241. int skill, hp;
  242. struct map_session_data *sd = map_id2sd(src->id);
  243. struct map_session_data *tsd = map_id2sd(target->id);
  244. struct status_change* sc;
  245. switch( skill_id )
  246. {
  247. case BA_APPLEIDUN:
  248. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  249. if( sd )
  250. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  251. break;
  252. case PR_SANCTUARY:
  253. hp = (skill_lv>6)?777:skill_lv*100;
  254. break;
  255. case NPC_EVILLAND:
  256. hp = (skill_lv>6)?666:skill_lv*100;
  257. break;
  258. default:
  259. if (skill_lv >= battle_config.max_heal_lv)
  260. return battle_config.max_heal;
  261. hp = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8);
  262. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  263. hp += hp * skill * 2 / 100;
  264. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  265. hp += hp * skill * 2 / 100;
  266. break;
  267. }
  268. if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
  269. hp >>= 1;
  270. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  271. hp += hp*skill/100;
  272. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  273. hp += hp*skill/100;
  274. sc = status_get_sc(target);
  275. if( sc && sc->count )
  276. {
  277. if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
  278. hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
  279. if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  280. hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  281. }
  282. return hp;
  283. }
  284. // Making plagiarize check its own function [Aru]
  285. int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
  286. {
  287. struct status_change* sc;
  288. sc = status_get_sc(bl);
  289. // Never copy NPC/Wedding Skills
  290. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  291. return 0;
  292. // High-class skills
  293. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  294. {
  295. if(battle_config.copyskill_restrict == 2)
  296. return 0;
  297. else if(battle_config.copyskill_restrict)
  298. return (sd->status.class_ == JOB_STALKER);
  299. }
  300. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  301. if ((skillid == AL_INCAGI || skillid == AL_BLESSING || skillid == CASH_BLESSING || skillid == CASH_INCAGI))
  302. return 0;
  303. return 1;
  304. }
  305. // [MouseJstr] - skill ok to cast? and when?
  306. int skillnotok (int skillid, struct map_session_data *sd)
  307. {
  308. int i,m;
  309. nullpo_retr (1, sd);
  310. m = sd->bl.m;
  311. i = skill_get_index(skillid);
  312. if (i == 0)
  313. return 1; // invalid skill id
  314. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  315. return 0; // GMs can do any damn thing they want
  316. if( skillid == AL_TELEPORT && sd->skillitem == skillid && sd->skillitemlv > 2 )
  317. return 0; // Teleport lv 3 bypasses this check.[Inkfish]
  318. if (sd->blockskill[i] > 0)
  319. return 1;
  320. // Check skill restrictions [Celest]
  321. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  322. return 1;
  323. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  324. return 1;
  325. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  326. return 1;
  327. if(map[m].flag.battleground && skill_get_nocast (skillid) & 8)
  328. return 1;
  329. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  330. return 1;
  331. switch (skillid) {
  332. case AL_WARP:
  333. if(map[m].flag.nowarp) {
  334. clif_skill_teleportmessage(sd,0);
  335. return 1;
  336. }
  337. return 0;
  338. case AL_TELEPORT:
  339. if(map[m].flag.noteleport) {
  340. clif_skill_teleportmessage(sd,0);
  341. return 1;
  342. }
  343. return 0; // gonna be checked in 'skill_castend_nodamage_id'
  344. case WE_CALLPARTNER:
  345. case WE_CALLPARENT:
  346. case WE_CALLBABY:
  347. if (map[m].flag.nomemo) {
  348. clif_skill_teleportmessage(sd,1);
  349. return 1;
  350. }
  351. break;
  352. case MC_VENDING:
  353. case MC_IDENTIFY:
  354. return 0; // always allowed
  355. case WZ_ICEWALL:
  356. // noicewall flag [Valaris]
  357. if (map[m].flag.noicewall) {
  358. clif_skill_fail(sd,skillid,0,0);
  359. return 1;
  360. }
  361. break;
  362. case GD_EMERGENCYCALL:
  363. if (
  364. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  365. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  366. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  367. ) {
  368. clif_skill_fail(sd,skillid,0,0);
  369. return 1;
  370. }
  371. break;
  372. }
  373. return (map[m].flag.noskill);
  374. }
  375. int skillnotok_hom(int skillid, struct homun_data *hd)
  376. {
  377. int i = skill_get_index(skillid);
  378. nullpo_retr(1,hd);
  379. if (i == 0)
  380. return 1; // invalid skill id
  381. if (hd->blockskill[i] > 0)
  382. return 1;
  383. //Use master's criteria.
  384. return skillnotok(skillid, hd->master);
  385. }
  386. int skillnotok_mercenary(int skillid, struct mercenary_data *md)
  387. {
  388. int i = skill_get_index(skillid);
  389. nullpo_retr(1,md);
  390. if( i == 0 )
  391. return 1; // Invalid Skill ID
  392. if( md->blockskill[i] > 0 )
  393. return 1;
  394. return skillnotok(skillid, md->master);
  395. }
  396. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  397. {
  398. int pos = skill_get_unit_layout_type(skillid,skilllv);
  399. int dir;
  400. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  401. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  402. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  403. }
  404. if (pos != -1) // simple single-definition layout
  405. return &skill_unit_layout[pos];
  406. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  407. if (skillid == MG_FIREWALL)
  408. return &skill_unit_layout [firewall_unit_pos + dir];
  409. else if (skillid == WZ_ICEWALL)
  410. return &skill_unit_layout [icewall_unit_pos + dir];
  411. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  412. return &skill_unit_layout[0]; // default 1x1 layout
  413. }
  414. /*==========================================
  415. *
  416. *------------------------------------------*/
  417. 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)
  418. {
  419. struct map_session_data *sd, *dstsd;
  420. struct mob_data *md, *dstmd;
  421. struct status_data *sstatus, *tstatus;
  422. struct status_change *sc, *tsc;
  423. enum sc_type status;
  424. int skill;
  425. int rate;
  426. nullpo_retr(0, src);
  427. nullpo_retr(0, bl);
  428. if(skillid < 0) return 0;
  429. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  430. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  431. return 0;
  432. sd = BL_CAST(BL_PC, src);
  433. md = BL_CAST(BL_MOB, src);
  434. dstsd = BL_CAST(BL_PC, bl);
  435. dstmd = BL_CAST(BL_MOB, bl);
  436. sc = status_get_sc(src);
  437. tsc = status_get_sc(bl);
  438. sstatus = status_get_status_data(src);
  439. tstatus = status_get_status_data(bl);
  440. if (!tsc) //skill additional effect is about adding effects to the target...
  441. //So if the target can't be inflicted with statuses, this is pointless.
  442. return 0;
  443. if( sd )
  444. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  445. if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
  446. { // Trigger status effects
  447. enum sc_type type;
  448. int i;
  449. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
  450. {
  451. rate = sd->addeff[i].rate;
  452. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  453. rate += sd->addeff[i].arrow_rate;
  454. if( !rate ) continue;
  455. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) )
  456. { // Trigger has attack type consideration.
  457. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  458. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  459. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  460. else
  461. continue;
  462. }
  463. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
  464. { // Trigger has range consideration.
  465. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  466. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  467. continue; //Range Failed.
  468. }
  469. type = sd->addeff[i].id;
  470. skill = skill_get_time2(status_sc2skill(type),7);
  471. if (sd->addeff[i].flag&ATF_TARGET)
  472. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  473. if (sd->addeff[i].flag&ATF_SELF)
  474. status_change_start(src,type,rate,7,0,0,0,skill,0);
  475. }
  476. }
  477. if( skillid )
  478. { // Trigger status effects on skills
  479. enum sc_type type;
  480. int i;
  481. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
  482. {
  483. if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  484. continue;
  485. type = sd->addeff3[i].id;
  486. skill = skill_get_time2(status_sc2skill(type),7);
  487. if( sd->addeff3[i].target&ATF_TARGET )
  488. status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  489. if( sd->addeff3[i].target&ATF_SELF )
  490. status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  491. }
  492. }
  493. }
  494. if( dmg_lv < ATK_DEF ) // no damage, return;
  495. return 0;
  496. switch(skillid)
  497. {
  498. case 0: // Normal attacks (no skill used)
  499. {
  500. if( attack_type&BF_SKILL )
  501. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  502. if(sd) {
  503. // Automatic trigger of Blitz Beat
  504. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  505. rand()%1000 <= sstatus->luk*10/3+1 ) {
  506. rate=(sd->status.job_level+9)/10;
  507. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  508. }
  509. // Gank
  510. if(dstmd && sd->status.weapon != W_BOW &&
  511. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  512. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  513. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  514. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  515. else
  516. clif_skill_fail(sd,RG_SNATCHER,0,0);
  517. }
  518. // Chance to trigger Taekwon kicks [Dralnu]
  519. if(sc && !sc->data[SC_COMBO]) {
  520. if(sc->data[SC_READYSTORM] &&
  521. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  522. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  523. ; //Stance triggered
  524. else if(sc->data[SC_READYDOWN] &&
  525. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  526. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  527. ; //Stance triggered
  528. else if(sc->data[SC_READYTURN] &&
  529. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  530. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  531. ; //Stance triggered
  532. else if(sc->data[SC_READYCOUNTER])
  533. { //additional chance from SG_FRIEND [Komurka]
  534. rate = 20;
  535. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  536. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  537. status_change_end(src,SC_SKILLRATE_UP,-1);
  538. }
  539. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  540. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  541. }
  542. }
  543. }
  544. if (sc) {
  545. struct status_change_entry *sce;
  546. // Enchant Poison gives a chance to poison attacked enemies
  547. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  548. status_change_start(bl,SC_POISON,sce->val2, sce->val1,0,0,0,
  549. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  550. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  551. if((sce=sc->data[SC_EDP]))
  552. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,0,0,0,
  553. skill_get_time2(ASC_EDP,sce->val1));
  554. }
  555. }
  556. break;
  557. case SM_BASH:
  558. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  559. //TODO: How much % per base level it actually is?
  560. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  561. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  562. }
  563. break;
  564. case MER_CRASH:
  565. sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  566. break;
  567. case AS_VENOMKNIFE:
  568. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  569. skilllv = pc_checkskill(sd, TF_POISON);
  570. case TF_POISON:
  571. case AS_SPLASHER:
  572. if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  573. && sd && skillid==TF_POISON
  574. )
  575. clif_skill_fail(sd,skillid,0,0);
  576. break;
  577. case AS_SONICBLOW:
  578. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  579. break;
  580. case WZ_FIREPILLAR:
  581. unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
  582. break;
  583. case MG_FROSTDIVER:
  584. case WZ_FROSTNOVA:
  585. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  586. break;
  587. case WZ_STORMGUST:
  588. //Tharis pointed out that this is normal freeze chance with a base of 300%
  589. if(tsc->sg_counter >= 3 &&
  590. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  591. tsc->sg_counter = 0;
  592. break;
  593. case WZ_METEOR:
  594. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  595. break;
  596. case WZ_VERMILION:
  597. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  598. break;
  599. case HT_FREEZINGTRAP:
  600. case MA_FREEZINGTRAP:
  601. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  602. break;
  603. case HT_FLASHER:
  604. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  605. break;
  606. case HT_LANDMINE:
  607. case MA_LANDMINE:
  608. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  609. break;
  610. case HT_SHOCKWAVE:
  611. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  612. break;
  613. case HT_SANDMAN:
  614. case MA_SANDMAN:
  615. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  616. break;
  617. case TF_SPRINKLESAND:
  618. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  619. break;
  620. case TF_THROWSTONE:
  621. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  622. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  623. break;
  624. case NPC_DARKCROSS:
  625. case CR_HOLYCROSS:
  626. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  627. break;
  628. case CR_GRANDCROSS:
  629. case NPC_GRANDDARKNESS:
  630. //Chance to cause blind status vs demon and undead element, but not against players
  631. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  632. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  633. attack_type |= BF_WEAPON;
  634. break;
  635. case AM_ACIDTERROR:
  636. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  637. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  638. clif_emotion(bl,23);
  639. break;
  640. case AM_DEMONSTRATION:
  641. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  642. break;
  643. case CR_SHIELDCHARGE:
  644. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  645. break;
  646. case PA_PRESSURE:
  647. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  648. break;
  649. case RG_RAID:
  650. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  651. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  652. break;
  653. case BA_FROSTJOKER:
  654. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  655. break;
  656. case DC_SCREAM:
  657. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  658. break;
  659. case BD_LULLABY:
  660. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  661. break;
  662. case DC_UGLYDANCE:
  663. rate = 5+5*skilllv;
  664. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  665. rate += 5+skill;
  666. status_zap(bl, 0, rate);
  667. break;
  668. case SL_STUN:
  669. if (tstatus->size==1) //Only stuns mid-sized mobs.
  670. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  671. break;
  672. case NPC_PETRIFYATTACK:
  673. sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
  674. skilllv,0,0,skill_get_time(skillid,skilllv),
  675. skill_get_time2(skillid,skilllv));
  676. break;
  677. case NPC_CURSEATTACK:
  678. case NPC_SLEEPATTACK:
  679. case NPC_BLINDATTACK:
  680. case NPC_POISON:
  681. case NPC_SILENCEATTACK:
  682. case NPC_STUNATTACK:
  683. case NPC_HELLPOWER:
  684. sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  685. break;
  686. case NPC_ACIDBREATH:
  687. case NPC_ICEBREATH:
  688. sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  689. break;
  690. case NPC_BLEEDING:
  691. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  692. break;
  693. case NPC_MENTALBREAKER:
  694. { //Based on observations by Tharis, Mental Breaker should do SP damage
  695. //equal to Matk*skLevel.
  696. rate = sstatus->matk_min;
  697. if (rate < sstatus->matk_max)
  698. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  699. rate*=skilllv;
  700. status_zap(bl, 0, rate);
  701. break;
  702. }
  703. // Equipment breaking monster skills [Celest]
  704. case NPC_WEAPONBRAKER:
  705. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  706. break;
  707. case NPC_ARMORBRAKE:
  708. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  709. break;
  710. case NPC_HELMBRAKE:
  711. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  712. break;
  713. case NPC_SHIELDBRAKE:
  714. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  715. break;
  716. case CH_TIGERFIST:
  717. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  718. break;
  719. case LK_SPIRALPIERCE:
  720. case ML_SPIRALPIERCE:
  721. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  722. break;
  723. case ST_REJECTSWORD:
  724. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
  725. break;
  726. case PF_FOGWALL:
  727. if (src != bl && !tsc->data[SC_DELUGE])
  728. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  729. break;
  730. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  731. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  732. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  733. break;
  734. case LK_JOINTBEAT:
  735. status = status_skill2sc(skillid);
  736. if (tsc->jb_flag) {
  737. sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  738. tsc->jb_flag = 0;
  739. }
  740. break;
  741. case ASC_METEORASSAULT:
  742. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  743. switch(rand()%3) {
  744. case 0:
  745. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  746. break;
  747. case 1:
  748. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  749. break;
  750. default:
  751. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  752. }
  753. break;
  754. case HW_NAPALMVULCAN:
  755. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  756. break;
  757. case WS_CARTTERMINATION: // Cart termination
  758. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  759. break;
  760. case CR_ACIDDEMONSTRATION:
  761. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  762. break;
  763. case TK_DOWNKICK:
  764. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  765. break;
  766. case TK_JUMPKICK:
  767. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
  768. {// debuff the following statuses
  769. status_change_end(bl, SC_SPIRIT, -1);
  770. status_change_end(bl, SC_ADRENALINE2, -1);
  771. status_change_end(bl, SC_KAITE, -1);
  772. status_change_end(bl, SC_KAAHI, -1);
  773. status_change_end(bl, SC_ONEHAND, -1);
  774. status_change_end(bl, SC_ASPDPOTION2, -1);
  775. }
  776. break;
  777. case TK_TURNKICK:
  778. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  779. if(attack_type&BF_MISC) //70% base stun chance...
  780. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  781. break;
  782. case GS_BULLSEYE: //0.1% coma rate.
  783. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  784. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  785. break;
  786. case GS_PIERCINGSHOT:
  787. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  788. break;
  789. case NJ_HYOUSYOURAKU:
  790. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  791. break;
  792. case GS_FLING:
  793. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  794. break;
  795. case GS_DISARM:
  796. rate = 3*skilllv;
  797. if (sstatus->dex > tstatus->dex)
  798. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  799. skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv));
  800. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  801. break;
  802. case NPC_EVILLAND:
  803. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  804. break;
  805. case NPC_HELLJUDGEMENT:
  806. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  807. break;
  808. case NPC_CRITICALWOUND:
  809. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  810. break;
  811. }
  812. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  813. { //Pass heritage to Master for status causing effects. [Skotlex]
  814. sd = map_id2sd(md->master_id);
  815. src = sd?&sd->bl:src;
  816. }
  817. if( attack_type&BF_WEAPON )
  818. { // Coma, Breaking Equipment
  819. if( sd && sd->special_state.bonus_coma )
  820. {
  821. rate = sd->weapon_coma_ele[tstatus->def_ele];
  822. rate += sd->weapon_coma_race[tstatus->race];
  823. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  824. if (rate)
  825. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  826. }
  827. if( sd && battle_config.equip_self_break_rate )
  828. { // Self weapon breaking
  829. rate = battle_config.equip_natural_break_rate;
  830. if( sc )
  831. {
  832. if(sc->data[SC_OVERTHRUST])
  833. rate += 10;
  834. if(sc->data[SC_MAXOVERTHRUST])
  835. rate += 10;
  836. }
  837. if( rate )
  838. skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF);
  839. }
  840. if( battle_config.equip_skill_break_rate && skillid != WS_CARTTERMINATION && skillid != ITM_TOMAHAWK )
  841. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  842. // Target weapon breaking
  843. rate = 0;
  844. if( sd )
  845. rate += sd->break_weapon_rate;
  846. if( sc && sc->data[SC_MELTDOWN] )
  847. rate += sc->data[SC_MELTDOWN]->val2;
  848. if( rate )
  849. skill_break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
  850. // Target armor breaking
  851. rate = 0;
  852. if( sd )
  853. rate += sd->break_armor_rate;
  854. if( sc && sc->data[SC_MELTDOWN] )
  855. rate += sc->data[SC_MELTDOWN]->val3;
  856. if( rate )
  857. skill_break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
  858. }
  859. }
  860. // Autospell when attacking
  861. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  862. {
  863. struct block_list *tbl;
  864. struct unit_data *ud;
  865. int i, skilllv;
  866. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  867. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  868. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  869. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  870. continue; // one or more trigger conditions were not fulfilled
  871. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  872. if (skillnotok(skill, sd))
  873. continue;
  874. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  875. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  876. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  877. if (rand()%1000 >= rate)
  878. continue;
  879. tbl = (sd->autospell[i].id < 0) ? src : bl;
  880. if( !battle_check_range(src, tbl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  881. continue; //Autocasts should always fail if the target is outside the skill range or an obstacle is in between.[Inkfish]
  882. sd->state.autocast = 1;
  883. skill_consume_requirement(sd,skill,skilllv,1);
  884. switch (skill_get_casttype(skill)) {
  885. case CAST_GROUND:
  886. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  887. break;
  888. case CAST_NODAMAGE:
  889. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  890. break;
  891. case CAST_DAMAGE:
  892. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  893. break;
  894. }
  895. sd->state.autocast = 0;
  896. //Set canact delay. [Skotlex]
  897. ud = unit_bl2ud(src);
  898. if (ud) {
  899. rate = skill_delayfix(src, skill, skilllv);
  900. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  901. ud->canact_tick = tick+rate;
  902. if ( battle_config.display_status_timers && sd )
  903. clif_status_change(src, SI_ACTIONDELAY, 1, rate);
  904. }
  905. }
  906. }
  907. }
  908. //Autobonus when attacking
  909. if( sd && sd->autobonus[0].rate )
  910. {
  911. int i;
  912. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  913. {
  914. if( rand()%1000 >= sd->autobonus[i].rate )
  915. continue;
  916. if( sd->autobonus[i].active != INVALID_TIMER )
  917. continue;
  918. if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
  919. sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
  920. sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
  921. continue; // one or more trigger conditions were not fulfilled
  922. pc_exeautobonus(sd,&sd->autobonus[i]);
  923. }
  924. }
  925. //Polymorph
  926. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  927. dstmd && !(tstatus->mode&MD_BOSS) &&
  928. (rand()%10000 < sd->classchange))
  929. {
  930. struct mob_db *mob;
  931. int class_;
  932. skill = 0;
  933. do {
  934. do {
  935. class_ = rand() % MAX_MOB_DB;
  936. } while (!mobdb_checkid(class_));
  937. rate = rand() % 1000000;
  938. mob = mob_db(class_);
  939. } while (
  940. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  941. (skill++) < 2000);
  942. if (skill < 2000)
  943. mob_class_change(dstmd,class_);
  944. }
  945. return 0;
  946. }
  947. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick)
  948. {
  949. int skill, skilllv, i;
  950. struct block_list *tbl;
  951. if( sd == NULL || skillid <= 0 )
  952. return 0;
  953. sd->state.skillonskill = 1;
  954. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ )
  955. {
  956. if( sd->autospell3[i].flag != skillid )
  957. continue;
  958. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  959. if( skillnotok(skill, sd) )
  960. continue;
  961. skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  962. if( skilllv < 0 ) skilllv = 1 + rand()%(-skilllv);
  963. if( sd->autospell3[i].id >= 0 && bl == NULL )
  964. continue; // No target
  965. if( rand()%1000 >= sd->autospell3[i].rate )
  966. continue;
  967. tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl;
  968. if( !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  969. continue;
  970. sd->state.autocast = 1;
  971. skill_consume_requirement(sd,skill,skilllv,1);
  972. switch( skill_get_casttype(skill) )
  973. {
  974. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break;
  975. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  976. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  977. }
  978. sd->state.autocast = 0;
  979. }
  980. if( sd && sd->autobonus3[0].rate )
  981. {
  982. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ )
  983. {
  984. if( rand()%1000 >= sd->autobonus3[i].rate )
  985. continue;
  986. if( sd->autobonus3[i].active != INVALID_TIMER )
  987. continue;
  988. if( sd->autobonus3[i].atk_type != skillid )
  989. continue;
  990. pc_exeautobonus(sd,&sd->autobonus3[i]);
  991. }
  992. }
  993. sd->state.skillonskill = 0;
  994. return 1;
  995. }
  996. /* Splitted off from skill_additional_effect, which is never called when the
  997. * attack skill kills the enemy. Place in this function counter status effects
  998. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  999. * from cards) that will take effect on the source, not the target. [Skotlex]
  1000. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1001. * type of skills, so not every instance of skill_additional_effect needs a call
  1002. * to this one.
  1003. */
  1004. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1005. {
  1006. int rate;
  1007. struct map_session_data *sd=NULL;
  1008. struct map_session_data *dstsd=NULL;
  1009. struct status_change *tsc;
  1010. nullpo_retr(0, src);
  1011. nullpo_retr(0, bl);
  1012. if(skillid < 0) return 0;
  1013. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1014. tsc = status_get_sc(bl);
  1015. if (tsc && !tsc->count)
  1016. tsc = NULL;
  1017. sd = BL_CAST(BL_PC, src);
  1018. dstsd = BL_CAST(BL_PC, bl);
  1019. if(dstsd && attack_type&BF_WEAPON)
  1020. { //Counter effects.
  1021. enum sc_type type;
  1022. int i, time;
  1023. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1024. {
  1025. rate = dstsd->addeff2[i].rate;
  1026. if (attack_type&BF_LONG)
  1027. rate+=dstsd->addeff2[i].arrow_rate;
  1028. if (!rate) continue;
  1029. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1030. { //Trigger has range consideration.
  1031. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1032. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1033. continue; //Range Failed.
  1034. }
  1035. type = dstsd->addeff2[i].id;
  1036. time = skill_get_time2(status_sc2skill(type),7);
  1037. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1038. status_change_start(src,type,rate,7,0,0,0,time,0);
  1039. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1040. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1041. }
  1042. }
  1043. switch(skillid){
  1044. case MO_EXTREMITYFIST:
  1045. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1046. break;
  1047. case GS_FULLBUSTER:
  1048. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1049. break;
  1050. case HFLI_SBR44: //[orn]
  1051. case HVAN_EXPLOSION:
  1052. if(src->type == BL_HOM){
  1053. TBL_HOM *hd = (TBL_HOM*)src;
  1054. hd->homunculus.intimacy = 200;
  1055. if (hd->master)
  1056. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  1057. }
  1058. break;
  1059. case CR_GRANDCROSS:
  1060. case NPC_GRANDDARKNESS:
  1061. attack_type |= BF_WEAPON;
  1062. break;
  1063. }
  1064. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1065. rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  1066. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  1067. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1068. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1069. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1070. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1071. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1072. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1073. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1074. }
  1075. if( sd && status_isdead(bl) )
  1076. {
  1077. int sp = 0, hp = 0;
  1078. if( attack_type&BF_WEAPON )
  1079. {
  1080. sp += sd->sp_gain_value;
  1081. sp += sd->sp_gain_race[status_get_race(bl)];
  1082. sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
  1083. hp += sd->hp_gain_value;
  1084. }
  1085. if( attack_type&BF_MAGIC )
  1086. {
  1087. sp += sd->magic_sp_gain_value;
  1088. hp += sd->magic_hp_gain_value;
  1089. }
  1090. if( hp || sp )
  1091. status_heal(src, hp, sp, battle_config.show_hp_sp_gain?2:0);
  1092. }
  1093. // Trigger counter-spells to retaliate against damage causing skills.
  1094. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1095. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1096. {
  1097. struct block_list *tbl;
  1098. struct unit_data *ud;
  1099. int i, skillid, skilllv, rate;
  1100. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1101. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1102. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1103. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1104. continue; // one or more trigger conditions were not fulfilled
  1105. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1106. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1107. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1108. rate = dstsd->autospell2[i].rate;
  1109. if (attack_type&BF_LONG)
  1110. rate>>=1;
  1111. if (skillnotok(skillid, dstsd))
  1112. continue;
  1113. if (rand()%1000 >= rate)
  1114. continue;
  1115. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1116. if( !battle_check_range(src, tbl, skill_get_range2(src, skillid,skilllv) + (skillid == RG_CLOSECONFINE?0:1)) )
  1117. continue;
  1118. dstsd->state.autocast = 1;
  1119. skill_consume_requirement(dstsd,skillid,skilllv,1);
  1120. switch (skill_get_casttype(skillid)) {
  1121. case CAST_GROUND:
  1122. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1123. break;
  1124. case CAST_NODAMAGE:
  1125. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1126. break;
  1127. case CAST_DAMAGE:
  1128. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1129. break;
  1130. }
  1131. dstsd->state.autocast = 0;
  1132. //Set canact delay. [Skotlex]
  1133. ud = unit_bl2ud(bl);
  1134. if (ud) {
  1135. rate = skill_delayfix(bl, skillid, skilllv);
  1136. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1137. ud->canact_tick = tick+rate;
  1138. if ( battle_config.display_status_timers && dstsd )
  1139. clif_status_change(bl, SI_ACTIONDELAY, 1, rate);
  1140. }
  1141. }
  1142. }
  1143. }
  1144. //Autobonus when attacked
  1145. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) )
  1146. {
  1147. int i;
  1148. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ )
  1149. {
  1150. if( rand()%1000 >= dstsd->autobonus2[i].rate )
  1151. continue;
  1152. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1153. continue;
  1154. if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
  1155. dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
  1156. dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
  1157. continue; // one or more trigger conditions were not fulfilled
  1158. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1159. }
  1160. }
  1161. return 0;
  1162. }
  1163. /*=========================================================================
  1164. Breaks equipment. On-non players causes the corresponding strip effect.
  1165. - rate goes from 0 to 10000 (100.00%)
  1166. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1167. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1168. --------------------------------------------------------------------------*/
  1169. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1170. {
  1171. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1172. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1173. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1174. struct status_change *sc = status_get_sc(bl);
  1175. int i,j;
  1176. TBL_PC *sd;
  1177. sd = BL_CAST(BL_PC, bl);
  1178. if (sc && !sc->count)
  1179. sc = NULL;
  1180. if (sd) {
  1181. if (sd->unbreakable_equip)
  1182. where &= ~sd->unbreakable_equip;
  1183. if (sd->unbreakable)
  1184. rate -= rate*sd->unbreakable/100;
  1185. if (where&EQP_WEAPON) {
  1186. switch (sd->status.weapon) {
  1187. case W_FIST: //Bare fists should not break :P
  1188. case W_1HAXE:
  1189. case W_2HAXE:
  1190. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1191. case W_2HMACE:
  1192. case W_STAFF:
  1193. case W_2HSTAFF:
  1194. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1195. case W_HUUMA:
  1196. where &= ~EQP_WEAPON;
  1197. }
  1198. }
  1199. }
  1200. if (flag&BCT_ENEMY) {
  1201. if (battle_config.equip_skill_break_rate != 100)
  1202. rate = rate*battle_config.equip_skill_break_rate/100;
  1203. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1204. if (battle_config.equip_self_break_rate != 100)
  1205. rate = rate*battle_config.equip_self_break_rate/100;
  1206. }
  1207. for (i = 0; i < 4; i++) {
  1208. if (where&where_list[i]) {
  1209. if (sc && sc->count && sc->data[scdef[i]])
  1210. where&=~where_list[i];
  1211. else if (rand()%10000 >= rate)
  1212. where&=~where_list[i];
  1213. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1214. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1215. }
  1216. }
  1217. if (!where) //Nothing to break.
  1218. return 0;
  1219. if (sd) {
  1220. for (i = 0; i < EQI_MAX; i++) {
  1221. j = sd->equip_index[i];
  1222. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1223. continue;
  1224. flag = 0;
  1225. switch(i) {
  1226. case EQI_HEAD_TOP: //Upper Head
  1227. flag = (where&EQP_HELM);
  1228. break;
  1229. case EQI_ARMOR: //Body
  1230. flag = (where&EQP_ARMOR);
  1231. break;
  1232. case EQI_HAND_R: //Left/Right hands
  1233. case EQI_HAND_L:
  1234. flag = (
  1235. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1236. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1237. break;
  1238. case EQI_SHOES:
  1239. flag = (where&EQP_SHOES);
  1240. break;
  1241. case EQI_GARMENT:
  1242. flag = (where&EQP_GARMENT);
  1243. break;
  1244. default:
  1245. continue;
  1246. }
  1247. if (flag) {
  1248. sd->status.inventory[j].attribute = 1;
  1249. pc_unequipitem(sd, j, 3);
  1250. }
  1251. }
  1252. clif_equiplist(sd);
  1253. }
  1254. return where; //Return list of pieces broken.
  1255. }
  1256. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1257. {
  1258. struct status_change *sc;
  1259. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1260. const enum sc_type sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1261. const enum sc_type sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1262. int i;
  1263. if (rand()%100 >= rate)
  1264. return 0;
  1265. sc = status_get_sc(bl);
  1266. if (!sc)
  1267. return 0;
  1268. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1269. if (where&pos[i] && sc->data[sc_def[i]])
  1270. where&=~pos[i];
  1271. }
  1272. if (!where) return 0;
  1273. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1274. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1275. where&=~pos[i];
  1276. }
  1277. return where?1:0;
  1278. }
  1279. /*=========================================================================
  1280. Used to knock back players, monsters, traps, etc
  1281. - 'count' is the number of squares to knock back
  1282. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1283. - if 'flag&0x1', position update packets must not be sent.
  1284. -------------------------------------------------------------------------*/
  1285. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1286. {
  1287. int dx = 0, dy = 0, nx, ny;
  1288. int ret;
  1289. struct skill_unit* su = NULL;
  1290. nullpo_retr(0, src);
  1291. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1292. return 0; //No knocking back in WoE
  1293. if (count == 0)
  1294. return 0; //Actual knockback distance is 0.
  1295. switch (target->type)
  1296. {
  1297. case BL_MOB:
  1298. {
  1299. struct mob_data* md = BL_CAST(BL_MOB, target);
  1300. if( md->class_ == MOBID_EMPERIUM )
  1301. return 0;
  1302. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1303. return 0;
  1304. }
  1305. break;
  1306. case BL_PC:
  1307. {
  1308. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1309. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id )
  1310. return 0; // Basilica caster can't be knocked-back
  1311. if( src != target && sd->special_state.no_knockback )
  1312. return 0;
  1313. }
  1314. break;
  1315. case BL_SKILL:
  1316. su = (struct skill_unit *)target;
  1317. if( su->group->unit_id == UNT_ANKLESNARE )
  1318. return 0; // ankle snare cannot be knocked back
  1319. break;
  1320. }
  1321. if (direction == -1) // <optimized>: do the computation here instead of outside
  1322. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1323. if (direction >= 0 && direction < 8)
  1324. { // take the reversed 'direction' and reverse it
  1325. dx = -dirx[direction];
  1326. dy = -diry[direction];
  1327. }
  1328. ret=path_blownpos(target->m,target->x,target->y,dx,dy,count);
  1329. nx = ret>>16;
  1330. ny = ret&0xffff;
  1331. if (!su)
  1332. unit_stop_walking(target,0);
  1333. dx = nx - target->x;
  1334. dy = ny - target->y;
  1335. if (!dx && !dy) //Could not knockback.
  1336. return 0;
  1337. map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1338. if(su)
  1339. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1340. else
  1341. map_moveblock(target, nx, ny, gettick());
  1342. map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1343. if(!(flag&0x1))
  1344. clif_blown(target);
  1345. if( target->type == BL_PC )
  1346. {
  1347. TBL_PC *sd = (TBL_PC*)target;
  1348. if( sd->touching_id )
  1349. npc_touchnext_areanpc(sd,false);
  1350. if( map_getcell(target->m,target->x,target->y,CELL_CHKNPC) )
  1351. npc_touch_areanpc(sd,target->m,target->x,target->y);
  1352. else
  1353. sd->areanpc_id=0;
  1354. }
  1355. return count; //Return amount of knocked back cells.
  1356. }
  1357. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1358. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1359. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1360. {
  1361. struct status_change *sc = status_get_sc(bl);
  1362. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1363. // item-based reflection
  1364. if( sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return )
  1365. return 1;
  1366. if( is_boss(src) )
  1367. return 0;
  1368. // status-based reflection
  1369. if( !sc || sc->count == 0 )
  1370. return 0;
  1371. if( sc->data[SC_MAGICMIRROR] && rand()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1372. return 1;
  1373. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1374. {// Kaite only works against non-players if they are low-level.
  1375. clif_specialeffect(bl, 438, AREA);
  1376. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1377. status_change_end(bl, SC_KAITE, -1);
  1378. return 2;
  1379. }
  1380. return 0;
  1381. }
  1382. /*
  1383. * =========================================================================
  1384. * Does a skill attack with the given properties.
  1385. * src is the master behind the attack (player/mob/pet)
  1386. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1387. * bl is the target to be attacked.
  1388. * flag can hold a bunch of information:
  1389. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1390. * (usually holds number of targets, or just 1 for simple splash attacks)
  1391. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1392. * packet shouldn't display a skill animation)
  1393. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1394. * client (causes player characters to not scream skill name)
  1395. *-------------------------------------------------------------------------*/
  1396. 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)
  1397. {
  1398. struct Damage dmg;
  1399. struct status_data *sstatus, *tstatus;
  1400. struct status_change *sc;
  1401. struct map_session_data *sd, *tsd;
  1402. int type,damage,rdamage=0;
  1403. if(skillid > 0 && skilllv <= 0) return 0;
  1404. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1405. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1406. nullpo_retr(0, bl); //Target to be attacked.
  1407. if (src != dsrc) {
  1408. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1409. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1410. return 0;
  1411. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1412. //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]
  1413. if (!status_check_skilluse(src, bl, skillid, 2))
  1414. return 0;
  1415. }
  1416. sd = BL_CAST(BL_PC, src);
  1417. tsd = BL_CAST(BL_PC, bl);
  1418. sstatus = status_get_status_data(src);
  1419. tstatus = status_get_status_data(bl);
  1420. sc= status_get_sc(bl);
  1421. if (sc && !sc->count) sc = NULL; //Don't need it.
  1422. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1423. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1424. return 0;
  1425. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1426. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1427. return 0;
  1428. dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1429. //Skotlex: Adjusted to the new system
  1430. if(src->type==BL_PET)
  1431. { // [Valaris]
  1432. struct pet_data *pd = (TBL_PET*)src;
  1433. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1434. {
  1435. int element = skill_get_ele(skillid, skilllv);
  1436. if (skillid == -1)
  1437. element = sstatus->rhw.ele;
  1438. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1439. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1440. else
  1441. dmg.damage= skilllv;
  1442. dmg.damage2=0;
  1443. dmg.div_= pd->a_skill->div_;
  1444. }
  1445. }
  1446. if( dmg.flag&BF_MAGIC && ( skillid != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  1447. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  1448. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  1449. { //Magic reflection, switch caster/target
  1450. struct block_list *tbl = bl;
  1451. bl = src;
  1452. src = tbl;
  1453. sd = BL_CAST(BL_PC, src);
  1454. tsd = BL_CAST(BL_PC, bl);
  1455. sc = status_get_sc(bl);
  1456. if (sc && !sc->count)
  1457. sc = NULL; //Don't need it.
  1458. //Spirit of Wizard blocks Kaite's reflection
  1459. if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  1460. { //It should only consume once per skill casted. Val3 is the skill id and val4 is the ID of the damage src.
  1461. //This should account for ground spells (and single target spells will be completed on castend_id) [Skotlex]
  1462. if (tsd && !(sc->data[SC_SPIRIT]->val3 == skillid && sc->data[SC_SPIRIT]->val4 == dsrc->id) )
  1463. { //Check if you have stone to consume.
  1464. type = pc_search_inventory (tsd, 7321);
  1465. if (type >= 0)
  1466. pc_delitem(tsd, type, 1, 0);
  1467. } else
  1468. type = 0;
  1469. if (type >= 0) {
  1470. dmg.damage = dmg.damage2 = 0;
  1471. dmg.dmg_lv = ATK_MISS;
  1472. sc->data[SC_SPIRIT]->val3 = skillid;
  1473. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1474. }
  1475. }
  1476. }
  1477. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1478. int sp = skill_get_sp(skillid,skilllv);
  1479. dmg.damage = dmg.damage2 = 0;
  1480. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  1481. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  1482. if(skillid == WZ_WATERBALL && skilllv > 1)
  1483. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1484. status_heal(bl, 0, sp, 2);
  1485. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD]->val1,1);
  1486. }
  1487. }
  1488. damage = dmg.damage + dmg.damage2;
  1489. if( (skillid == AL_INCAGI || skillid == AL_BLESSING || skillid == CASH_BLESSING || skillid == CASH_INCAGI) && tsd->sc.data[SC_CHANGEUNDEAD] )
  1490. damage = 1;
  1491. 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 ) ) )
  1492. && skillid != WS_CARTTERMINATION )
  1493. rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
  1494. //Skill hit type
  1495. type=(skillid==0)?5:skill_get_hit(skillid);
  1496. if(damage < dmg.div_
  1497. //Only skills that knockback even when they miss. [Skotlex]
  1498. && skillid != CH_PALMSTRIKE)
  1499. dmg.blewcount = 0;
  1500. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1501. if(battle_config.gx_disptype) dsrc = src;
  1502. if(src == bl) type = 4;
  1503. else flag|=SD_ANIMATION;
  1504. }
  1505. if(skillid == NJ_TATAMIGAESHI) {
  1506. dsrc = src; //For correct knockback.
  1507. flag|=SD_ANIMATION;
  1508. }
  1509. if(sd) {
  1510. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1511. if (sd->sc.data[SC_COMBO])
  1512. { //End combo state after skill is invoked. [Skotlex]
  1513. switch (skillid) {
  1514. case TK_TURNKICK:
  1515. case TK_STORMKICK:
  1516. case TK_DOWNKICK:
  1517. case TK_COUNTER:
  1518. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1519. { //Extend combo time.
  1520. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1521. sd->skilllv_old = skilllv;
  1522. sd->sc.data[SC_COMBO]->val1 = skillid; //Update combo-skill
  1523. delete_timer(sd->sc.data[SC_COMBO]->timer, status_change_timer);
  1524. sd->sc.data[SC_COMBO]->timer = add_timer(
  1525. tick+sd->sc.data[SC_COMBO]->val4,
  1526. status_change_timer, src->id, SC_COMBO);
  1527. break;
  1528. }
  1529. unit_cancel_combo(src); // Cancel combo wait
  1530. break;
  1531. default:
  1532. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  1533. status_change_end(src,SC_COMBO,-1);
  1534. }
  1535. }
  1536. switch(skillid)
  1537. {
  1538. case MO_TRIPLEATTACK:
  1539. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1540. flag=1;
  1541. break;
  1542. case MO_CHAINCOMBO:
  1543. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1544. flag=1;
  1545. break;
  1546. case MO_COMBOFINISH:
  1547. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1548. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1549. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1550. flag=1;
  1551. case CH_TIGERFIST:
  1552. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1553. flag=1;
  1554. case CH_CHAINCRUSH:
  1555. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  1556. flag=1;
  1557. break;
  1558. case AC_DOUBLE:
  1559. if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  1560. {
  1561. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1562. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1563. clif_combo_delay(src,2000);
  1564. }
  1565. break;
  1566. case TK_COUNTER:
  1567. { //bonus from SG_FRIEND [Komurka]
  1568. int level;
  1569. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1570. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1571. }
  1572. break;
  1573. case SL_STIN:
  1574. case SL_STUN:
  1575. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  1576. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1577. break;
  1578. case GS_FULLBUSTER:
  1579. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1580. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1581. break;
  1582. } //Switch End
  1583. if (flag) { //Possible to chain
  1584. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1585. if (flag < 0) flag = 0;
  1586. flag += 300 * battle_config.combo_delay_rate/100;
  1587. sc_start(src,SC_COMBO,100,skillid,flag);
  1588. clif_combo_delay(src, flag);
  1589. }
  1590. }
  1591. //Display damage.
  1592. switch( skillid )
  1593. {
  1594. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1595. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1596. break;
  1597. //Skills that need be passed as a normal attack for the client to display correctly.
  1598. case HVAN_EXPLOSION:
  1599. case NPC_SELFDESTRUCTION:
  1600. if(src->type==BL_PC)
  1601. dmg.blewcount = 10;
  1602. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1603. // fall through
  1604. case KN_AUTOCOUNTER:
  1605. case NPC_CRITICALSLASH:
  1606. case TF_DOUBLE:
  1607. case GS_CHAINACTION:
  1608. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1609. break;
  1610. case AS_SPLASHER:
  1611. if( flag&SD_ANIMATION ) // the surrounding targets
  1612. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  1613. else // the central target doesn't display an animation
  1614. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  1615. break;
  1616. default:
  1617. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  1618. type = 5;
  1619. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  1620. break;
  1621. }
  1622. map_freeblock_lock();
  1623. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1624. && pc_checkskill(tsd,RG_PLAGIARISM)
  1625. && (!sc || !sc->data[SC_PRESERVE])
  1626. && damage < tsd->battle_status.hp)
  1627. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1628. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1629. can_copy(tsd,skillid,bl)) // Split all the check into their own function [Aru]
  1630. {
  1631. int lv = skilllv;
  1632. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1633. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1634. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1635. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1636. }
  1637. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  1638. lv = type;
  1639. tsd->cloneskill_id = skillid;
  1640. tsd->status.skill[skillid].id = skillid;
  1641. tsd->status.skill[skillid].lv = lv;
  1642. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1643. pc_setglobalreg(tsd, "CLONE_SKILL", skillid);
  1644. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  1645. clif_skillinfoblock(tsd);
  1646. }
  1647. }
  1648. if( skillid != WZ_SIGHTRASHER &&
  1649. skillid != WZ_SIGHTBLASTER &&
  1650. skillid != AC_SHOWER && skillid != MA_SHOWER &&
  1651. skillid != SM_MAGNUM && skillid != MS_MAGNUM &&
  1652. bl->type == BL_SKILL && damage > 0 )
  1653. {
  1654. struct skill_unit* su = (struct skill_unit*)bl;
  1655. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1656. damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin]
  1657. }
  1658. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  1659. { //Skills with can't walk delay also stop normal attacking for that
  1660. //duration when the attack connects. [Skotlex]
  1661. struct unit_data *ud = unit_bl2ud(src);
  1662. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  1663. ud->attackabletime = tick + type;
  1664. }
  1665. if( !dmg.amotion )
  1666. { //Instant damage
  1667. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1668. if( !status_isdead(bl) )
  1669. skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
  1670. if( damage > 0 ) //Counter status effects [Skotlex]
  1671. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,dmg.flag,tick);
  1672. }
  1673. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1674. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  1675. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl))
  1676. {
  1677. int direction = -1; // default
  1678. switch(skillid)
  1679. {
  1680. case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
  1681. case WZ_STORMGUST: direction = rand()%8; break; // randomly
  1682. case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
  1683. }
  1684. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  1685. }
  1686. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1687. if (dmg.amotion)
  1688. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1689. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1690. int rate = 50 + skilllv * 5;
  1691. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1692. if(rand()%100 < rate)
  1693. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1694. }
  1695. if(skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS)
  1696. dmg.flag |= BF_WEAPON;
  1697. if( sd && dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) ) && damage > 0 )
  1698. {
  1699. if (battle_config.left_cardfix_to_right)
  1700. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1701. else
  1702. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1703. }
  1704. if( rdamage > 0 )
  1705. {
  1706. if( dmg.amotion )
  1707. battle_delay_damage(tick, dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1708. else
  1709. status_fix_damage(bl,src,rdamage,0);
  1710. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1711. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1712. if( tsd && src != bl )
  1713. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  1714. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  1715. }
  1716. if (!(flag&2) &&
  1717. (
  1718. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1719. ) &&
  1720. (sc = status_get_sc(src)) &&
  1721. sc->data[SC_DOUBLECAST] &&
  1722. rand() % 100 < sc->data[SC_DOUBLECAST]->val2)
  1723. {
  1724. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1725. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1726. }
  1727. map_freeblock_unlock();
  1728. return damage;
  1729. }
  1730. /*==========================================
  1731. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1732. * flagについて?F16?i?を確認
  1733. * MSB <- 00fTffff ->LSB
  1734. * T =タ?ゲット選?用(BCT_*)
  1735. * ffff=自由に使用可能
  1736. * 0 =予約?B0に固定
  1737. *------------------------------------------*/
  1738. static int skill_area_temp[8];
  1739. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  1740. int skill_area_sub (struct block_list *bl, va_list ap)
  1741. {
  1742. struct block_list *src;
  1743. int skill_id,skill_lv,flag;
  1744. unsigned int tick;
  1745. SkillFunc func;
  1746. nullpo_retr(0, bl);
  1747. src=va_arg(ap,struct block_list *);
  1748. skill_id=va_arg(ap,int);
  1749. skill_lv=va_arg(ap,int);
  1750. tick=va_arg(ap,unsigned int);
  1751. flag=va_arg(ap,int);
  1752. func=va_arg(ap,SkillFunc);
  1753. if(battle_check_target(src,bl,flag) > 0)
  1754. {
  1755. // several splash skills need this initial dummy packet to display correctly
  1756. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  1757. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  1758. if (flag&(SD_SPLASH|SD_PREAMBLE))
  1759. skill_area_temp[2]++;
  1760. return func(src,bl,skill_id,skill_lv,tick,flag);
  1761. }
  1762. return 0;
  1763. }
  1764. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  1765. {
  1766. struct skill_unit *unit;
  1767. int skillid,g_skillid;
  1768. unit = (struct skill_unit *)bl;
  1769. if(bl->prev == NULL || bl->type != BL_SKILL)
  1770. return 0;
  1771. if(!unit->alive)
  1772. return 0;
  1773. skillid = va_arg(ap,int);
  1774. g_skillid = unit->group->skill_id;
  1775. switch (skillid)
  1776. {
  1777. case MG_SAFETYWALL:
  1778. case AL_PNEUMA:
  1779. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1780. return 0;
  1781. break;
  1782. case AL_WARP:
  1783. case HT_SKIDTRAP:
  1784. case MA_SKIDTRAP:
  1785. case HT_LANDMINE:
  1786. case MA_LANDMINE:
  1787. case HT_ANKLESNARE:
  1788. case HT_SHOCKWAVE:
  1789. case HT_SANDMAN:
  1790. case MA_SANDMAN:
  1791. case HT_FLASHER:
  1792. case HT_FREEZINGTRAP:
  1793. case MA_FREEZINGTRAP:
  1794. case HT_BLASTMINE:
  1795. case HT_CLAYMORETRAP:
  1796. case HT_TALKIEBOX:
  1797. case HP_BASILICA:
  1798. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1799. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1800. return 0;
  1801. break;
  1802. default: //Avoid stacking with same kind of trap. [Skotlex]
  1803. if (g_skillid != skillid)
  1804. return 0;
  1805. break;
  1806. }
  1807. return 1;
  1808. }
  1809. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1810. {
  1811. //Non players do not check for the skill's splash-trigger area.
  1812. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  1813. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1814. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1815. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1816. return 0;
  1817. }
  1818. range += layout_type;
  1819. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  1820. }
  1821. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  1822. {
  1823. int skillid;
  1824. if(bl->prev == NULL)
  1825. return 0;
  1826. skillid = va_arg(ap,int);
  1827. if( status_isdead(bl) && skillid != AL_WARP )
  1828. return 0;
  1829. if( skillid == HP_BASILICA && bl->type == BL_PC )
  1830. return 0;
  1831. if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  1832. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  1833. return 1;
  1834. }
  1835. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1836. {
  1837. int range, type;
  1838. switch (skillid) { // to be expanded later
  1839. case WZ_ICEWALL:
  1840. range = 2;
  1841. break;
  1842. default:
  1843. {
  1844. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1845. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1846. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1847. return 0;
  1848. }
  1849. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  1850. }
  1851. break;
  1852. }
  1853. // if the caster is a monster/NPC, only check for players
  1854. // otherwise just check characters
  1855. if (bl->type == BL_PC)
  1856. type = BL_CHAR;
  1857. else
  1858. type = BL_PC;
  1859. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  1860. x - range, y - range, x + range, y + range,
  1861. type, skillid);
  1862. }
  1863. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  1864. {
  1865. struct map_session_data *sd;
  1866. int gid, id, strvit, agidex;
  1867. sd = (struct map_session_data *)bl;
  1868. id = va_arg(ap,int);
  1869. gid = va_arg(ap,int);
  1870. if (sd->status.guild_id != gid)
  1871. return 0;
  1872. if(id == sd->bl.id && battle_config.guild_aura&16)
  1873. return 0;
  1874. strvit = va_arg(ap,int);
  1875. agidex = va_arg(ap,int);
  1876. if (sd->sc.data[SC_GUILDAURA]) {
  1877. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  1878. if (sce->val3 != strvit || sce->val4 != agidex) {
  1879. sce->val3 = strvit;
  1880. sce->val4 = agidex;
  1881. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  1882. }
  1883. return 0;
  1884. }
  1885. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  1886. return 1;
  1887. }
  1888. /*==========================================
  1889. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  1890. * Flag:
  1891. * &1: finished casting the skill (invoke hp/sp/item consumption)
  1892. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  1893. *------------------------------------------*/
  1894. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  1895. {
  1896. struct status_data *status;
  1897. struct map_session_data *sd = NULL;
  1898. int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
  1899. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  1900. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  1901. return 0;
  1902. nullpo_retr(0,bl);
  1903. switch( bl->type )
  1904. {
  1905. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  1906. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  1907. }
  1908. status = status_get_status_data(bl);
  1909. if( (j = skill_get_index(skill)) == 0 )
  1910. return 0;
  1911. // Requeriments
  1912. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1913. {
  1914. itemid[i] = skill_db[j].itemid[i];
  1915. amount[i] = skill_db[j].amount[i];
  1916. }
  1917. hp = skill_db[j].hp[lv-1];
  1918. sp = skill_db[j].sp[lv-1];
  1919. hp_rate = skill_db[j].hp_rate[lv-1];
  1920. sp_rate = skill_db[j].sp_rate[lv-1];
  1921. state = skill_db[j].state;
  1922. if( (mhp = skill_db[j].mhp[lv-1]) > 0 )
  1923. hp += (status->max_hp * mhp) / 100;
  1924. if( hp_rate > 0 )
  1925. hp += (status->hp * hp_rate) / 100;
  1926. else
  1927. hp += (status->max_hp * (-hp_rate)) / 100;
  1928. if( sp_rate > 0 )
  1929. sp += (status->sp * sp_rate) / 100;
  1930. else
  1931. sp += (status->max_sp * (-sp_rate)) / 100;
  1932. if( bl->type == BL_HOM )
  1933. { // Intimacy Requeriments
  1934. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  1935. switch( skill )
  1936. {
  1937. case HFLI_SBR44:
  1938. if( hd->homunculus.intimacy <= 200 )
  1939. return 0;
  1940. break;
  1941. case HVAN_EXPLOSION:
  1942. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  1943. return 0;
  1944. break;
  1945. }
  1946. }
  1947. if( !(type&2) )
  1948. {
  1949. if( hp > 0 && status->hp <= (unsigned int)hp )
  1950. {
  1951. clif_skill_fail(sd, skill, 2, 0);
  1952. return 0;
  1953. }
  1954. if( sp > 0 && status->sp <= (unsigned int)sp )
  1955. {
  1956. clif_skill_fail(sd, skill, 1, 0);
  1957. return 0;
  1958. }
  1959. }
  1960. if( !type )
  1961. switch( state )
  1962. {
  1963. case ST_MOVE_ENABLE:
  1964. if( !unit_can_move(bl) )
  1965. {
  1966. clif_skill_fail(sd, skill, 0, 0);
  1967. return 0;
  1968. }
  1969. break;
  1970. }
  1971. if( !(type&1) )
  1972. return 1;
  1973. // Check item existences
  1974. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1975. {
  1976. index[i] = -1;
  1977. if( itemid[i] < 1 ) continue; // No item
  1978. index[i] = pc_search_inventory(sd, itemid[i]);
  1979. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  1980. {
  1981. clif_skill_fail(sd, skill, 0, 0);
  1982. return 0;
  1983. }
  1984. }
  1985. // Consume items
  1986. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1987. {
  1988. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0);
  1989. }
  1990. if( type&2 )
  1991. return 1;
  1992. if( sp || hp )
  1993. status_zap(bl, hp, sp);
  1994. return 1;
  1995. }
  1996. /*==========================================
  1997. *
  1998. *------------------------------------------*/
  1999. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2000. {
  2001. return 1;
  2002. }
  2003. /*==========================================
  2004. *
  2005. *------------------------------------------*/
  2006. static int skill_timerskill(int tid, unsigned int tick, int id, intptr data)
  2007. {
  2008. struct block_list *src = map_id2bl(id),*target;
  2009. struct unit_data *ud = unit_bl2ud(src);
  2010. struct skill_timerskill *skl = NULL;
  2011. int range;
  2012. nullpo_retr(0, src);
  2013. nullpo_retr(0, ud);
  2014. skl = ud->skilltimerskill[data];
  2015. nullpo_retr(0, skl);
  2016. ud->skilltimerskill[data] = NULL;
  2017. do {
  2018. if(src->prev == NULL)
  2019. break;
  2020. if(skl->target_id) {
  2021. target = map_id2bl(skl->target_id);
  2022. if(!target && skl->skill_id == RG_INTIMIDATE)
  2023. target = src; //Required since it has to warp.
  2024. if(target == NULL)
  2025. break;
  2026. if(target->prev == NULL)
  2027. break;
  2028. if(src->m != target->m)
  2029. break;
  2030. if(status_isdead(src))
  2031. break;
  2032. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2033. break;
  2034. switch(skl->skill_id) {
  2035. case RG_INTIMIDATE:
  2036. if (unit_warp(src,-1,-1,-1,3) == 0) {
  2037. short x,y;
  2038. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2039. if (target != src && !status_isdead(target))
  2040. unit_warp(target, -1, x, y, 3);
  2041. }
  2042. break;
  2043. case BA_FROSTJOKER:
  2044. case DC_SCREAM:
  2045. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2046. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2047. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2048. break;
  2049. case NPC_EARTHQUAKE:
  2050. 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);
  2051. skill_area_temp[1] = src->id;
  2052. skill_area_temp[2] = 0;
  2053. 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);
  2054. if( skl->type > 1 )
  2055. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2056. break;
  2057. case WZ_WATERBALL:
  2058. if (!status_isdead(target))
  2059. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2060. if (skl->type>1 && !status_isdead(target)) {
  2061. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2062. } else {
  2063. struct status_change *sc = status_get_sc(src);
  2064. if(sc) {
  2065. if(sc->data[SC_MAGICPOWER])
  2066. status_change_end(src,SC_MAGICPOWER,-1);
  2067. if(sc->data[SC_SPIRIT] &&
  2068. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2069. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  2070. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2071. }
  2072. }
  2073. break;
  2074. default:
  2075. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2076. break;
  2077. }
  2078. }
  2079. else {
  2080. if(src->m != skl->map)
  2081. break;
  2082. switch( skl->skill_id )
  2083. {
  2084. case WZ_METEOR:
  2085. if( skl->type >= 0 )
  2086. {
  2087. int x = skl->type>>16, y = skl->type&0xFFFF;
  2088. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  2089. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  2090. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2091. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2092. }
  2093. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2094. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2095. break;
  2096. }
  2097. }
  2098. } while (0);
  2099. //Free skl now that it is no longer needed.
  2100. ers_free(skill_timer_ers, skl);
  2101. return 0;
  2102. }
  2103. /*==========================================
  2104. *
  2105. *------------------------------------------*/
  2106. 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)
  2107. {
  2108. int i;
  2109. struct unit_data *ud;
  2110. nullpo_retr(1, src);
  2111. ud = unit_bl2ud(src);
  2112. nullpo_retr(1, ud);
  2113. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  2114. if( i == MAX_SKILLTIMERSKILL ) return 1;
  2115. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2116. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2117. ud->skilltimerskill[i]->src_id = src->id;
  2118. ud->skilltimerskill[i]->target_id = target;
  2119. ud->skilltimerskill[i]->skill_id = skill_id;
  2120. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2121. ud->skilltimerskill[i]->map = src->m;
  2122. ud->skilltimerskill[i]->x = x;
  2123. ud->skilltimerskill[i]->y = y;
  2124. ud->skilltimerskill[i]->type = type;
  2125. ud->skilltimerskill[i]->flag = flag;
  2126. return 0;
  2127. }
  2128. /*==========================================
  2129. *
  2130. *------------------------------------------*/
  2131. int skill_cleartimerskill (struct block_list *src)
  2132. {
  2133. int i;
  2134. struct unit_data *ud;
  2135. nullpo_retr(0, src);
  2136. ud = unit_bl2ud(src);
  2137. nullpo_retr(0, ud);
  2138. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2139. if(ud->skilltimerskill[i]) {
  2140. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2141. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2142. ud->skilltimerskill[i]=NULL;
  2143. }
  2144. }
  2145. return 1;
  2146. }
  2147. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2148. {
  2149. TBL_SKILL *su = (TBL_SKILL*)bl;
  2150. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2151. { //Reveal trap.
  2152. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2153. //clif_changetraplook(bl, su->group->unit_id);
  2154. clif_skill_setunit(su);
  2155. return 1;
  2156. }
  2157. return 0;
  2158. }
  2159. /*==========================================
  2160. *
  2161. *
  2162. *------------------------------------------*/
  2163. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2164. {
  2165. struct map_session_data *sd = NULL, *tsd = NULL;
  2166. struct status_data *tstatus;
  2167. struct status_change *sc;
  2168. if (skillid > 0 && skilllv <= 0) return 0;
  2169. nullpo_retr(1, src);
  2170. nullpo_retr(1, bl);
  2171. if (src->m != bl->m)
  2172. return 1;
  2173. if (bl->prev == NULL)
  2174. return 1;
  2175. sd = BL_CAST(BL_PC, src);
  2176. tsd = BL_CAST(BL_PC, bl);
  2177. if (status_isdead(bl))
  2178. return 1;
  2179. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  2180. { //GTB makes all targetted magic display miss with a single bolt.
  2181. sc_type sct = status_skill2sc(skillid);
  2182. if(sct != SC_NONE)
  2183. status_change_end(bl, sct, -1);
  2184. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  2185. return 1;
  2186. }
  2187. sc = status_get_sc(src);
  2188. if (sc && !sc->count)
  2189. sc = NULL; //Unneeded
  2190. tstatus = status_get_status_data(bl);
  2191. map_freeblock_lock();
  2192. switch(skillid)
  2193. {
  2194. case MER_CRASH:
  2195. case SM_BASH:
  2196. case MS_BASH:
  2197. case MC_MAMMONITE:
  2198. case TF_DOUBLE:
  2199. case AC_DOUBLE:
  2200. case MA_DOUBLE:
  2201. case AS_SONICBLOW:
  2202. case KN_PIERCE:
  2203. case ML_PIERCE:
  2204. case KN_SPEARBOOMERANG:
  2205. case TF_POISON:
  2206. case TF_SPRINKLESAND:
  2207. case AC_CHARGEARROW:
  2208. case MA_CHARGEARROW:
  2209. case RG_INTIMIDATE:
  2210. case AM_ACIDTERROR:
  2211. case BA_MUSICALSTRIKE:
  2212. case DC_THROWARROW:
  2213. case BA_DISSONANCE:
  2214. case CR_HOLYCROSS:
  2215. case NPC_DARKCROSS:
  2216. case CR_SHIELDCHARGE:
  2217. case CR_SHIELDBOOMERANG:
  2218. case NPC_PIERCINGATT:
  2219. case NPC_MENTALBREAKER:
  2220. case NPC_RANGEATTACK:
  2221. case NPC_CRITICALSLASH:
  2222. case NPC_COMBOATTACK:
  2223. case NPC_GUIDEDATTACK:
  2224. case NPC_POISON:
  2225. case NPC_RANDOMATTACK:
  2226. case NPC_WATERATTACK:
  2227. case NPC_GROUNDATTACK:
  2228. case NPC_FIREATTACK:
  2229. case NPC_WINDATTACK:
  2230. case NPC_POISONATTACK:
  2231. case NPC_HOLYATTACK:
  2232. case NPC_DARKNESSATTACK:
  2233. case NPC_TELEKINESISATTACK:
  2234. case NPC_UNDEADATTACK:
  2235. case NPC_ARMORBRAKE:
  2236. case NPC_WEAPONBRAKER:
  2237. case NPC_HELMBRAKE:
  2238. case NPC_SHIELDBRAKE:
  2239. case NPC_BLINDATTACK:
  2240. case NPC_SILENCEATTACK:
  2241. case NPC_STUNATTACK:
  2242. case NPC_PETRIFYATTACK:
  2243. case NPC_CURSEATTACK:
  2244. case NPC_SLEEPATTACK:
  2245. case LK_AURABLADE:
  2246. case LK_SPIRALPIERCE:
  2247. case ML_SPIRALPIERCE:
  2248. case LK_HEADCRUSH:
  2249. case CG_ARROWVULCAN:
  2250. case HW_MAGICCRASHER:
  2251. case ITM_TOMAHAWK:
  2252. case MO_TRIPLEATTACK:
  2253. case CH_CHAINCRUSH:
  2254. case CH_TIGERFIST:
  2255. case PA_SHIELDCHAIN: // Shield Chain
  2256. case PA_SACRIFICE:
  2257. case WS_CARTTERMINATION: // Cart Termination
  2258. case AS_VENOMKNIFE:
  2259. case HT_PHANTASMIC:
  2260. case HT_POWER:
  2261. case TK_DOWNKICK:
  2262. case TK_COUNTER:
  2263. case GS_CHAINACTION:
  2264. case GS_TRIPLEACTION:
  2265. case GS_MAGICALBULLET:
  2266. case GS_TRACKING:
  2267. case GS_PIERCINGSHOT:
  2268. case GS_RAPIDSHOWER:
  2269. case GS_DUST:
  2270. case GS_DISARM: // Added disarm. [Reddozen]
  2271. case GS_FULLBUSTER:
  2272. case NJ_SYURIKEN:
  2273. case NJ_KUNAI:
  2274. case ASC_BREAKER:
  2275. case HFLI_MOON: //[orn]
  2276. case HFLI_SBR44: //[orn]
  2277. case NPC_BLEEDING:
  2278. case NPC_CRITICALWOUND:
  2279. case NPC_HELLPOWER:
  2280. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2281. break;
  2282. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2283. switch( rand()%6 ){
  2284. case 0: flag |= BREAK_ANKLE; break;
  2285. case 1: flag |= BREAK_WRIST; break;
  2286. case 2: flag |= BREAK_KNEE; break;
  2287. case 3: flag |= BREAK_SHOULDER; break;
  2288. case 4: flag |= BREAK_WAIST; break;
  2289. case 5: flag |= BREAK_NECK; break;
  2290. }
  2291. //TODO: is there really no cleaner way to do this?
  2292. sc = status_get_sc(bl);
  2293. if (sc) sc->jb_flag = flag;
  2294. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2295. break;
  2296. case MO_COMBOFINISH:
  2297. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  2298. { //Becomes a splash attack when Soul Linked.
  2299. map_foreachinrange(skill_area_sub, bl,
  2300. skill_get_splash(skillid, skilllv),splash_target(src),
  2301. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2302. skill_castend_damage_id);
  2303. } else
  2304. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2305. break;
  2306. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2307. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2308. skill_area_temp[1] = 0;
  2309. map_foreachinrange(skill_attack_area, src,
  2310. skill_get_splash(skillid, skilllv), splash_target(src),
  2311. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2312. break;
  2313. case KN_CHARGEATK:
  2314. {
  2315. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  2316. unsigned int dist = distance_bl(src, bl);
  2317. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  2318. // teleport to target (if not on WoE grounds)
  2319. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  2320. clif_slide(src, bl->x, bl->y);
  2321. // cause damage and knockback if the path to target was a straight one
  2322. if( path )
  2323. {
  2324. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  2325. skill_blown(src, bl, dist, dir, 0);
  2326. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  2327. // make the caster look in the direction of the target
  2328. unit_setdir(src, (dir+4)%8);
  2329. }
  2330. }
  2331. break;
  2332. case TK_JUMPKICK:
  2333. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  2334. {
  2335. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2336. clif_slide(src,bl->x,bl->y);
  2337. }
  2338. break;
  2339. case SN_SHARPSHOOTING:
  2340. case MA_SHARPSHOOTING:
  2341. case NJ_KAMAITACHI:
  2342. //It won't shoot through walls since on castend there has to be a direct
  2343. //line of sight between caster and target.
  2344. skill_area_temp[1] = bl->id;
  2345. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2346. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2347. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2348. break;
  2349. case NPC_ACIDBREATH:
  2350. case NPC_DARKNESSBREATH:
  2351. case NPC_FIREBREATH:
  2352. case NPC_ICEBREATH:
  2353. case NPC_THUNDERBREATH:
  2354. skill_area_temp[1] = bl->id;
  2355. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2356. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2357. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2358. break;
  2359. case MO_INVESTIGATE:
  2360. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2361. if (sc && sc->data[SC_BLADESTOP])
  2362. status_change_end(src,SC_BLADESTOP,-1);
  2363. break;
  2364. case RG_BACKSTAP:
  2365. {
  2366. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2367. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2368. if (sc && sc->data[SC_HIDING])
  2369. status_change_end(src, SC_HIDING, -1);
  2370. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2371. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2372. unit_setdir(bl,dir);
  2373. }
  2374. else if (sd)
  2375. clif_skill_fail(sd,skillid,0,0);
  2376. }
  2377. break;
  2378. case MO_FINGEROFFENSIVE:
  2379. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2380. if (battle_config.finger_offensive_type && sd) {
  2381. int i;
  2382. for (i = 1; i < sd->spiritball_old; i++)
  2383. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2384. }
  2385. if (sc && sc->data[SC_BLADESTOP])
  2386. status_change_end(src,SC_BLADESTOP,-1);
  2387. break;
  2388. case MO_CHAINCOMBO:
  2389. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2390. if (sc && sc->data[SC_BLADESTOP])
  2391. status_change_end(src,SC_BLADESTOP,-1);
  2392. break;
  2393. case NJ_ISSEN:
  2394. status_change_end(src,SC_NEN,-1);
  2395. status_change_end(src,SC_HIDING,-1);
  2396. // fall through
  2397. case MO_EXTREMITYFIST:
  2398. if( skillid == MO_EXTREMITYFIST )
  2399. {
  2400. status_change_end(src,SC_EXPLOSIONSPIRITS,-1);
  2401. status_change_end(src,SC_BLADESTOP,-1);
  2402. }
  2403. //Client expects you to move to target regardless of distance
  2404. {
  2405. struct unit_data *ud = unit_bl2ud(src);
  2406. short dx,dy;
  2407. int i,speed;
  2408. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2409. dx = bl->x - src->x;
  2410. dy = bl->y - src->y;
  2411. if (dx < 0) dx-=i;
  2412. else if (dx > 0) dx+=i;
  2413. if (dy < 0) dy-=i;
  2414. else if (dy > 0) dy+=i;
  2415. if (!dx && !dy) dy++;
  2416. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2417. {
  2418. dx = bl->x;
  2419. dy = bl->y;
  2420. } else {
  2421. dx = src->x + dx;
  2422. dy = src->y + dy;
  2423. }
  2424. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2425. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2426. //Increase can't walk delay to not alter your walk path
  2427. ud->canmove_tick = tick;
  2428. speed = status_get_speed(src);
  2429. for (i = 0; i < ud->walkpath.path_len; i ++)
  2430. {
  2431. if(ud->walkpath.path[i]&1)
  2432. ud->canmove_tick+=7*speed/5;
  2433. else
  2434. ud->canmove_tick+=speed;
  2435. }
  2436. }
  2437. }
  2438. break;
  2439. //Splash attack skills.
  2440. case AS_GRIMTOOTH:
  2441. case MC_CARTREVOLUTION:
  2442. case NPC_SPLASHATTACK:
  2443. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  2444. case AS_SPLASHER:
  2445. case SM_MAGNUM:
  2446. case MS_MAGNUM:
  2447. case HT_BLITZBEAT:
  2448. case AC_SHOWER:
  2449. case MA_SHOWER:
  2450. case MG_NAPALMBEAT:
  2451. case MG_FIREBALL:
  2452. case RG_RAID:
  2453. case HW_NAPALMVULCAN:
  2454. case NJ_HUUMA:
  2455. case NJ_BAKUENRYU:
  2456. case ASC_METEORASSAULT:
  2457. case GS_DESPERADO:
  2458. case GS_SPREADATTACK:
  2459. case NPC_EARTHQUAKE:
  2460. case NPC_PULSESTRIKE:
  2461. case NPC_HELLJUDGEMENT:
  2462. case NPC_VAMPIRE_GIFT:
  2463. if( flag&1 )
  2464. { //Recursive invocation
  2465. // skill_area_temp[0] holds number of targets in area
  2466. // skill_area_temp[1] holds the id of the original target
  2467. // skill_area_temp[2] counts how many targets have already been processed
  2468. int sflag = skill_area_temp[0] & 0xFFF, heal;
  2469. if( flag&SD_LEVEL )
  2470. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  2471. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  2472. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  2473. heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  2474. if( skillid == NPC_VAMPIRE_GIFT && heal > 0 )
  2475. {
  2476. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2477. status_heal(src,heal,0,0);
  2478. }
  2479. }
  2480. else
  2481. {
  2482. if ( skillid == NJ_BAKUENRYU )
  2483. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2484. skill_area_temp[0] = 0;
  2485. skill_area_temp[1] = bl->id;
  2486. skill_area_temp[2] = 0;
  2487. // if skill damage should be split among targets, count them
  2488. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  2489. //special case: Venom Splasher uses a different range for searching than for splashing
  2490. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  2491. 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);
  2492. // recursive invocation of skill_castend_damage_id() with flag|1
  2493. 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);
  2494. //FIXME: Isn't EarthQuake a ground skill after all?
  2495. if( skillid == NPC_EARTHQUAKE )
  2496. skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  2497. //FIXME: move this to skill_additional_effect or some such? [ultramage]
  2498. if( skillid == SM_MAGNUM || skillid == MS_MAGNUM )
  2499. { // Initiate 10% of your damage becomes fire element.
  2500. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2501. if( sd )
  2502. skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
  2503. if( bl->type == BL_MER )
  2504. skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
  2505. }
  2506. }
  2507. break;
  2508. case KN_BRANDISHSPEAR:
  2509. case ML_BRANDISH:
  2510. //Coded apart for it needs the flag passed to the damage calculation.
  2511. if (skill_area_temp[1] != bl->id)
  2512. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  2513. else
  2514. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  2515. break;
  2516. case KN_BOWLINGBASH:
  2517. case MS_BOWLINGBASH:
  2518. if(flag&1){
  2519. if(bl->id==skill_area_temp[1])
  2520. break;
  2521. //two hits for 500%
  2522. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2523. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2524. } else {
  2525. int i,c;
  2526. c = skill_get_blewcount(skillid,skilllv);
  2527. // keep moving target in the direction that src is looking, square by square
  2528. for(i=0;i<c;i++){
  2529. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  2530. break; //Can't knockback
  2531. 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);
  2532. if( skill_area_temp[0] > 1 ) break; // collision
  2533. }
  2534. clif_blown(bl); //Update target pos.
  2535. if (i!=c) { //Splash
  2536. skill_area_temp[1] = bl->id;
  2537. 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);
  2538. }
  2539. //Weirdo dual-hit property, two attacks for 500%
  2540. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2541. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2542. }
  2543. break;
  2544. case KN_SPEARSTAB:
  2545. if(flag&1) {
  2546. if (bl->id==skill_area_temp[1])
  2547. break;
  2548. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2549. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2550. } else {
  2551. int x=bl->x,y=bl->y,i,dir;
  2552. dir = map_calc_dir(bl,src->x,src->y);
  2553. skill_area_temp[1] = bl->id;
  2554. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  2555. // all the enemies between the caster and the target are hit, as well as the target
  2556. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2557. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2558. for (i=0;i<4;i++) {
  2559. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2560. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  2561. x += dirx[dir];
  2562. y += diry[dir];
  2563. }
  2564. }
  2565. break;
  2566. case TK_TURNKICK:
  2567. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2568. {
  2569. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2570. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2571. map_foreachinrange(skill_area_sub,bl,
  2572. skill_get_splash(skillid, skilllv),BL_CHAR,
  2573. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2574. skill_castend_nodamage_id);
  2575. }
  2576. break;
  2577. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2578. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2579. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  2580. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2581. break;
  2582. case PR_TURNUNDEAD:
  2583. case ALL_RESURRECTION:
  2584. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2585. break;
  2586. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2587. break;
  2588. case MG_SOULSTRIKE:
  2589. case NPC_DARKSTRIKE:
  2590. case MG_COLDBOLT:
  2591. case MG_FIREBOLT:
  2592. case MG_LIGHTNINGBOLT:
  2593. case WZ_EARTHSPIKE:
  2594. case AL_HEAL:
  2595. case AL_HOLYLIGHT:
  2596. case WZ_JUPITEL:
  2597. case NPC_DARKTHUNDER:
  2598. case PR_ASPERSIO:
  2599. case MG_FROSTDIVER:
  2600. case WZ_SIGHTBLASTER:
  2601. case WZ_SIGHTRASHER:
  2602. case NJ_KOUENKA:
  2603. case NJ_HYOUSENSOU:
  2604. case NJ_HUUJIN:
  2605. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2606. break;
  2607. case NPC_MAGICALATTACK:
  2608. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2609. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  2610. break;
  2611. case HVAN_CAPRICE: //[blackhole89]
  2612. {
  2613. int ran=rand()%4;
  2614. int sid = 0;
  2615. switch(ran)
  2616. {
  2617. case 0: sid=MG_COLDBOLT; break;
  2618. case 1: sid=MG_FIREBOLT; break;
  2619. case 2: sid=MG_LIGHTNINGBOLT; break;
  2620. case 3: sid=WZ_EARTHSPIKE; break;
  2621. }
  2622. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2623. }
  2624. break;
  2625. case WZ_WATERBALL:
  2626. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2627. {
  2628. int range = skilllv / 2;
  2629. int maxlv = skill_get_max(skillid); // learnable level
  2630. int count = 0;
  2631. int x, y;
  2632. struct skill_unit* unit;
  2633. if( skilllv > maxlv )
  2634. {
  2635. if( src->type == BL_MOB && skilllv == 10 )
  2636. range = 4;
  2637. else
  2638. range = maxlv / 2;
  2639. }
  2640. for( y = src->y - range; y <= src->y + range; ++y )
  2641. for( x = src->x - range; x <= src->x + range; ++x )
  2642. {
  2643. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL) )
  2644. {
  2645. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  2646. count++; // natural water cell
  2647. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) != NULL )
  2648. {
  2649. count++; // skill-induced water cell
  2650. skill_delunit(unit); // consume cell
  2651. }
  2652. }
  2653. }
  2654. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  2655. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  2656. }
  2657. break;
  2658. case PR_BENEDICTIO:
  2659. //Should attack undead and demons. [Skotlex]
  2660. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2661. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2662. break;
  2663. case SL_SMA:
  2664. if (sc && sc->data[SC_SMA])
  2665. status_change_end(src,SC_SMA,-1);
  2666. case SL_STIN:
  2667. case SL_STUN:
  2668. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2669. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2670. clif_skill_fail(sd,skillid,0,0);
  2671. break;
  2672. }
  2673. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2674. break;
  2675. case NPC_DARKBREATH:
  2676. clif_emotion(src,7);
  2677. case SN_FALCONASSAULT:
  2678. case PA_PRESSURE:
  2679. case CR_ACIDDEMONSTRATION:
  2680. case TF_THROWSTONE:
  2681. case NPC_SMOKING:
  2682. case GS_FLING:
  2683. case NJ_ZENYNAGE:
  2684. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2685. break;
  2686. case HVAN_EXPLOSION:
  2687. case NPC_SELFDESTRUCTION:
  2688. if (src != bl)
  2689. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2690. break;
  2691. // Celest
  2692. case PF_SOULBURN:
  2693. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2694. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2695. if (skilllv == 5)
  2696. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2697. status_percent_damage(src, bl, 0, 100, false);
  2698. } else {
  2699. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2700. if (skilllv == 5)
  2701. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  2702. status_percent_damage(src, src, 0, 100, false);
  2703. }
  2704. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2705. break;
  2706. case NPC_BLOODDRAIN:
  2707. case NPC_ENERGYDRAIN:
  2708. {
  2709. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2710. src, src, bl, skillid, skilllv, tick, flag);
  2711. if (heal > 0){
  2712. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2713. status_heal(src, heal, 0, 0);
  2714. }
  2715. }
  2716. break;
  2717. case GS_BULLSEYE:
  2718. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2719. break;
  2720. case NJ_KASUMIKIRI:
  2721. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  2722. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2723. break;
  2724. case NJ_KIRIKAGE:
  2725. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  2726. { //You don't move on GVG grounds.
  2727. short x, y;
  2728. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  2729. if (unit_movepos(src, x, y, 0, 0))
  2730. clif_slide(src,src->x,src->y);
  2731. }
  2732. if (sc && sc->data[SC_HIDING])
  2733. status_change_end(src, SC_HIDING, -1);
  2734. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2735. break;
  2736. case 0:
  2737. if(sd) {
  2738. if (flag & 3){
  2739. if (bl->id != skill_area_temp[1])
  2740. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  2741. } else {
  2742. skill_area_temp[1] = bl->id;
  2743. map_foreachinrange(skill_area_sub, bl,
  2744. sd->splash_range, BL_CHAR,
  2745. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2746. skill_castend_damage_id);
  2747. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  2748. }
  2749. }
  2750. break;
  2751. default:
  2752. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2753. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  2754. 0, abs(skill_get_num(skillid, skilllv)),
  2755. skillid, skilllv, skill_get_hit(skillid));
  2756. map_freeblock_unlock();
  2757. return 1;
  2758. }
  2759. map_freeblock_unlock();
  2760. if( sd && !(flag&1) )
  2761. {
  2762. if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill.
  2763. battle_consume_ammo(sd, skillid, skilllv);
  2764. if( !sd->state.skillonskill )
  2765. skill_onskillusage(sd, bl, skillid, tick);
  2766. skill_consume_requirement(sd,skillid,skilllv,2);
  2767. }
  2768. return 0;
  2769. }
  2770. /*==========================================
  2771. *
  2772. *------------------------------------------*/
  2773. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2774. {
  2775. struct map_session_data *sd, *dstsd;
  2776. struct mob_data *md, *dstmd;
  2777. struct homun_data *hd;
  2778. struct mercenary_data *mer;
  2779. struct status_data *sstatus, *tstatus;
  2780. struct status_change *tsc;
  2781. struct status_change_entry *tsce;
  2782. int i;
  2783. enum sc_type type;
  2784. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2785. nullpo_retr(1, src);
  2786. nullpo_retr(1, bl);
  2787. if (src->m != bl->m)
  2788. return 1;
  2789. sd = BL_CAST(BL_PC, src);
  2790. hd = BL_CAST(BL_HOM, src);
  2791. md = BL_CAST(BL_MOB, src);
  2792. mer = BL_CAST(BL_MER, src);
  2793. dstsd = BL_CAST(BL_PC, bl);
  2794. dstmd = BL_CAST(BL_MOB, bl);
  2795. if(bl->prev == NULL)
  2796. return 1;
  2797. if(status_isdead(src))
  2798. return 1;
  2799. if( src != bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO && skillid != NPC_WIDESOULDRAIN )
  2800. return 1;
  2801. tstatus = status_get_status_data(bl);
  2802. sstatus = status_get_status_data(src);
  2803. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2804. switch (skillid) {
  2805. case HLIF_HEAL: //[orn]
  2806. if (bl->type != BL_HOM) {
  2807. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  2808. break ;
  2809. }
  2810. case AL_HEAL:
  2811. case ALL_RESURRECTION:
  2812. case PR_ASPERSIO:
  2813. //Apparently only player casted skills can be offensive like this.
  2814. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  2815. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2816. //Offensive heal does not works on non-enemies. [Skotlex]
  2817. clif_skill_fail(sd,skillid,0,0);
  2818. return 0;
  2819. }
  2820. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2821. }
  2822. break;
  2823. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2824. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2825. default:
  2826. //Skill is actually ground placed.
  2827. if (src == bl && skill_get_unit_id(skillid,0))
  2828. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2829. }
  2830. type = status_skill2sc(skillid);
  2831. tsc = status_get_sc(bl);
  2832. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  2833. if (src!=bl && type > -1 &&
  2834. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  2835. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  2836. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  2837. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  2838. map_freeblock_lock();
  2839. switch(skillid)
  2840. {
  2841. case HLIF_HEAL: //[orn]
  2842. case AL_HEAL:
  2843. {
  2844. int heal = skill_calc_heal(src, bl, skillid, skilllv, true);
  2845. int heal_get_jobexp;
  2846. if( status_isimmune(bl) || (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) )
  2847. heal=0;
  2848. if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  2849. heal = heal*2;
  2850. if( tsc && tsc->count )
  2851. {
  2852. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
  2853. { //Bounce back heal
  2854. if (--tsc->data[SC_KAITE]->val2 <= 0)
  2855. status_change_end(bl, SC_KAITE, -1);
  2856. if (src == bl)
  2857. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  2858. else {
  2859. bl = src;
  2860. dstsd = sd;
  2861. }
  2862. } else
  2863. if (tsc->data[SC_BERSERK])
  2864. heal = 0; //Needed so that it actually displays 0 when healing.
  2865. }
  2866. heal_get_jobexp = status_heal(bl,heal,0,0);
  2867. clif_skill_nodamage (src, bl, skillid, heal, 1);
  2868. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  2869. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2870. if (heal_get_jobexp <= 0)
  2871. heal_get_jobexp = 1;
  2872. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  2873. }
  2874. }
  2875. break;
  2876. case PR_REDEMPTIO:
  2877. if (sd && !(flag&1)) {
  2878. if (sd->status.party_id == 0) {
  2879. clif_skill_fail(sd,skillid,0,0);
  2880. break;
  2881. }
  2882. skill_area_temp[0] = 0;
  2883. party_foreachsamemap(skill_area_sub,
  2884. sd,skill_get_splash(skillid, skilllv),
  2885. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  2886. skill_castend_nodamage_id);
  2887. if (skill_area_temp[0] == 0) {
  2888. clif_skill_fail(sd,skillid,0,0);
  2889. break;
  2890. }
  2891. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  2892. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  2893. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  2894. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  2895. clif_updatestatus(sd,SP_BASEEXP);
  2896. clif_updatestatus(sd,SP_JOBEXP);
  2897. }
  2898. status_set_hp(src, 1, 0);
  2899. status_set_sp(src, 0, 0);
  2900. break;
  2901. } else if (status_isdead(bl) && flag&1) { //Revive
  2902. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  2903. skilllv = 3; //Resurrection level 3 is used
  2904. } else //Invalid target, skip resurrection.
  2905. break;
  2906. case ALL_RESURRECTION:
  2907. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  2908. { //No reviving in WoE grounds!
  2909. clif_skill_fail(sd,skillid,0,0);
  2910. break;
  2911. }
  2912. if (!status_isdead(bl))
  2913. break;
  2914. {
  2915. int per = 0, sper = 0;
  2916. if (status_get_sc(bl)->data[SC_HELLPOWER])
  2917. break;
  2918. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  2919. break;
  2920. switch(skilllv){
  2921. case 1: per=10; break;
  2922. case 2: per=30; break;
  2923. case 3: per=50; break;
  2924. case 4: per=80; break;
  2925. }
  2926. if(dstsd && dstsd->special_state.restart_full_recover)
  2927. per = sper = 100;
  2928. if (status_revive(bl, per, sper))
  2929. {
  2930. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  2931. if(sd && dstsd && battle_config.resurrection_exp > 0)
  2932. {
  2933. int exp = 0,jexp = 0;
  2934. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  2935. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  2936. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2937. if (exp < 1) exp = 1;
  2938. }
  2939. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  2940. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2941. if (jexp < 1) jexp = 1;
  2942. }
  2943. if(exp > 0 || jexp > 0)
  2944. pc_gainexp (sd, bl, exp, jexp);
  2945. }
  2946. }
  2947. }
  2948. break;
  2949. case AL_DECAGI:
  2950. case MER_DECAGI:
  2951. clif_skill_nodamage (src, bl, skillid, skilllv,
  2952. sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
  2953. break;
  2954. case AL_CRUCIS:
  2955. if (flag&1)
  2956. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000);
  2957. else {
  2958. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  2959. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  2960. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  2961. }
  2962. break;
  2963. case PR_LEXDIVINA:
  2964. case MER_LEXDIVINA:
  2965. if( tsce )
  2966. status_change_end(bl,type, -1);
  2967. else
  2968. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  2969. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2970. break;
  2971. case SA_ABRACADABRA:
  2972. {
  2973. int abra_skillid = 0, abra_skilllv;
  2974. do {
  2975. i = rand() % MAX_SKILL_ABRA_DB;
  2976. abra_skillid = skill_abra_db[i].skillid;
  2977. } while (abra_skillid == 0 ||
  2978. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  2979. rand()%10000 >= skill_abra_db[i].per
  2980. );
  2981. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  2982. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2983. if( sd )
  2984. {// player-casted
  2985. sd->state.abra_flag = 1;
  2986. sd->skillitem = abra_skillid;
  2987. sd->skillitemlv = abra_skilllv;
  2988. clif_item_skill(sd, abra_skillid, abra_skilllv);
  2989. }
  2990. else
  2991. {// mob-casted
  2992. struct unit_data *ud = unit_bl2ud(src);
  2993. int inf = skill_get_inf(abra_skillid);
  2994. int target_id = 0;
  2995. if (!ud) break;
  2996. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  2997. if (src->type == BL_PET)
  2998. bl = (struct block_list*)((TBL_PET*)src)->msd;
  2999. if (!bl) bl = src;
  3000. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  3001. } else { //Assume offensive skills
  3002. if (ud->target)
  3003. target_id = ud->target;
  3004. else switch (src->type) {
  3005. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  3006. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  3007. }
  3008. if (!target_id)
  3009. break;
  3010. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  3011. bl = map_id2bl(target_id);
  3012. if (!bl) bl = src;
  3013. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  3014. } else
  3015. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  3016. }
  3017. }
  3018. }
  3019. break;
  3020. case SA_COMA:
  3021. clif_skill_nodamage(src,bl,skillid,skilllv,
  3022. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3023. break;
  3024. case SA_FULLRECOVERY:
  3025. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3026. if (status_isimmune(bl))
  3027. break;
  3028. status_percent_heal(bl, 100, 100);
  3029. break;
  3030. case NPC_ALLHEAL:
  3031. {
  3032. int heal;
  3033. if( status_isimmune(bl) )
  3034. break;
  3035. heal = status_percent_heal(bl, 100, 0);
  3036. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  3037. if( skillid == NPC_ALLHEAL && dstmd )
  3038. { // Reset Damage Logs
  3039. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  3040. dstmd->tdmg = 0;
  3041. }
  3042. }
  3043. break;
  3044. case SA_SUMMONMONSTER:
  3045. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3046. if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
  3047. break;
  3048. case SA_LEVELUP:
  3049. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3050. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  3051. break;
  3052. case SA_INSTANTDEATH:
  3053. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3054. status_set_hp(bl,1,0);
  3055. break;
  3056. case SA_QUESTION:
  3057. case SA_GRAVITY:
  3058. case ALL_WEWISH:
  3059. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3060. break;
  3061. case SA_CLASSCHANGE:
  3062. case SA_MONOCELL:
  3063. if (dstmd)
  3064. {
  3065. int class_;
  3066. if ( sd && dstmd->status.mode&MD_BOSS )
  3067. {
  3068. clif_skill_fail(sd,skillid,0,0);
  3069. break;
  3070. }
  3071. class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0);
  3072. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3073. mob_class_change(dstmd,class_);
  3074. if( tsc && dstmd->status.mode&MD_BOSS )
  3075. {
  3076. 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 };
  3077. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  3078. if (tsc->data[i]) status_change_end(bl, (sc_type)i, -1);
  3079. for (i = 0; i < ARRAYLENGTH(scs); i++)
  3080. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], -1);
  3081. }
  3082. }
  3083. break;
  3084. case SA_DEATH:
  3085. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  3086. {
  3087. clif_skill_fail(sd,skillid,0,0);
  3088. break;
  3089. }
  3090. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3091. status_kill(bl);
  3092. break;
  3093. case SA_REVERSEORCISH:
  3094. clif_skill_nodamage(src,bl,skillid,skilllv,
  3095. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3096. break;
  3097. case SA_FORTUNE:
  3098. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3099. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3100. break;
  3101. case SA_TAMINGMONSTER:
  3102. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3103. if (sd && dstmd) {
  3104. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  3105. if( i < MAX_PET_DB )
  3106. pet_catch_process1(sd, dstmd->class_);
  3107. }
  3108. break;
  3109. case CR_PROVIDENCE:
  3110. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3111. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3112. clif_skill_fail(sd,skillid,0,0);
  3113. map_freeblock_unlock();
  3114. return 1;
  3115. }
  3116. }
  3117. clif_skill_nodamage(src,bl,skillid,skilllv,
  3118. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3119. break;
  3120. case CG_MARIONETTE:
  3121. {
  3122. struct status_change* sc = status_get_sc(src);
  3123. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  3124. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  3125. clif_skill_fail(sd,skillid,0,0);
  3126. map_freeblock_unlock();
  3127. return 1;
  3128. }
  3129. if( sc && tsc )
  3130. {
  3131. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  3132. {
  3133. sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
  3134. sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
  3135. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3136. }
  3137. else
  3138. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  3139. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  3140. {
  3141. status_change_end(src, SC_MARIONETTE, -1);
  3142. status_change_end(bl, SC_MARIONETTE2, -1);
  3143. }
  3144. else
  3145. {
  3146. if( sd )
  3147. clif_skill_fail(sd,skillid,0,0);
  3148. map_freeblock_unlock();
  3149. return 1;
  3150. }
  3151. }
  3152. }
  3153. break;
  3154. case RG_CLOSECONFINE:
  3155. clif_skill_nodamage(src,bl,skillid,skilllv,
  3156. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3157. break;
  3158. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3159. case SA_FROSTWEAPON:
  3160. case SA_LIGHTNINGLOADER:
  3161. case SA_SEISMICWEAPON:
  3162. if (dstsd) {
  3163. if(dstsd->status.weapon == W_FIST ||
  3164. (dstsd->sc.count && !dstsd->sc.data[type] &&
  3165. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3166. dstsd->sc.data[SC_FIREWEAPON] ||
  3167. dstsd->sc.data[SC_WATERWEAPON] ||
  3168. dstsd->sc.data[SC_WINDWEAPON] ||
  3169. dstsd->sc.data[SC_EARTHWEAPON] ||
  3170. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3171. dstsd->sc.data[SC_GHOSTWEAPON] ||
  3172. dstsd->sc.data[SC_ENCPOISON]
  3173. ))
  3174. ) {
  3175. if (sd) clif_skill_fail(sd,skillid,0,0);
  3176. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3177. break;
  3178. }
  3179. }
  3180. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3181. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3182. if (sd)
  3183. clif_skill_fail(sd,skillid,0,0);
  3184. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3185. clif_displaymessage(sd->fd,"You broke target's weapon");
  3186. }
  3187. break;
  3188. case PR_ASPERSIO:
  3189. if (sd && dstmd) {
  3190. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3191. break;
  3192. }
  3193. clif_skill_nodamage(src,bl,skillid,skilllv,
  3194. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3195. break;
  3196. case ITEM_ENCHANTARMS:
  3197. clif_skill_nodamage(src,bl,skillid,skilllv,
  3198. sc_start2(bl,type,100,skilllv,
  3199. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  3200. break;
  3201. case TK_SEVENWIND:
  3202. switch(skill_get_ele(skillid,skilllv)) {
  3203. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  3204. case ELE_WIND : type = SC_WINDWEAPON; break;
  3205. case ELE_WATER : type = SC_WATERWEAPON; break;
  3206. case ELE_FIRE : type = SC_FIREWEAPON; break;
  3207. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  3208. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  3209. case ELE_HOLY : type = SC_ASPERSIO; break;
  3210. }
  3211. clif_skill_nodamage(src,bl,skillid,skilllv,
  3212. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3213. sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
  3214. break;
  3215. case PR_KYRIE:
  3216. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3217. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3218. break;
  3219. //Passive Magnum, should had been casted on yourself.
  3220. case SM_MAGNUM:
  3221. case MS_MAGNUM:
  3222. skill_area_temp[1] = 0;
  3223. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
  3224. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3225. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3226. //Initiate 10% of your damage becomes fire element.
  3227. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3228. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3229. break;
  3230. case AL_INCAGI:
  3231. case AL_BLESSING:
  3232. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  3233. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3234. break;
  3235. }
  3236. case PR_SLOWPOISON:
  3237. case PR_IMPOSITIO:
  3238. case PR_LEXAETERNA:
  3239. case PR_SUFFRAGIUM:
  3240. case PR_BENEDICTIO:
  3241. case LK_BERSERK:
  3242. case MS_BERSERK:
  3243. case KN_AUTOCOUNTER:
  3244. case KN_TWOHANDQUICKEN:
  3245. case KN_ONEHAND:
  3246. case MER_QUICKEN:
  3247. case CR_SPEARQUICKEN:
  3248. case CR_REFLECTSHIELD:
  3249. case MS_REFLECTSHIELD:
  3250. case AS_POISONREACT:
  3251. case MC_LOUD:
  3252. case MG_ENERGYCOAT:
  3253. case MO_EXPLOSIONSPIRITS:
  3254. case MO_STEELBODY:
  3255. case MO_BLADESTOP:
  3256. case LK_AURABLADE:
  3257. case LK_PARRYING:
  3258. case MS_PARRYING:
  3259. case LK_CONCENTRATION:
  3260. case WS_CARTBOOST:
  3261. case SN_SIGHT:
  3262. case WS_MELTDOWN:
  3263. case WS_OVERTHRUSTMAX:
  3264. case ST_REJECTSWORD:
  3265. case HW_MAGICPOWER:
  3266. case PF_MEMORIZE:
  3267. case PA_SACRIFICE:
  3268. case ASC_EDP:
  3269. case PF_DOUBLECASTING:
  3270. case SG_SUN_COMFORT:
  3271. case SG_MOON_COMFORT:
  3272. case SG_STAR_COMFORT:
  3273. case NPC_HALLUCINATION:
  3274. case GS_MADNESSCANCEL:
  3275. case GS_ADJUSTMENT:
  3276. case GS_INCREASING:
  3277. case NJ_KASUMIKIRI:
  3278. case NJ_UTSUSEMI:
  3279. case NJ_NEN:
  3280. case NPC_DEFENDER:
  3281. case NPC_MAGICMIRROR:
  3282. case ST_PRESERVE:
  3283. case NPC_INVINCIBLE:
  3284. case NPC_INVINCIBLEOFF:
  3285. clif_skill_nodamage(src,bl,skillid,skilllv,
  3286. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3287. break;
  3288. case NPC_STOP:
  3289. if( clif_skill_nodamage(src,bl,skillid,skilllv,
  3290. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)) ) )
  3291. sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv));
  3292. break;
  3293. case HP_ASSUMPTIO:
  3294. if( sd && dstmd )
  3295. clif_skill_fail(sd,skillid,0,0);
  3296. else
  3297. clif_skill_nodamage(src,bl,skillid,skilllv,
  3298. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3299. break;
  3300. case MG_SIGHT:
  3301. case MER_SIGHT:
  3302. case AL_RUWACH:
  3303. case WZ_SIGHTBLASTER:
  3304. case NPC_WIDESIGHT:
  3305. case NPC_STONESKIN:
  3306. case NPC_ANTIMAGIC:
  3307. clif_skill_nodamage(src,bl,skillid,skilllv,
  3308. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  3309. break;
  3310. case HLIF_AVOID:
  3311. case HAMI_DEFENCE:
  3312. i = skill_get_time(skillid,skilllv);
  3313. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  3314. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  3315. break;
  3316. case NJ_BUNSINJYUTSU:
  3317. clif_skill_nodamage(src,bl,skillid,skilllv,
  3318. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3319. if (tsc && tsc->data[SC_NEN])
  3320. status_change_end(bl,SC_NEN,-1);
  3321. break;
  3322. /* Was modified to only affect targetted char. [Skotlex]
  3323. case HP_ASSUMPTIO:
  3324. if (flag&1)
  3325. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3326. else
  3327. {
  3328. map_foreachinrange(skill_area_sub, bl,
  3329. skill_get_splash(skillid, skilllv), BL_PC,
  3330. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3331. skill_castend_nodamage_id);
  3332. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3333. }
  3334. break;
  3335. */
  3336. case SM_ENDURE:
  3337. clif_skill_nodamage(src,bl,skillid,skilllv,
  3338. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3339. if (sd)
  3340. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3341. break;
  3342. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3343. if (sd && dstsd && dstsd->sc.count) {
  3344. if (dstsd->sc.data[SC_FIREWEAPON] ||
  3345. dstsd->sc.data[SC_WATERWEAPON] ||
  3346. dstsd->sc.data[SC_WINDWEAPON] ||
  3347. dstsd->sc.data[SC_EARTHWEAPON] ||
  3348. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3349. dstsd->sc.data[SC_GHOSTWEAPON]
  3350. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  3351. ) {
  3352. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3353. clif_skill_fail(sd,skillid,0,0);
  3354. break;
  3355. }
  3356. }
  3357. clif_skill_nodamage(src,bl,skillid,skilllv,
  3358. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3359. break;
  3360. case LK_TENSIONRELAX:
  3361. clif_skill_nodamage(src,bl,skillid,skilllv,
  3362. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3363. skill_get_time(skillid,skilllv)));
  3364. break;
  3365. case MC_CHANGECART:
  3366. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3367. break;
  3368. case TK_MISSION:
  3369. if (sd) {
  3370. int id;
  3371. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3372. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  3373. clif_skill_fail(sd,skillid,0,0);
  3374. break;
  3375. }
  3376. id = mob_get_random_id(0,0xE, sd->status.base_level);
  3377. if (!id) {
  3378. clif_skill_fail(sd,skillid,0,0);
  3379. break;
  3380. }
  3381. sd->mission_mobid = id;
  3382. sd->mission_count = 0;
  3383. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3384. clif_mission_info(sd, id, 0);
  3385. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3386. }
  3387. break;
  3388. case AC_CONCENTRATION:
  3389. {
  3390. clif_skill_nodamage(src,bl,skillid,skilllv,
  3391. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3392. map_foreachinrange( status_change_timer_sub, src,
  3393. skill_get_splash(skillid, skilllv), BL_CHAR,
  3394. src,NULL,type,tick);
  3395. }
  3396. break;
  3397. case SM_PROVOKE:
  3398. case SM_SELFPROVOKE:
  3399. case MER_PROVOKE:
  3400. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  3401. {
  3402. map_freeblock_unlock();
  3403. return 1;
  3404. }
  3405. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3406. clif_skill_nodamage(src,bl,skillid == SM_SELFPROVOKE ? SM_PROVOKE : skillid,skilllv,
  3407. (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))));
  3408. if( !i )
  3409. {
  3410. if( sd )
  3411. clif_skill_fail(sd,skillid,0,0);
  3412. map_freeblock_unlock();
  3413. return 0;
  3414. }
  3415. unit_skillcastcancel(bl, 2);
  3416. if( tsc && tsc->count )
  3417. {
  3418. if( tsc->data[SC_FREEZE] )
  3419. status_change_end(bl,SC_FREEZE,-1);
  3420. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  3421. status_change_end(bl,SC_STONE,-1);
  3422. if( tsc->data[SC_SLEEP] )
  3423. status_change_end(bl,SC_SLEEP,-1);
  3424. }
  3425. if( dstmd )
  3426. {
  3427. dstmd->state.provoke_flag = src->id;
  3428. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  3429. }
  3430. break;
  3431. case ML_DEVOTION:
  3432. case CR_DEVOTION:
  3433. {
  3434. int count, lv;
  3435. if( !dstsd || (!sd && !mer) )
  3436. { // Only players can be devoted
  3437. if( sd )
  3438. clif_skill_fail(sd, skillid, 0, 0);
  3439. break;
  3440. }
  3441. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  3442. lv = -lv;
  3443. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  3444. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  3445. (skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  3446. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER ) // Crusader Cannot be devoted
  3447. {
  3448. if( sd )
  3449. clif_skill_fail(sd,skillid,0,0);
  3450. map_freeblock_unlock();
  3451. return 1;
  3452. }
  3453. i = 0;
  3454. count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
  3455. if( sd )
  3456. { // Player Devoting Player
  3457. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  3458. if( i == count )
  3459. {
  3460. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  3461. if( i == count )
  3462. { // No free slots, skill Fail
  3463. clif_skill_fail(sd, skillid, 0, 0);
  3464. map_freeblock_unlock();
  3465. return 1;
  3466. }
  3467. }
  3468. sd->devotion[i] = bl->id;
  3469. }
  3470. else
  3471. mer->devotion_flag = 1; // Mercenary Devoting Owner
  3472. clif_skill_nodamage(src, bl, skillid, skilllv,
  3473. sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv), skill_get_time2(skillid, skilllv), 1000));
  3474. clif_devotion(src, NULL);
  3475. }
  3476. break;
  3477. case MO_CALLSPIRITS:
  3478. if(sd) {
  3479. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3480. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3481. }
  3482. break;
  3483. case CH_SOULCOLLECT:
  3484. if(sd) {
  3485. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3486. for (i = 0; i < 5; i++)
  3487. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3488. }
  3489. break;
  3490. case MO_KITRANSLATION:
  3491. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3492. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3493. }
  3494. break;
  3495. case TK_TURNKICK:
  3496. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3497. if (skill_area_temp[1] != bl->id) {
  3498. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  3499. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  3500. }
  3501. break;
  3502. case MO_ABSORBSPIRITS:
  3503. i = 0;
  3504. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3505. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3506. i = dstsd->spiritball * 7;
  3507. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3508. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3509. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3510. i = 2 * dstmd->level;
  3511. mob_target(dstmd,src,0);
  3512. }
  3513. if (i) status_heal(src, 0, i, 3);
  3514. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  3515. break;
  3516. case AC_MAKINGARROW:
  3517. if(sd) {
  3518. clif_arrow_create_list(sd);
  3519. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3520. }
  3521. break;
  3522. case AM_PHARMACY:
  3523. if(sd) {
  3524. clif_skill_produce_mix_list(sd,22);
  3525. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3526. }
  3527. break;
  3528. case SA_CREATECON:
  3529. if(sd) {
  3530. clif_skill_produce_mix_list(sd,23);
  3531. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3532. }
  3533. break;
  3534. case BS_HAMMERFALL:
  3535. clif_skill_nodamage(src,bl,skillid,skilllv,
  3536. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3537. break;
  3538. case RG_RAID:
  3539. skill_area_temp[1] = 0;
  3540. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3541. map_foreachinrange(skill_area_sub, bl,
  3542. skill_get_splash(skillid, skilllv), splash_target(src),
  3543. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3544. skill_castend_damage_id);
  3545. status_change_end(src, SC_HIDING, -1);
  3546. break;
  3547. case ASC_METEORASSAULT:
  3548. case GS_SPREADATTACK:
  3549. case NPC_EARTHQUAKE:
  3550. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3551. case NPC_VAMPIRE_GIFT:
  3552. case NPC_HELLJUDGEMENT:
  3553. case NPC_PULSESTRIKE:
  3554. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  3555. break;
  3556. case KN_BRANDISHSPEAR:
  3557. case ML_BRANDISH:
  3558. {
  3559. int c,n=4;
  3560. int dir = map_calc_dir(src,bl->x,bl->y);
  3561. struct square tc;
  3562. int x=bl->x,y=bl->y;
  3563. skill_brandishspear_first(&tc,dir,x,y);
  3564. skill_brandishspear_dir(&tc,dir,4);
  3565. skill_area_temp[1] = bl->id;
  3566. if(skilllv > 9){
  3567. for(c=1;c<4;c++){
  3568. map_foreachincell(skill_area_sub,
  3569. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3570. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3571. skill_castend_damage_id);
  3572. }
  3573. }
  3574. if(skilllv > 6){
  3575. skill_brandishspear_dir(&tc,dir,-1);
  3576. n--;
  3577. }else{
  3578. skill_brandishspear_dir(&tc,dir,-2);
  3579. n-=2;
  3580. }
  3581. if(skilllv > 3){
  3582. for(c=0;c<5;c++){
  3583. map_foreachincell(skill_area_sub,
  3584. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3585. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3586. skill_castend_damage_id);
  3587. if(skilllv > 6 && n==3 && c==4){
  3588. skill_brandishspear_dir(&tc,dir,-1);
  3589. n--;c=-1;
  3590. }
  3591. }
  3592. }
  3593. for(c=0;c<10;c++){
  3594. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3595. map_foreachincell(skill_area_sub,
  3596. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3597. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3598. skill_castend_damage_id);
  3599. }
  3600. }
  3601. break;
  3602. case WZ_SIGHTRASHER:
  3603. //Passive side of the attack.
  3604. status_change_end(src,SC_SIGHT,-1);
  3605. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3606. map_foreachinrange(skill_area_sub,src,
  3607. skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
  3608. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3609. skill_castend_damage_id);
  3610. break;
  3611. case NJ_HYOUSYOURAKU:
  3612. case NJ_RAIGEKISAI:
  3613. case WZ_FROSTNOVA:
  3614. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3615. skill_area_temp[1] = 0;
  3616. map_foreachinrange(skill_attack_area, src,
  3617. skill_get_splash(skillid, skilllv), splash_target(src),
  3618. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3619. break;
  3620. case HVAN_EXPLOSION: //[orn]
  3621. case NPC_SELFDESTRUCTION:
  3622. //Self Destruction hits everyone in range (allies+enemies)
  3623. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3624. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  3625. BCT_ENEMY:BCT_ALL;
  3626. clif_skill_nodamage(src, src, skillid, -1, 1);
  3627. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  3628. map_foreachinrange(skill_area_sub, bl,
  3629. skill_get_splash(skillid, skilllv), splash_target(src),
  3630. src, skillid, skilllv, tick, flag|i,
  3631. skill_castend_damage_id);
  3632. map_addblock(src);
  3633. status_damage(src, src, sstatus->max_hp,0,0,1);
  3634. break;
  3635. case AL_ANGELUS:
  3636. case PR_MAGNIFICAT:
  3637. case PR_GLORIA:
  3638. case SN_WINDWALK:
  3639. case CASH_BLESSING:
  3640. case CASH_INCAGI:
  3641. case CASH_ASSUMPTIO:
  3642. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  3643. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3644. else if( sd )
  3645. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  3646. break;
  3647. case MER_MAGNIFICAT:
  3648. if( mer != NULL )
  3649. {
  3650. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3651. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  3652. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  3653. else if( mer->master && !(flag&1) )
  3654. clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3655. }
  3656. break;
  3657. case BS_ADRENALINE:
  3658. case BS_ADRENALINE2:
  3659. case BS_WEAPONPERFECT:
  3660. case BS_OVERTHRUST:
  3661. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3662. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3663. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  3664. } else if (sd) {
  3665. party_foreachsamemap(skill_area_sub,
  3666. sd,skill_get_splash(skillid, skilllv),
  3667. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3668. skill_castend_nodamage_id);
  3669. }
  3670. break;
  3671. case BS_MAXIMIZE:
  3672. case NV_TRICKDEAD:
  3673. case CR_DEFENDER:
  3674. case ML_DEFENDER:
  3675. case CR_AUTOGUARD:
  3676. case ML_AUTOGUARD:
  3677. case TK_READYSTORM:
  3678. case TK_READYDOWN:
  3679. case TK_READYTURN:
  3680. case TK_READYCOUNTER:
  3681. case TK_DODGE:
  3682. case CR_SHRINK:
  3683. case SG_FUSION:
  3684. case GS_GATLINGFEVER:
  3685. if( tsce )
  3686. {
  3687. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, -1));
  3688. map_freeblock_unlock();
  3689. return 0;
  3690. }
  3691. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3692. break;
  3693. case SL_KAITE:
  3694. case SL_KAAHI:
  3695. case SL_KAIZEL:
  3696. case SL_KAUPE:
  3697. if (sd) {
  3698. if (!dstsd || !(
  3699. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  3700. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3701. dstsd->status.char_id == sd->status.char_id ||
  3702. dstsd->status.char_id == sd->status.partner_id ||
  3703. dstsd->status.char_id == sd->status.child
  3704. )) {
  3705. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3706. clif_skill_fail(sd,skillid,0,0);
  3707. break;
  3708. }
  3709. }
  3710. clif_skill_nodamage(src,bl,skillid,skilllv,
  3711. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3712. break;
  3713. case SM_AUTOBERSERK:
  3714. case MER_AUTOBERSERK:
  3715. if( tsce )
  3716. i = status_change_end(bl, type, -1);
  3717. else
  3718. i = sc_start(bl,type,100,skilllv,60000);
  3719. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3720. break;
  3721. case TF_HIDING:
  3722. case ST_CHASEWALK:
  3723. if (tsce)
  3724. {
  3725. clif_skill_nodamage(src,bl,skillid,-1,status_change_end(bl, type, -1)); //Hide skill-scream animation.
  3726. map_freeblock_unlock();
  3727. return 0;
  3728. }
  3729. clif_skill_nodamage(src,bl,skillid,-1,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3730. break;
  3731. case TK_RUN:
  3732. if (tsce)
  3733. {
  3734. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, -1));
  3735. map_freeblock_unlock();
  3736. return 0;
  3737. }
  3738. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  3739. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  3740. clif_walkok(sd); // So aegis has to resend the walk ok.
  3741. break;
  3742. case AS_CLOAKING:
  3743. if (tsce)
  3744. {
  3745. i = status_change_end(bl, type, -1);
  3746. if( i )
  3747. clif_skill_nodamage(src,bl,skillid,-1,i);
  3748. else if( sd )
  3749. clif_skill_fail(sd,skillid,0,0);
  3750. map_freeblock_unlock();
  3751. return 0;
  3752. }
  3753. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3754. if( i )
  3755. clif_skill_nodamage(src,bl,skillid,-1,i);
  3756. else if( sd )
  3757. clif_skill_fail(sd,skillid,0,0);
  3758. break;
  3759. case BD_ADAPTATION:
  3760. if(tsc && tsc->data[SC_DANCING]){
  3761. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3762. status_change_end(bl, SC_DANCING, -1);
  3763. }
  3764. break;
  3765. case BA_FROSTJOKER:
  3766. case DC_SCREAM:
  3767. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3768. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3769. if (md) {
  3770. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  3771. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  3772. char temp[70];
  3773. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  3774. clif_message(&md->bl,temp);
  3775. }
  3776. break;
  3777. case BA_PANGVOICE:
  3778. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3779. break;
  3780. case DC_WINKCHARM:
  3781. if( dstsd )
  3782. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3783. else
  3784. if( dstmd )
  3785. {
  3786. if( status_get_lv(src) > status_get_lv(bl)
  3787. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  3788. && !(tstatus->mode&MD_BOSS) )
  3789. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3790. else
  3791. {
  3792. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3793. if(sd) clif_skill_fail(sd,skillid,0,0);
  3794. }
  3795. }
  3796. break;
  3797. case TF_STEAL:
  3798. if(sd) {
  3799. if(pc_steal_item(sd,bl,skilllv))
  3800. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3801. else
  3802. clif_skill_fail(sd,skillid,0x0a,0);
  3803. }
  3804. break;
  3805. case RG_STEALCOIN:
  3806. if(sd) {
  3807. if(pc_steal_coin(sd,bl))
  3808. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3809. else
  3810. clif_skill_fail(sd,skillid,0,0);
  3811. }
  3812. break;
  3813. case MG_STONECURSE:
  3814. {
  3815. if (tstatus->mode&MD_BOSS) {
  3816. if (sd) clif_skill_fail(sd,skillid,0,0);
  3817. break;
  3818. }
  3819. if(status_isimmune(bl) || !tsc)
  3820. break;
  3821. if (tsc->data[SC_STONE]) {
  3822. status_change_end(bl,SC_STONE,-1);
  3823. if (sd) clif_skill_fail(sd,skillid,0,0);
  3824. break;
  3825. }
  3826. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  3827. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  3828. skill_get_time2(skillid,skilllv)))
  3829. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3830. else if(sd) {
  3831. clif_skill_fail(sd,skillid,0,0);
  3832. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3833. if (skilllv > 5)
  3834. { // not to consume items
  3835. map_freeblock_unlock();
  3836. return 0;
  3837. }
  3838. }
  3839. }
  3840. break;
  3841. case NV_FIRSTAID:
  3842. clif_skill_nodamage(src,bl,skillid,5,1);
  3843. status_heal(bl,5,0,0);
  3844. break;
  3845. case AL_CURE:
  3846. if(status_isimmune(bl)) {
  3847. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3848. break;
  3849. }
  3850. status_change_end(bl, SC_SILENCE , -1 );
  3851. status_change_end(bl, SC_BLIND , -1 );
  3852. status_change_end(bl, SC_CONFUSION, -1 );
  3853. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3854. break;
  3855. case TF_DETOXIFY:
  3856. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3857. status_change_end(bl, SC_POISON , -1 );
  3858. status_change_end(bl, SC_DPOISON , -1 );
  3859. break;
  3860. case PR_STRECOVERY:
  3861. if(status_isimmune(bl)) {
  3862. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3863. break;
  3864. }
  3865. if (tsc && tsc->opt1) {
  3866. status_change_end(bl, SC_FREEZE, -1 );
  3867. status_change_end(bl, SC_STONE, -1 );
  3868. status_change_end(bl, SC_SLEEP, -1 );
  3869. status_change_end(bl, SC_STUN, -1 );
  3870. }
  3871. //Is this equation really right? It looks so... special.
  3872. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  3873. {
  3874. status_change_start(bl, SC_BLIND,
  3875. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  3876. 1,0,0,0,
  3877. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  3878. }
  3879. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3880. if(dstmd)
  3881. mob_unlocktarget(dstmd,tick);
  3882. break;
  3883. // Mercenary Supportive Skills
  3884. case MER_BENEDICTION:
  3885. status_change_end(bl, SC_CURSE, -1);
  3886. status_change_end(bl, SC_BLIND, -1);
  3887. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3888. break;
  3889. case MER_COMPRESS:
  3890. status_change_end(bl, SC_BLEEDING, -1);
  3891. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3892. break;
  3893. case MER_MENTALCURE:
  3894. status_change_end(bl, SC_CONFUSION, -1);
  3895. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3896. break;
  3897. case MER_RECUPERATE:
  3898. status_change_end(bl, SC_POISON, -1);
  3899. status_change_end(bl, SC_SILENCE, -1);
  3900. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3901. break;
  3902. case MER_REGAIN:
  3903. status_change_end(bl, SC_SLEEP, -1);
  3904. status_change_end(bl, SC_STUN, -1);
  3905. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3906. break;
  3907. case MER_TENDER:
  3908. status_change_end(bl, SC_FREEZE, -1);
  3909. status_change_end(bl, SC_STONE, -1);
  3910. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3911. break;
  3912. case MER_SCAPEGOAT:
  3913. if( mer && mer->master )
  3914. {
  3915. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  3916. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  3917. }
  3918. break;
  3919. case MER_ESTIMATION:
  3920. if( !mer )
  3921. break;
  3922. sd = mer->master;
  3923. case WZ_ESTIMATION:
  3924. if( sd == NULL )
  3925. break;
  3926. if( dstsd )
  3927. { // Fail on Players
  3928. clif_skill_fail(sd,skillid,0,0);
  3929. break;
  3930. }
  3931. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  3932. break; // Cannot be Used on Emperium
  3933. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3934. clif_skill_estimation(sd, bl);
  3935. if( skillid == MER_ESTIMATION )
  3936. sd = NULL;
  3937. break;
  3938. case BS_REPAIRWEAPON:
  3939. if(sd && dstsd)
  3940. clif_item_repair_list(sd,dstsd);
  3941. break;
  3942. case MC_IDENTIFY:
  3943. if(sd)
  3944. clif_item_identify_list(sd);
  3945. break;
  3946. // Weapon Refining [Celest]
  3947. case WS_WEAPONREFINE:
  3948. if(sd)
  3949. clif_item_refine_list(sd);
  3950. break;
  3951. case MC_VENDING:
  3952. if(sd)
  3953. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  3954. if ( !pc_can_give_items(pc_isGM(sd)) )
  3955. clif_skill_fail(sd,skillid,0,0);
  3956. else
  3957. clif_openvendingreq(sd,2+skilllv);
  3958. }
  3959. break;
  3960. case AL_TELEPORT:
  3961. if(sd)
  3962. {
  3963. if (map[bl->m].flag.noteleport && skilllv <= 2) {
  3964. clif_skill_teleportmessage(sd,0);
  3965. break;
  3966. }
  3967. if(!battle_config.duel_allow_teleport && sd->duel_group && skilllv <= 2) { // duel restriction [LuzZza]
  3968. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  3969. break;
  3970. }
  3971. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skilllv == 1 ) || skilllv == 3 )
  3972. {
  3973. if( skilllv == 1 )
  3974. pc_randomwarp(sd,3);
  3975. else
  3976. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  3977. break;
  3978. }
  3979. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3980. if( skilllv == 1 )
  3981. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  3982. else
  3983. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  3984. } else
  3985. unit_warp(bl,-1,-1,-1,3);
  3986. break;
  3987. case NPC_EXPULSION:
  3988. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3989. unit_warp(bl,-1,-1,-1,3);
  3990. break;
  3991. case AL_HOLYWATER:
  3992. if(sd) {
  3993. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  3994. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3995. else
  3996. clif_skill_fail(sd,skillid,0,0);
  3997. }
  3998. break;
  3999. case TF_PICKSTONE:
  4000. if(sd) {
  4001. int eflag;
  4002. struct item item_tmp;
  4003. struct block_list tbl;
  4004. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4005. memset(&item_tmp,0,sizeof(item_tmp));
  4006. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4007. item_tmp.nameid = ITEMID_STONE;
  4008. item_tmp.identify = 1;
  4009. tbl.id = 0;
  4010. clif_takeitem(&sd->bl,&tbl);
  4011. eflag = pc_additem(sd,&item_tmp,1);
  4012. if(eflag) {
  4013. clif_additem(sd,0,0,eflag);
  4014. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4015. }
  4016. }
  4017. break;
  4018. case ASC_CDP:
  4019. if(sd) {
  4020. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4021. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4022. }
  4023. break;
  4024. case RG_STRIPWEAPON:
  4025. case RG_STRIPSHIELD:
  4026. case RG_STRIPARMOR:
  4027. case RG_STRIPHELM:
  4028. case ST_FULLSTRIP:
  4029. {
  4030. unsigned short location = 0;
  4031. int d = 0;
  4032. //Rate in percent
  4033. if ( skillid == ST_FULLSTRIP ) {
  4034. i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5;
  4035. } else {
  4036. i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5;
  4037. }
  4038. if (i < 5) i = 5; //Minimum rate 5%
  4039. //Duration in ms
  4040. d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
  4041. if (d < 0) d = 0; //Minimum duration 0ms
  4042. switch (skillid) {
  4043. case RG_STRIPWEAPON:
  4044. location = EQP_WEAPON;
  4045. break;
  4046. case RG_STRIPSHIELD:
  4047. location = EQP_SHIELD;
  4048. break;
  4049. case RG_STRIPARMOR:
  4050. location = EQP_ARMOR;
  4051. break;
  4052. case RG_STRIPHELM:
  4053. location = EQP_HELM;
  4054. break;
  4055. case ST_FULLSTRIP:
  4056. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  4057. break;
  4058. }
  4059. //Special message when trying to use strip on FCP [Jobbie]
  4060. 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] )
  4061. {
  4062. clif_gospel_info(sd, 0x28);
  4063. break;
  4064. }
  4065. //Attempts to strip at rate i and duration d
  4066. if( (i = skill_strip_equip(bl, location, i, skilllv, d)) || skillid != ST_FULLSTRIP )
  4067. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  4068. //Nothing stripped.
  4069. if( sd && !i )
  4070. clif_skill_fail(sd,skillid,0,0);
  4071. }
  4072. break;
  4073. case AM_BERSERKPITCHER:
  4074. case AM_POTIONPITCHER:
  4075. {
  4076. int i,x,hp = 0,sp = 0,bonus=100;
  4077. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  4078. {
  4079. map_freeblock_unlock();
  4080. return 1;
  4081. }
  4082. if( sd )
  4083. {
  4084. x = skilllv%11 - 1;
  4085. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4086. if(i < 0 || skill_db[skillid].itemid[x] <= 0)
  4087. {
  4088. clif_skill_fail(sd,skillid,0,0);
  4089. map_freeblock_unlock();
  4090. return 1;
  4091. }
  4092. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x])
  4093. {
  4094. clif_skill_fail(sd,skillid,0,0);
  4095. map_freeblock_unlock();
  4096. return 1;
  4097. }
  4098. if( skillid == AM_BERSERKPITCHER )
  4099. {
  4100. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv )
  4101. {
  4102. clif_skill_fail(sd,skillid,0,0);
  4103. map_freeblock_unlock();
  4104. return 1;
  4105. }
  4106. }
  4107. potion_flag = 1;
  4108. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4109. potion_target = bl->id;
  4110. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4111. potion_flag = potion_target = 0;
  4112. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  4113. bonus += sd->status.base_level;
  4114. if( potion_per_hp > 0 || potion_per_sp > 0 )
  4115. {
  4116. hp = tstatus->max_hp * potion_per_hp / 100;
  4117. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4118. if( dstsd )
  4119. {
  4120. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4121. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4122. }
  4123. }
  4124. else
  4125. {
  4126. if( potion_hp > 0 )
  4127. {
  4128. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4129. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4130. if( dstsd )
  4131. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4132. }
  4133. if( potion_sp > 0 )
  4134. {
  4135. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4136. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4137. if( dstsd )
  4138. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4139. }
  4140. }
  4141. if (sd->itemgrouphealrate[IG_POTION]>0)
  4142. {
  4143. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  4144. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  4145. }
  4146. if( (i = pc_skillheal_bonus(sd, skillid)) )
  4147. {
  4148. hp += hp * i / 100;
  4149. sp += sp * i / 100;
  4150. }
  4151. }
  4152. else
  4153. {
  4154. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4155. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4156. if( dstsd )
  4157. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4158. }
  4159. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) )
  4160. {
  4161. hp += hp * i / 100;
  4162. sp += sp * i / 100;
  4163. }
  4164. if( tsc && tsc->data[SC_CRITICALWOUND] )
  4165. {
  4166. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4167. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4168. }
  4169. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4170. if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) )
  4171. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4172. if( sp > 0 )
  4173. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4174. status_heal(bl,hp,sp,0);
  4175. }
  4176. break;
  4177. case AM_CP_WEAPON:
  4178. case AM_CP_SHIELD:
  4179. case AM_CP_ARMOR:
  4180. case AM_CP_HELM:
  4181. {
  4182. enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON));
  4183. if(tsc && tsc->data[scid])
  4184. status_change_end(bl, scid, -1 );
  4185. clif_skill_nodamage(src,bl,skillid,skilllv,
  4186. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4187. }
  4188. break;
  4189. case AM_TWILIGHT1:
  4190. if (sd) {
  4191. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4192. //Prepare 200 White Potions.
  4193. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4194. clif_skill_fail(sd,skillid,0,0);
  4195. }
  4196. break;
  4197. case AM_TWILIGHT2:
  4198. if (sd) {
  4199. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4200. //Prepare 200 Slim White Potions.
  4201. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4202. clif_skill_fail(sd,skillid,0,0);
  4203. }
  4204. break;
  4205. case AM_TWILIGHT3:
  4206. if (sd) {
  4207. //check if you can produce all three, if not, then fail:
  4208. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4209. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4210. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4211. ) {
  4212. clif_skill_fail(sd,skillid,0,0);
  4213. break;
  4214. }
  4215. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4216. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4217. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4218. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4219. }
  4220. break;
  4221. case SA_DISPELL:
  4222. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  4223. {
  4224. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4225. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  4226. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  4227. || rand()%100 >= 50+10*skilllv)
  4228. {
  4229. if (sd)
  4230. clif_skill_fail(sd,skillid,0,0);
  4231. break;
  4232. }
  4233. if(status_isimmune(bl) || !tsc || !tsc->count)
  4234. break;
  4235. for(i=0;i<SC_MAX;i++)
  4236. {
  4237. if (!tsc->data[i])
  4238. continue;
  4239. switch (i) {
  4240. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  4241. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  4242. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  4243. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  4244. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  4245. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  4246. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  4247. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  4248. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  4249. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  4250. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  4251. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  4252. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  4253. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  4254. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  4255. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  4256. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  4257. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  4258. case SC_JEXPBOOST:
  4259. continue;
  4260. case SC_ASSUMPTIO:
  4261. if( bl->type == BL_MOB )
  4262. continue;
  4263. break;
  4264. }
  4265. 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.
  4266. status_change_end(bl,(sc_type)i,-1);
  4267. }
  4268. break;
  4269. }
  4270. //Affect all targets on splash area.
  4271. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  4272. src, skillid, skilllv, tick, flag|1,
  4273. skill_castend_damage_id);
  4274. break;
  4275. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4276. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4277. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  4278. break;
  4279. case TK_HIGHJUMP:
  4280. {
  4281. int x,y, dir = unit_getdir(src);
  4282. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  4283. if( map[src->m].flag.noteleport &&
  4284. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  4285. ) {
  4286. x = src->x;
  4287. y = src->y;
  4288. } else {
  4289. x = src->x + dirx[dir]*skilllv*2;
  4290. y = src->y + diry[dir]*skilllv*2;
  4291. }
  4292. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4293. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  4294. clif_slide(src,x,y);
  4295. unit_movepos(src, x, y, 1, 0);
  4296. }
  4297. }
  4298. break;
  4299. case SA_CASTCANCEL:
  4300. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4301. unit_skillcastcancel(src,1);
  4302. if(sd) {
  4303. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4304. sp = sp * (90 - (skilllv-1)*20) / 100;
  4305. if(sp < 0) sp = 0;
  4306. status_zap(src, 0, sp);
  4307. }
  4308. break;
  4309. case SA_SPELLBREAKER:
  4310. {
  4311. int sp;
  4312. if(tsc && tsc->data[SC_MAGICROD]) {
  4313. sp = skill_get_sp(skillid,skilllv);
  4314. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  4315. if(sp < 1) sp = 1;
  4316. status_heal(bl,0,sp,2);
  4317. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD]->val1,1);
  4318. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  4319. } else {
  4320. struct unit_data *ud = unit_bl2ud(bl);
  4321. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4322. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4323. bl_skillid = ud->skillid;
  4324. bl_skilllv = ud->skilllv;
  4325. if (tstatus->mode & MD_BOSS)
  4326. { //Only 10% success chance against bosses. [Skotlex]
  4327. if (rand()%100 < 90)
  4328. {
  4329. if (sd) clif_skill_fail(sd,skillid,0,0);
  4330. break;
  4331. }
  4332. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4333. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  4334. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4335. unit_skillcastcancel(bl,0);
  4336. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4337. status_zap(bl, hp, sp);
  4338. if (hp && skilllv >= 5)
  4339. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  4340. else
  4341. hp = 0;
  4342. if (sp) //Recover some of the SP used
  4343. sp = sp*(25*(skilllv-1))/100;
  4344. if(hp || sp)
  4345. status_heal(src, hp, sp, 2);
  4346. }
  4347. }
  4348. break;
  4349. case SA_MAGICROD:
  4350. //It activates silently, no use animation.
  4351. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4352. break;
  4353. case SA_AUTOSPELL:
  4354. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4355. if(sd)
  4356. clif_autospell(sd,skilllv);
  4357. else {
  4358. int maxlv=1,spellid=0;
  4359. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4360. if(skilllv >= 10) {
  4361. spellid = MG_FROSTDIVER;
  4362. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  4363. // maxlv = 10;
  4364. // else
  4365. maxlv = skilllv - 9;
  4366. }
  4367. else if(skilllv >=8) {
  4368. spellid = MG_FIREBALL;
  4369. maxlv = skilllv - 7;
  4370. }
  4371. else if(skilllv >=5) {
  4372. spellid = MG_SOULSTRIKE;
  4373. maxlv = skilllv - 4;
  4374. }
  4375. else if(skilllv >=2) {
  4376. int i = rand()%3;
  4377. spellid = spellarray[i];
  4378. maxlv = skilllv - 1;
  4379. }
  4380. else if(skilllv > 0) {
  4381. spellid = MG_NAPALMBEAT;
  4382. maxlv = 3;
  4383. }
  4384. if(spellid > 0)
  4385. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4386. skill_get_time(SA_AUTOSPELL,skilllv));
  4387. }
  4388. break;
  4389. case BS_GREED:
  4390. if(sd){
  4391. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4392. map_foreachinrange(skill_greed,bl,
  4393. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4394. }
  4395. break;
  4396. case SA_ELEMENTWATER:
  4397. case SA_ELEMENTFIRE:
  4398. case SA_ELEMENTGROUND:
  4399. case SA_ELEMENTWIND:
  4400. if(sd && !dstmd) //Only works on monsters.
  4401. break;
  4402. if(tstatus->mode&MD_BOSS)
  4403. break;
  4404. case NPC_ATTRICHANGE:
  4405. case NPC_CHANGEWATER:
  4406. case NPC_CHANGEGROUND:
  4407. case NPC_CHANGEFIRE:
  4408. case NPC_CHANGEWIND:
  4409. case NPC_CHANGEPOISON:
  4410. case NPC_CHANGEHOLY:
  4411. case NPC_CHANGEDARKNESS:
  4412. case NPC_CHANGETELEKINESIS:
  4413. clif_skill_nodamage(src,bl,skillid,skilllv,
  4414. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  4415. skill_get_time(skillid, skilllv)));
  4416. break;
  4417. case NPC_CHANGEUNDEAD:
  4418. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  4419. //TO-DO This is ugly, fix it
  4420. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  4421. clif_skill_nodamage(src,bl,skillid,skilllv,
  4422. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  4423. skill_get_time(skillid, skilllv)));
  4424. break;
  4425. case NPC_PROVOCATION:
  4426. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4427. if (md) mob_unlocktarget(md, tick);
  4428. break;
  4429. case NPC_KEEPING:
  4430. case NPC_BARRIER:
  4431. {
  4432. int skill_time = skill_get_time(skillid,skilllv);
  4433. struct unit_data *ud = unit_bl2ud(bl);
  4434. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4435. sc_start(bl,type,100,skilllv,skill_time))
  4436. && ud) { //Disable attacking/acting/moving for skill's duration.
  4437. ud->attackabletime =
  4438. ud->canact_tick =
  4439. ud->canmove_tick = tick + skill_time;
  4440. }
  4441. }
  4442. break;
  4443. case NPC_REBIRTH:
  4444. if( md && md->state.rebirth )
  4445. break; // only works once
  4446. sc_start(bl,type,100,skilllv,-1);
  4447. break;
  4448. case NPC_DARKBLESSING:
  4449. clif_skill_nodamage(src,bl,skillid,skilllv,
  4450. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  4451. break;
  4452. case NPC_LICK:
  4453. status_zap(bl, 0, 100);
  4454. clif_skill_nodamage(src,bl,skillid,skilllv,
  4455. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4456. break;
  4457. case NPC_SUICIDE:
  4458. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4459. status_kill(src); //When suiciding, neither exp nor drops is given.
  4460. break;
  4461. case NPC_SUMMONSLAVE:
  4462. case NPC_SUMMONMONSTER:
  4463. if(md && md->skillidx >= 0)
  4464. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4465. break;
  4466. case NPC_CALLSLAVE:
  4467. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4468. break;
  4469. case NPC_RANDOMMOVE:
  4470. if (md) {
  4471. md->next_walktime = tick - 1;
  4472. mob_randomwalk(md,tick);
  4473. }
  4474. break;
  4475. case NPC_SPEEDUP:
  4476. {
  4477. // or does it increase casting rate? just a guess xD
  4478. int i = SC_ASPDPOTION0 + skilllv - 1;
  4479. if (i > SC_ASPDPOTION3)
  4480. i = SC_ASPDPOTION3;
  4481. clif_skill_nodamage(src,bl,skillid,skilllv,
  4482. sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
  4483. }
  4484. break;
  4485. case NPC_REVENGE:
  4486. // not really needed... but adding here anyway ^^
  4487. if (md && md->master_id > 0) {
  4488. struct block_list *mbl, *tbl;
  4489. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4490. (tbl = battle_gettargeted(mbl)) == NULL)
  4491. break;
  4492. md->state.provoke_flag = tbl->id;
  4493. mob_target(md, tbl, sstatus->rhw.range);
  4494. }
  4495. break;
  4496. case NPC_RUN:
  4497. {
  4498. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4499. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4500. unit_stop_attack(src);
  4501. //Run skillv tiles overriding the can-move check.
  4502. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4503. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4504. }
  4505. break;
  4506. case NPC_TRANSFORMATION:
  4507. case NPC_METAMORPHOSIS:
  4508. if(md && md->skillidx >= 0) {
  4509. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4510. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4511. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4512. if (class_) mob_class_change(md, class_);
  4513. }
  4514. break;
  4515. case NPC_EMOTION_ON:
  4516. case NPC_EMOTION:
  4517. //va[0] is the emotion to use.
  4518. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4519. //val[1] 'sets' the mode
  4520. //val[2] adds to the current mode
  4521. //val[3] removes from the current mode
  4522. //val[4] if set, asks to delete the previous mode change.
  4523. if(md && md->skillidx >= 0 && tsc)
  4524. {
  4525. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  4526. if(md->db->skill[md->skillidx].val[4] && tsce)
  4527. status_change_end(bl, type, -1);
  4528. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  4529. sc_start4(src, type, 100, skilllv,
  4530. md->db->skill[md->skillidx].val[1],
  4531. md->db->skill[md->skillidx].val[2],
  4532. md->db->skill[md->skillidx].val[3],
  4533. skill_get_time(skillid, skilllv));
  4534. }
  4535. break;
  4536. case NPC_POWERUP:
  4537. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  4538. clif_skill_nodamage(src,bl,skillid,skilllv,
  4539. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4540. break;
  4541. case NPC_AGIUP:
  4542. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4543. clif_skill_nodamage(src,bl,skillid,skilllv,
  4544. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4545. break;
  4546. case NPC_INVISIBLE:
  4547. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  4548. clif_skill_nodamage(src,bl,skillid,skilllv,
  4549. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  4550. break;
  4551. case NPC_SIEGEMODE:
  4552. // not sure what it does
  4553. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4554. break;
  4555. case WE_MALE:
  4556. {
  4557. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4558. 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]
  4559. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4560. }
  4561. break;
  4562. case WE_FEMALE:
  4563. {
  4564. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4565. 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]
  4566. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4567. }
  4568. break;
  4569. // parent-baby skills
  4570. case WE_BABY:
  4571. if(sd){
  4572. struct map_session_data *f_sd = pc_get_father(sd);
  4573. struct map_session_data *m_sd = pc_get_mother(sd);
  4574. // if neither was found
  4575. if(!f_sd && !m_sd){
  4576. clif_skill_fail(sd,skillid,0,0);
  4577. map_freeblock_unlock();
  4578. return 0;
  4579. }
  4580. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4581. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4582. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4583. }
  4584. break;
  4585. case PF_HPCONVERSION:
  4586. {
  4587. int hp, sp;
  4588. hp = sstatus->max_hp/10;
  4589. sp = hp * 10 * skilllv / 100;
  4590. if (!status_charge(src,hp,0)) {
  4591. if (sd) clif_skill_fail(sd,skillid,0,0);
  4592. break;
  4593. }
  4594. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4595. status_heal(bl,0,sp,2);
  4596. }
  4597. break;
  4598. case MA_REMOVETRAP:
  4599. case HT_REMOVETRAP:
  4600. //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
  4601. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4602. {
  4603. struct skill_unit* su;
  4604. struct skill_unit_group* sg;
  4605. su = BL_CAST(BL_SKILL, bl);
  4606. // Mercenaries can remove any trap
  4607. // Players can only remove their own traps or traps on Vs maps.
  4608. 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) )
  4609. {
  4610. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4611. { // prevent picking up expired traps
  4612. if( battle_config.skill_removetrap_type )
  4613. { // get back all items used to deploy the trap
  4614. for( i = 0; i < 10; i++ )
  4615. {
  4616. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  4617. {
  4618. int flag;
  4619. struct item item_tmp;
  4620. memset(&item_tmp,0,sizeof(item_tmp));
  4621. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4622. item_tmp.identify = 1;
  4623. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i])) )
  4624. {
  4625. clif_additem(sd,0,0,flag);
  4626. 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);
  4627. }
  4628. }
  4629. }
  4630. }
  4631. else
  4632. { // get back 1 trap
  4633. struct item item_tmp;
  4634. memset(&item_tmp,0,sizeof(item_tmp));
  4635. item_tmp.nameid = ITEMID_TRAP;
  4636. item_tmp.identify = 1;
  4637. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1)) )
  4638. {
  4639. clif_additem(sd,0,0,flag);
  4640. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4641. }
  4642. }
  4643. }
  4644. skill_delunit(su);
  4645. }
  4646. }
  4647. break;
  4648. case HT_SPRINGTRAP:
  4649. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4650. {
  4651. struct skill_unit *su=NULL;
  4652. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4653. switch(su->group->unit_id){
  4654. case UNT_ANKLESNARE: // ankle snare
  4655. if (su->group->val2 != 0)
  4656. // if it is already trapping something don't spring it,
  4657. // remove trap should be used instead
  4658. break;
  4659. // otherwise fallthrough to below
  4660. case UNT_BLASTMINE:
  4661. case UNT_SKIDTRAP:
  4662. case UNT_LANDMINE:
  4663. case UNT_SHOCKWAVE:
  4664. case UNT_SANDMAN:
  4665. case UNT_FLASHER:
  4666. case UNT_FREEZINGTRAP:
  4667. case UNT_CLAYMORETRAP:
  4668. case UNT_TALKIEBOX:
  4669. su->group->unit_id = UNT_USED_TRAPS;
  4670. clif_changetraplook(bl, UNT_USED_TRAPS);
  4671. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4672. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4673. }
  4674. }
  4675. }
  4676. break;
  4677. case BD_ENCORE:
  4678. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4679. if(sd)
  4680. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4681. break;
  4682. case AS_SPLASHER:
  4683. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  4684. if (sd) clif_skill_fail(sd,skillid,0,0);
  4685. map_freeblock_unlock();
  4686. return 1;
  4687. }
  4688. clif_skill_nodamage(src,bl,skillid,skilllv,
  4689. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4690. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  4691. break;
  4692. case PF_MINDBREAKER:
  4693. {
  4694. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4695. {
  4696. map_freeblock_unlock();
  4697. return 1;
  4698. }
  4699. if (tsce)
  4700. { //HelloKitty2 (?) explained that this silently fails when target is
  4701. //already inflicted. [Skotlex]
  4702. map_freeblock_unlock();
  4703. return 1;
  4704. }
  4705. //Has a 55% + skilllv*5% success chance.
  4706. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4707. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4708. {
  4709. if (sd) clif_skill_fail(sd,skillid,0,0);
  4710. map_freeblock_unlock();
  4711. return 0;
  4712. }
  4713. unit_skillcastcancel(bl,0);
  4714. if(tsc && tsc->count){
  4715. if(tsc->data[SC_FREEZE])
  4716. status_change_end(bl,SC_FREEZE,-1);
  4717. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  4718. status_change_end(bl,SC_STONE,-1);
  4719. if(tsc->data[SC_SLEEP])
  4720. status_change_end(bl,SC_SLEEP,-1);
  4721. }
  4722. if(dstmd)
  4723. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4724. }
  4725. break;
  4726. case PF_SOULCHANGE:
  4727. {
  4728. unsigned int sp1 = 0, sp2 = 0;
  4729. if (dstmd) {
  4730. if (dstmd->state.soul_change_flag) {
  4731. if(sd) clif_skill_fail(sd,skillid,0,0);
  4732. break;
  4733. }
  4734. dstmd->state.soul_change_flag = 1;
  4735. sp2 = sstatus->max_sp * 3 /100;
  4736. status_heal(src, 0, sp2, 2);
  4737. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4738. break;
  4739. }
  4740. sp1 = sstatus->sp;
  4741. sp2 = tstatus->sp;
  4742. status_set_sp(src, sp2, 3);
  4743. status_set_sp(bl, sp1, 3);
  4744. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4745. }
  4746. break;
  4747. // Slim Pitcher
  4748. case CR_SLIMPITCHER:
  4749. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  4750. if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
  4751. break;
  4752. if (potion_hp || potion_sp) {
  4753. int hp = potion_hp, sp = potion_sp;
  4754. hp = hp * (100 + (tstatus->vit<<1))/100;
  4755. sp = sp * (100 + (tstatus->int_<<1))/100;
  4756. if (dstsd) {
  4757. if (hp)
  4758. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  4759. if (sp)
  4760. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  4761. }
  4762. if (tsc && tsc->data[SC_CRITICALWOUND])
  4763. {
  4764. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4765. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4766. }
  4767. if(hp > 0)
  4768. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4769. if(sp > 0)
  4770. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4771. status_heal(bl,hp,sp,0);
  4772. }
  4773. break;
  4774. // Full Chemical Protection
  4775. case CR_FULLPROTECTION:
  4776. {
  4777. int i, skilltime;
  4778. skilltime = skill_get_time(skillid,skilllv);
  4779. if (!tsc) {
  4780. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4781. break;
  4782. }
  4783. for (i=0; i<4; i++) {
  4784. if(tsc->data[SC_STRIPWEAPON + i])
  4785. status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), -1 );
  4786. sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
  4787. }
  4788. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4789. }
  4790. break;
  4791. case RG_CLEANER: //AppleGirl
  4792. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4793. break;
  4794. case CG_LONGINGFREEDOM:
  4795. {
  4796. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  4797. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4798. {
  4799. clif_skill_nodamage(src,bl,skillid,skilllv,
  4800. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4801. }
  4802. }
  4803. break;
  4804. case CG_TAROTCARD:
  4805. {
  4806. int eff, count = -1;
  4807. if( rand() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  4808. {
  4809. if( sd )
  4810. clif_skill_fail(sd,skillid,0,0);
  4811. map_freeblock_unlock();
  4812. return 0;
  4813. }
  4814. status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish]
  4815. do {
  4816. eff = rand() % 14;
  4817. clif_specialeffect(bl, 523 + eff, AREA);
  4818. switch (eff)
  4819. {
  4820. case 0: // heals SP to 0
  4821. status_percent_damage(src, bl, 0, 100, false);
  4822. break;
  4823. case 1: // matk halved
  4824. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4825. break;
  4826. case 2: // all buffs removed
  4827. status_change_clear_buffs(bl,1);
  4828. break;
  4829. case 3: // 1000 damage, random armor destroyed
  4830. {
  4831. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  4832. status_fix_damage(src, bl, 1000, 0);
  4833. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4834. if( !status_isdead(bl) )
  4835. skill_break_equip(bl, where[rand()%5], 10000, BCT_ENEMY);
  4836. }
  4837. break;
  4838. case 4: // atk halved
  4839. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4840. break;
  4841. case 5: // 2000HP heal, random teleported
  4842. status_heal(bl, 2000, 0, 0);
  4843. if( !map_flag_vs(bl->m) )
  4844. unit_warp(bl, -1,-1,-1, 3);
  4845. break;
  4846. case 6: // random 2 other effects
  4847. if (count == -1)
  4848. count = 3;
  4849. else
  4850. count++; //Should not retrigger this one.
  4851. break;
  4852. case 7: // stop freeze or stoned
  4853. {
  4854. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4855. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4856. }
  4857. break;
  4858. case 8: // curse coma and poison
  4859. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4860. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4861. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4862. break;
  4863. case 9: // confusion
  4864. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4865. break;
  4866. case 10: // 6666 damage, atk matk halved, cursed
  4867. status_fix_damage(src, bl, 6666, 0);
  4868. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4869. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4870. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4871. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4872. break;
  4873. case 11: // 4444 damage
  4874. status_fix_damage(src, bl, 4444, 0);
  4875. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4876. break;
  4877. case 12: // stun
  4878. sc_start(bl,SC_STUN,100,skilllv,5000);
  4879. break;
  4880. case 13: // atk,matk,hit,flee,def reduced
  4881. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4882. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4883. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4884. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4885. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4886. break;
  4887. default:
  4888. break;
  4889. }
  4890. } while ((--count) > 0);
  4891. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4892. }
  4893. break;
  4894. case SL_ALCHEMIST:
  4895. case SL_ASSASIN:
  4896. case SL_BARDDANCER:
  4897. case SL_BLACKSMITH:
  4898. case SL_CRUSADER:
  4899. case SL_HUNTER:
  4900. case SL_KNIGHT:
  4901. case SL_MONK:
  4902. case SL_PRIEST:
  4903. case SL_ROGUE:
  4904. case SL_SAGE:
  4905. case SL_SOULLINKER:
  4906. case SL_STAR:
  4907. case SL_SUPERNOVICE:
  4908. case SL_WIZARD:
  4909. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  4910. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4911. clif_skill_fail(sd,skillid,0,0);
  4912. break;
  4913. }
  4914. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100))
  4915. { //Erase death count 1% of the casts
  4916. dstsd->die_counter = 0;
  4917. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  4918. clif_misceffect2(bl, 0x152);
  4919. //SC_SPIRIT invokes status_calc_pc for us.
  4920. }
  4921. clif_skill_nodamage(src,bl,skillid,skilllv,
  4922. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4923. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4924. break;
  4925. case SL_HIGH:
  4926. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4927. clif_skill_fail(sd,skillid,0,0);
  4928. break;
  4929. }
  4930. clif_skill_nodamage(src,bl,skillid,skilllv,
  4931. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4932. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4933. break;
  4934. case SL_SWOO:
  4935. if (tsce) {
  4936. sc_start(src,SC_STUN,100,skilllv,10000);
  4937. break;
  4938. }
  4939. case SL_SKA: // [marquis007]
  4940. case SL_SKE:
  4941. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4942. clif_skill_fail(sd,skillid,0,0);
  4943. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4944. break;
  4945. }
  4946. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4947. if (skillid == SL_SKE)
  4948. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4949. break;
  4950. // New guild skills [Celest]
  4951. case GD_BATTLEORDER:
  4952. if(flag&1) {
  4953. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4954. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4955. } else if (status_get_guild_id(src)) {
  4956. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4957. map_foreachinrange(skill_area_sub, src,
  4958. skill_get_splash(skillid, skilllv), BL_PC,
  4959. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4960. skill_castend_nodamage_id);
  4961. if (sd)
  4962. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4963. }
  4964. break;
  4965. case GD_REGENERATION:
  4966. if(flag&1) {
  4967. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4968. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4969. } else if (status_get_guild_id(src)) {
  4970. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4971. map_foreachinrange(skill_area_sub, src,
  4972. skill_get_splash(skillid, skilllv), BL_PC,
  4973. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4974. skill_castend_nodamage_id);
  4975. if (sd)
  4976. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4977. }
  4978. break;
  4979. case GD_RESTORE:
  4980. if(flag&1) {
  4981. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4982. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  4983. } else if (status_get_guild_id(src)) {
  4984. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4985. map_foreachinrange(skill_area_sub, src,
  4986. skill_get_splash(skillid, skilllv), BL_PC,
  4987. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4988. skill_castend_nodamage_id);
  4989. if (sd)
  4990. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4991. }
  4992. break;
  4993. case GD_EMERGENCYCALL:
  4994. {
  4995. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4996. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4997. int j = 0;
  4998. struct guild *g = NULL;
  4999. // i don't know if it actually summons in a circle, but oh well. ;P
  5000. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  5001. if (!g)
  5002. break;
  5003. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5004. for(i = 0; i < g->max_member; i++, j++) {
  5005. if (j>8) j=0;
  5006. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade) {
  5007. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  5008. continue;
  5009. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  5010. dx[j] = dy[j] = 0;
  5011. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], 2);
  5012. }
  5013. }
  5014. if (sd)
  5015. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5016. }
  5017. break;
  5018. case SG_FEEL:
  5019. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  5020. if (sd) {
  5021. if(!sd->feel_map[skilllv-1].index)
  5022. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  5023. else
  5024. clif_feel_info(sd, skilllv-1, 1);
  5025. }
  5026. break;
  5027. case SG_HATE:
  5028. if (sd) {
  5029. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5030. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  5031. clif_skill_fail(sd,skillid,0,0);
  5032. }
  5033. break;
  5034. case GS_GLITTERING:
  5035. if(sd) {
  5036. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5037. if(rand()%100 < (20+10*skilllv))
  5038. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  5039. else if(sd->spiritball > 0)
  5040. pc_delspiritball(sd,1,0);
  5041. }
  5042. break;
  5043. case GS_CRACKER:
  5044. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  5045. {
  5046. i =65 -5*distance_bl(src,bl); //Base rate
  5047. if (i < 30) i = 30;
  5048. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5049. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  5050. }
  5051. else if (sd)
  5052. clif_skill_fail(sd,skillid,0,0);
  5053. break;
  5054. case AM_CALLHOMUN: //[orn]
  5055. if (sd && !merc_call_homunculus(sd))
  5056. clif_skill_fail(sd,skillid,0,0);
  5057. break;
  5058. case AM_REST:
  5059. if (sd)
  5060. {
  5061. if (merc_hom_vaporize(sd,1))
  5062. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5063. else
  5064. clif_skill_fail(sd,skillid,0,0);
  5065. }
  5066. break;
  5067. case HAMI_CASTLE: //[orn]
  5068. if(rand()%100 < 20*skilllv && src != bl)
  5069. {
  5070. int x,y;
  5071. x = src->x;
  5072. y = src->y;
  5073. if (hd)
  5074. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5075. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  5076. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  5077. clif_slide(src,bl->x,bl->y) ;
  5078. if (unit_movepos(bl,x,y,0,0))
  5079. {
  5080. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  5081. clif_slide(bl,x,y) ;
  5082. }
  5083. //TODO: Shouldn't also players and the like switch targets?
  5084. map_foreachinrange(skill_chastle_mob_changetarget,src,
  5085. AREA_SIZE, BL_MOB, bl, src);
  5086. }
  5087. }
  5088. // Failed
  5089. else if (hd && hd->master)
  5090. clif_skill_fail(hd->master, skillid, 0, 0);
  5091. else if (sd)
  5092. clif_skill_fail(sd, skillid, 0, 0);
  5093. break;
  5094. case HVAN_CHAOTIC: //[orn]
  5095. {
  5096. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  5097. int rnd = rand()%100;
  5098. i = (skilllv-1)%5;
  5099. if(rnd<per[i][0]) //Self
  5100. bl = src;
  5101. else if(rnd<per[i][1]) //Master
  5102. bl = battle_get_master(src);
  5103. else //Enemy
  5104. bl = map_id2bl(battle_gettarget(src));
  5105. if (!bl) bl = src;
  5106. i = skill_calc_heal(src, bl, skillid, 1+rand()%skilllv, true);
  5107. //Eh? why double skill packet?
  5108. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  5109. clif_skill_nodamage(src,bl,skillid,i,1);
  5110. status_heal(bl, i, 0, 0);
  5111. }
  5112. break;
  5113. //Homun single-target support skills [orn]
  5114. case HAMI_BLOODLUST:
  5115. case HFLI_FLEET:
  5116. case HFLI_SPEED:
  5117. case HLIF_CHANGE:
  5118. clif_skill_nodamage(src,bl,skillid,skilllv,
  5119. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5120. if (hd)
  5121. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5122. break;
  5123. case NPC_DRAGONFEAR:
  5124. if (flag&1) {
  5125. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  5126. int j;
  5127. j = i = rand()%ARRAYLENGTH(sc);
  5128. while ( !sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1)) ) {
  5129. i++;
  5130. if ( i == ARRAYLENGTH(sc) )
  5131. i = 0;
  5132. if (i == j)
  5133. break;
  5134. }
  5135. break;
  5136. }
  5137. case NPC_WIDEBLEEDING:
  5138. case NPC_WIDECONFUSE:
  5139. case NPC_WIDECURSE:
  5140. case NPC_WIDEFREEZE:
  5141. case NPC_WIDESLEEP:
  5142. case NPC_WIDESILENCE:
  5143. case NPC_WIDESTONE:
  5144. case NPC_WIDESTUN:
  5145. case NPC_SLOWCAST:
  5146. case NPC_WIDEHELLDIGNITY:
  5147. if (flag&1)
  5148. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5149. else {
  5150. skill_area_temp[2] = 0; //For SD_PREAMBLE
  5151. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5152. map_foreachinrange(skill_area_sub, bl,
  5153. skill_get_splash(skillid, skilllv),BL_CHAR,
  5154. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  5155. skill_castend_nodamage_id);
  5156. }
  5157. break;
  5158. case NPC_WIDESOULDRAIN:
  5159. if (flag&1)
  5160. status_percent_damage(src,bl,0,((skilllv-1)%5+1)*20,false);
  5161. else {
  5162. skill_area_temp[2] = 0; //For SD_PREAMBLE
  5163. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5164. map_foreachinrange(skill_area_sub, bl,
  5165. skill_get_splash(skillid, skilllv),BL_CHAR,
  5166. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  5167. skill_castend_nodamage_id);
  5168. }
  5169. break;
  5170. default:
  5171. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5172. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5173. map_freeblock_unlock();
  5174. return 1;
  5175. }
  5176. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5177. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  5178. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5179. }
  5180. if( sd && !(flag&1) )
  5181. {
  5182. if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill.
  5183. battle_consume_ammo(sd, skillid, skilllv);
  5184. if( !sd->state.skillonskill )
  5185. skill_onskillusage(sd, bl, skillid, tick);
  5186. skill_consume_requirement(sd,skillid,skilllv,2);
  5187. }
  5188. map_freeblock_unlock();
  5189. return 0;
  5190. }
  5191. /*==========================================
  5192. *
  5193. *------------------------------------------*/
  5194. int skill_castend_id(int tid, unsigned int tick, int id, intptr data)
  5195. {
  5196. struct block_list *target, *src;
  5197. struct map_session_data *sd;
  5198. struct mob_data *md;
  5199. struct unit_data *ud;
  5200. struct status_change *sc = NULL;
  5201. int inf,inf2,flag = 0;
  5202. src = map_id2bl(id);
  5203. if( src == NULL )
  5204. {
  5205. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  5206. return 0;// not found
  5207. }
  5208. ud = unit_bl2ud(src);
  5209. if( ud == NULL )
  5210. {
  5211. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  5212. return 0;// ???
  5213. }
  5214. sd = BL_CAST(BL_PC, src);
  5215. md = BL_CAST(BL_MOB, src);
  5216. if( src->prev == NULL ) {
  5217. ud->skilltimer = INVALID_TIMER;
  5218. return 0;
  5219. }
  5220. if(ud->skillid != SA_CASTCANCEL )
  5221. {// otherwise handled in unit_skillcastcancel()
  5222. if( ud->skilltimer != tid ) {
  5223. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5224. ud->skilltimer = INVALID_TIMER;
  5225. return 0;
  5226. }
  5227. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
  5228. {// restore original walk speed
  5229. ud->skilltimer = INVALID_TIMER;
  5230. status_calc_bl(&sd->bl, SCB_SPEED);
  5231. }
  5232. ud->skilltimer = INVALID_TIMER;
  5233. }
  5234. if (ud->skilltarget == id)
  5235. target = src;
  5236. else
  5237. target = map_id2bl(ud->skilltarget);
  5238. // Use a do so that you can break out of it when the skill fails.
  5239. do {
  5240. if(!target || target->prev==NULL) break;
  5241. if(src->m != target->m || status_isdead(src)) break;
  5242. switch (ud->skillid) {
  5243. //These should become skill_castend_pos
  5244. case WE_CALLPARTNER:
  5245. case WE_CALLPARENT:
  5246. case WE_CALLBABY:
  5247. case AM_RESURRECTHOMUN:
  5248. case PF_SPIDERWEB:
  5249. //Find a random spot to place the skill. [Skotlex]
  5250. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5251. ud->skillx = target->x + inf2;
  5252. ud->skilly = target->y + inf2;
  5253. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  5254. ud->skillx = target->x;
  5255. ud->skilly = target->y;
  5256. }
  5257. ud->skilltimer=tid;
  5258. return skill_castend_pos(tid,tick,id,data);
  5259. }
  5260. if(ud->skillid == RG_BACKSTAP) {
  5261. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5262. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5263. break;
  5264. }
  5265. }
  5266. if( ud->skillid == PR_TURNUNDEAD )
  5267. {
  5268. struct status_data *tstatus = status_get_status_data(target);
  5269. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  5270. break;
  5271. }
  5272. if( ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA )
  5273. {
  5274. sc = status_get_sc(target);
  5275. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  5276. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5277. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5278. break;
  5279. }
  5280. }
  5281. else
  5282. { // Check target validity.
  5283. inf = skill_get_inf(ud->skillid);
  5284. inf2 = skill_get_inf2(ud->skillid);
  5285. if(inf&INF_ATTACK_SKILL ||
  5286. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  5287. inf = BCT_ENEMY; //Offensive skill.
  5288. else if(inf2&INF2_NO_ENEMY)
  5289. inf = BCT_NOENEMY;
  5290. else
  5291. inf = 0;
  5292. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  5293. {
  5294. inf |=
  5295. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  5296. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  5297. //Remove neutral targets (but allow enemy if skill is designed to be so)
  5298. inf &= ~BCT_NEUTRAL;
  5299. }
  5300. if( ud->skillid >= SL_SKE && ud->skillid <= SL_SKA && target->type == BL_MOB )
  5301. {
  5302. if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
  5303. break;
  5304. }
  5305. else
  5306. if (inf && battle_check_target(src, target, inf) <= 0)
  5307. break;
  5308. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  5309. sc->data[SC_FOGWALL] &&
  5310. rand()%100 < 75)
  5311. { //Fogwall makes all offensive-type targetted skills fail at 75%
  5312. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5313. break;
  5314. }
  5315. }
  5316. //Avoid doing double checks for instant-cast skills.
  5317. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5318. break;
  5319. if(md) {
  5320. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5321. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5322. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5323. }
  5324. if(src != target && battle_config.skill_add_range &&
  5325. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5326. {
  5327. if (sd) {
  5328. clif_skill_fail(sd,ud->skillid,0,0);
  5329. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5330. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  5331. }
  5332. break;
  5333. }
  5334. if( sd )
  5335. {
  5336. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  5337. break;
  5338. else
  5339. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  5340. }
  5341. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  5342. break;
  5343. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  5344. flag = 1;
  5345. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  5346. unit_stop_walking(src,1);
  5347. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  5348. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  5349. if( battle_config.display_status_timers && sd )
  5350. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv));
  5351. if( sd )
  5352. {
  5353. switch( ud->skillid )
  5354. {
  5355. case GS_DESPERADO:
  5356. sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv);
  5357. break;
  5358. case CR_GRANDCROSS:
  5359. case NPC_GRANDDARKNESS:
  5360. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  5361. {
  5362. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  5363. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 )
  5364. break;
  5365. }
  5366. sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv));
  5367. break;
  5368. }
  5369. }
  5370. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5371. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5372. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5373. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  5374. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5375. map_freeblock_lock();
  5376. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5377. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  5378. else
  5379. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  5380. sc = status_get_sc(src);
  5381. if(sc && sc->count) {
  5382. if(sc->data[SC_MAGICPOWER] &&
  5383. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5384. status_change_end(src,SC_MAGICPOWER,-1);
  5385. if(sc->data[SC_SPIRIT] &&
  5386. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  5387. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  5388. ud->skillid != WZ_WATERBALL)
  5389. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  5390. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skillid)&INF2_SONG_DANCE && sd )
  5391. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  5392. }
  5393. if( sd && ud->skillid != SA_ABRACADABRA ) // Hocus-Pocus has just set the data so leave it as it is.[Inkfish]
  5394. sd->skillitem = sd->skillitemlv = 0;
  5395. if (ud->skilltimer == -1) {
  5396. if(md) md->skillidx = -1;
  5397. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  5398. ud->skilllv = ud->skilltarget = 0;
  5399. }
  5400. map_freeblock_unlock();
  5401. return 1;
  5402. } while(0);
  5403. //Skill failed.
  5404. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  5405. { //When Asura fails... (except when it fails from Fog of Wall)
  5406. //Consume SP/spheres
  5407. skill_consume_requirement(sd,ud->skillid, ud->skilllv,1);
  5408. status_set_sp(src, 0, 0);
  5409. sc = &sd->sc;
  5410. if (sc->count)
  5411. { //End states
  5412. if (sc->data[SC_EXPLOSIONSPIRITS])
  5413. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  5414. if (sc->data[SC_BLADESTOP])
  5415. status_change_end(src,SC_BLADESTOP,-1);
  5416. }
  5417. if (target && target->m == src->m)
  5418. { //Move character to target anyway.
  5419. int dx,dy;
  5420. dx = target->x - src->x;
  5421. dy = target->y - src->y;
  5422. if(dx > 0) dx++;
  5423. else if(dx < 0) dx--;
  5424. if (dy > 0) dy++;
  5425. else if(dy < 0) dy--;
  5426. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  5427. { //Display movement + animation.
  5428. clif_slide(src,src->x,src->y);
  5429. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  5430. }
  5431. clif_skill_fail(sd,ud->skillid,0,0);
  5432. }
  5433. }
  5434. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5435. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  5436. ud->canact_tick = tick;
  5437. //You can't place a skill failed packet here because it would be
  5438. //sent in ALL cases, even cases where skill_check_condition fails
  5439. //which would lead to double 'skill failed' messages u.u [Skotlex]
  5440. if(sd)
  5441. sd->skillitem = sd->skillitemlv = 0;
  5442. else if(md)
  5443. md->skillidx = -1;
  5444. return 0;
  5445. }
  5446. /*==========================================
  5447. *
  5448. *------------------------------------------*/
  5449. int skill_castend_pos(int tid, unsigned int tick, int id, intptr data)
  5450. {
  5451. struct block_list* src = map_id2bl(id);
  5452. int maxcount;
  5453. struct map_session_data *sd;
  5454. struct unit_data *ud = unit_bl2ud(src);
  5455. struct mob_data *md;
  5456. nullpo_retr(0, ud);
  5457. sd = BL_CAST(BL_PC , src);
  5458. md = BL_CAST(BL_MOB, src);
  5459. if( src->prev == NULL ) {
  5460. ud->skilltimer = INVALID_TIMER;
  5461. return 0;
  5462. }
  5463. if( ud->skilltimer != tid )
  5464. {
  5465. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5466. ud->skilltimer = INVALID_TIMER;
  5467. return 0;
  5468. }
  5469. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
  5470. {// restore original walk speed
  5471. ud->skilltimer = INVALID_TIMER;
  5472. status_calc_bl(&sd->bl, SCB_SPEED);
  5473. }
  5474. ud->skilltimer = INVALID_TIMER;
  5475. do {
  5476. if( status_isdead(src) )
  5477. break;
  5478. if( !(src->type&battle_config.skill_reiteration) &&
  5479. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5480. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5481. )
  5482. {
  5483. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5484. break;
  5485. }
  5486. if( src->type&battle_config.skill_nofootset &&
  5487. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5488. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5489. )
  5490. {
  5491. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5492. break;
  5493. }
  5494. if( src->type&battle_config.land_skill_limit &&
  5495. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  5496. ) {
  5497. int i;
  5498. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5499. if(ud->skillunit[i]->skill_id == ud->skillid)
  5500. maxcount--;
  5501. }
  5502. if( maxcount == 0 )
  5503. {
  5504. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5505. break;
  5506. }
  5507. }
  5508. if(tid != -1)
  5509. { //Avoid double checks on instant cast skills. [Skotlex]
  5510. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5511. break;
  5512. if(battle_config.skill_add_range &&
  5513. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5514. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5515. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  5516. break;
  5517. }
  5518. }
  5519. if( sd )
  5520. {
  5521. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  5522. break;
  5523. else
  5524. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  5525. }
  5526. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  5527. break;
  5528. if(md) {
  5529. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5530. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5531. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5532. }
  5533. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5534. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5535. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5536. if (ud->walktimer != -1)
  5537. unit_stop_walking(src,1);
  5538. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  5539. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5540. if( battle_config.display_status_timers && sd )
  5541. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv));
  5542. // if( sd )
  5543. // {
  5544. // switch( ud->skillid )
  5545. // {
  5546. // case ????:
  5547. // sd->canequip_tick = tick + ????;
  5548. // break;
  5549. // }
  5550. // }
  5551. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5552. map_freeblock_lock();
  5553. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5554. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  5555. sd->skillitem = sd->skillitemlv = 0;
  5556. if (ud->skilltimer == -1) {
  5557. if (md) md->skillidx = -1;
  5558. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5559. ud->skilllv = ud->skillx = ud->skilly = 0;
  5560. }
  5561. map_freeblock_unlock();
  5562. return 1;
  5563. } while(0);
  5564. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  5565. ud->canact_tick = tick;
  5566. ud->skillid = ud->skilllv = 0;
  5567. if(sd)
  5568. sd->skillitem = sd->skillitemlv = 0;
  5569. else if(md)
  5570. md->skillidx = -1;
  5571. return 0;
  5572. }
  5573. /*==========================================
  5574. *
  5575. *------------------------------------------*/
  5576. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5577. {
  5578. struct map_session_data* sd;
  5579. struct status_change* sc;
  5580. struct status_change_entry *sce;
  5581. struct skill_unit_group* sg;
  5582. enum sc_type type;
  5583. int i;
  5584. //if(skilllv <= 0) return 0;
  5585. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5586. nullpo_retr(0, src);
  5587. if(status_isdead(src))
  5588. return 0;
  5589. sd = BL_CAST(BL_PC, src);
  5590. sc = status_get_sc(src);
  5591. type = status_skill2sc(skillid);
  5592. sce = (sc && type != -1)?sc->data[type]:NULL;
  5593. switch (skillid) { //Skill effect.
  5594. case WZ_METEOR:
  5595. case MO_BODYRELOCATION:
  5596. case CR_CULTIVATION:
  5597. case HW_GANBANTEIN:
  5598. break; //Effect is displayed on respective switch case.
  5599. default:
  5600. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5601. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5602. else
  5603. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5604. }
  5605. switch(skillid)
  5606. {
  5607. case PR_BENEDICTIO:
  5608. skill_area_temp[1] = src->id;
  5609. i = skill_get_splash(skillid, skilllv);
  5610. map_foreachinarea(skill_area_sub,
  5611. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5612. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5613. skill_castend_nodamage_id);
  5614. map_foreachinarea(skill_area_sub,
  5615. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5616. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5617. skill_castend_damage_id);
  5618. break;
  5619. case BS_HAMMERFALL:
  5620. i = skill_get_splash(skillid, skilllv);
  5621. map_foreachinarea (skill_area_sub,
  5622. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5623. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5624. skill_castend_nodamage_id);
  5625. break;
  5626. case HT_DETECTING:
  5627. i = skill_get_splash(skillid, skilllv);
  5628. map_foreachinarea( status_change_timer_sub,
  5629. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5630. src,NULL,SC_SIGHT,tick);
  5631. if(battle_config.traps_setting&1)
  5632. map_foreachinarea( skill_reveal_trap,
  5633. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5634. break;
  5635. case SA_VOLCANO:
  5636. case SA_DELUGE:
  5637. case SA_VIOLENTGALE:
  5638. { //Does not consumes if the skill is already active. [Skotlex]
  5639. struct skill_unit_group *sg;
  5640. if ((sg= skill_locate_element_field(&sd->bl)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  5641. {
  5642. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  5643. {
  5644. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5645. return 0; // not to consume items
  5646. }
  5647. else
  5648. sg->limit = 0; //Disable it.
  5649. }
  5650. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5651. break;
  5652. }
  5653. case MG_SAFETYWALL:
  5654. case MG_FIREWALL:
  5655. case MG_THUNDERSTORM:
  5656. case AL_PNEUMA:
  5657. case WZ_ICEWALL:
  5658. case WZ_FIREPILLAR:
  5659. case WZ_QUAGMIRE:
  5660. case WZ_VERMILION:
  5661. case WZ_STORMGUST:
  5662. case WZ_HEAVENDRIVE:
  5663. case PR_SANCTUARY:
  5664. case PR_MAGNUS:
  5665. case CR_GRANDCROSS:
  5666. case NPC_GRANDDARKNESS:
  5667. case HT_SKIDTRAP:
  5668. case MA_SKIDTRAP:
  5669. case HT_LANDMINE:
  5670. case MA_LANDMINE:
  5671. case HT_ANKLESNARE:
  5672. case HT_SHOCKWAVE:
  5673. case HT_SANDMAN:
  5674. case MA_SANDMAN:
  5675. case HT_FLASHER:
  5676. case HT_FREEZINGTRAP:
  5677. case MA_FREEZINGTRAP:
  5678. case HT_BLASTMINE:
  5679. case HT_CLAYMORETRAP:
  5680. case AS_VENOMDUST:
  5681. case AM_DEMONSTRATION:
  5682. case PF_FOGWALL:
  5683. case PF_SPIDERWEB:
  5684. case HT_TALKIEBOX:
  5685. case WE_CALLPARTNER:
  5686. case WE_CALLPARENT:
  5687. case WE_CALLBABY:
  5688. case AC_SHOWER: //Ground-placed skill implementation.
  5689. case MA_SHOWER:
  5690. case SA_LANDPROTECTOR:
  5691. case BD_LULLABY:
  5692. case BD_RICHMANKIM:
  5693. case BD_ETERNALCHAOS:
  5694. case BD_DRUMBATTLEFIELD:
  5695. case BD_RINGNIBELUNGEN:
  5696. case BD_ROKISWEIL:
  5697. case BD_INTOABYSS:
  5698. case BD_SIEGFRIED:
  5699. case BA_DISSONANCE:
  5700. case BA_POEMBRAGI:
  5701. case BA_WHISTLE:
  5702. case BA_ASSASSINCROSS:
  5703. case BA_APPLEIDUN:
  5704. case DC_UGLYDANCE:
  5705. case DC_HUMMING:
  5706. case DC_DONTFORGETME:
  5707. case DC_FORTUNEKISS:
  5708. case DC_SERVICEFORYOU:
  5709. case CG_MOONLIT:
  5710. case GS_DESPERADO:
  5711. case NJ_KAENSIN:
  5712. case NJ_BAKUENRYU:
  5713. case NJ_SUITON:
  5714. case NJ_HYOUSYOURAKU:
  5715. case NJ_RAIGEKISAI:
  5716. case NJ_KAMAITACHI:
  5717. case NPC_EVILLAND:
  5718. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5719. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5720. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5721. break;
  5722. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5723. skill_clear_unitgroup(src);
  5724. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5725. flag|=1;
  5726. break;
  5727. case HP_BASILICA:
  5728. if( sc->data[SC_BASILICA] )
  5729. status_change_end(src, SC_BASILICA, -1); // Cancel Basilica
  5730. else
  5731. { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  5732. skill_clear_unitgroup(src);
  5733. if( skill_unitsetting(src,skillid,skilllv,x,y,0) )
  5734. sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
  5735. flag|=1;
  5736. }
  5737. break;
  5738. case CG_HERMODE:
  5739. skill_clear_unitgroup(src);
  5740. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5741. sc_start4(src,SC_DANCING,100,
  5742. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  5743. flag|=1;
  5744. break;
  5745. case RG_CLEANER: // [Valaris]
  5746. i = skill_get_splash(skillid, skilllv);
  5747. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5748. break;
  5749. case WZ_METEOR:
  5750. {
  5751. int flag = 0, area = skill_get_splash(skillid, skilllv);
  5752. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  5753. if( sc && sc->data[SC_MAGICPOWER] )
  5754. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5755. for( i = 0; i < 2 + (skilllv>>1); i++ )
  5756. {
  5757. // Creates a random Cell in the Splash Area
  5758. tmpx = x - area + rand()%(area * 2 + 1);
  5759. tmpy = y - area + rand()%(area * 2 + 1);
  5760. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  5761. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5762. if( i > 0 )
  5763. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5764. x1 = tmpx;
  5765. y1 = tmpy;
  5766. }
  5767. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2);
  5768. }
  5769. break;
  5770. case AL_WARP:
  5771. if(sd)
  5772. {
  5773. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  5774. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  5775. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  5776. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  5777. );
  5778. }
  5779. return 0; // not to consume item.
  5780. case MO_BODYRELOCATION:
  5781. if (unit_movepos(src, x, y, 1, 1)) {
  5782. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5783. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5784. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5785. }
  5786. break;
  5787. case NJ_SHADOWJUMP:
  5788. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  5789. { //You don't move on GVG grounds.
  5790. unit_movepos(src, x, y, 1, 0);
  5791. clif_slide(src,x,y);
  5792. }
  5793. if (sc && sc->data[SC_HIDING])
  5794. status_change_end(src, SC_HIDING, -1);
  5795. break;
  5796. case AM_SPHEREMINE:
  5797. case AM_CANNIBALIZE:
  5798. {
  5799. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  5800. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5801. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5802. struct mob_data *md;
  5803. // Correct info, don't change any of this! [celest]
  5804. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  5805. if (md) {
  5806. md->master_id = src->id;
  5807. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5808. if( md->deletetimer != INVALID_TIMER )
  5809. delete_timer(md->deletetimer, mob_timer_delete);
  5810. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5811. mob_spawn (md); //Now it is ready for spawning.
  5812. }
  5813. }
  5814. break;
  5815. // Slim Pitcher [Celest]
  5816. case CR_SLIMPITCHER:
  5817. if (sd) {
  5818. int i = skilllv%11 - 1;
  5819. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5820. if( j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] )
  5821. {
  5822. clif_skill_fail(sd,skillid,0,0);
  5823. return 1;
  5824. }
  5825. potion_flag = 1;
  5826. potion_hp = 0;
  5827. potion_sp = 0;
  5828. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5829. potion_flag = 0;
  5830. //Apply skill bonuses
  5831. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5832. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5833. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5834. + pc_skillheal_bonus(sd, skillid);
  5835. potion_hp = potion_hp * (100+i)/100;
  5836. potion_sp = potion_sp * (100+i)/100;
  5837. if(potion_hp > 0 || potion_sp > 0) {
  5838. i = skill_get_splash(skillid, skilllv);
  5839. map_foreachinarea(skill_area_sub,
  5840. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5841. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5842. skill_castend_nodamage_id);
  5843. }
  5844. } else {
  5845. int i = skilllv%11 - 1;
  5846. struct item_data *item = itemdb_search(i);
  5847. i = skill_db[skillid].itemid[i];
  5848. item = itemdb_search(i);
  5849. potion_flag = 1;
  5850. potion_hp = 0;
  5851. potion_sp = 0;
  5852. run_script(item->script,0,src->id,0);
  5853. potion_flag = 0;
  5854. i = skill_get_max(CR_SLIMPITCHER)*10;
  5855. potion_hp = potion_hp * (100+i)/100;
  5856. potion_sp = potion_sp * (100+i)/100;
  5857. if(potion_hp > 0 || potion_sp > 0) {
  5858. i = skill_get_splash(skillid, skilllv);
  5859. map_foreachinarea(skill_area_sub,
  5860. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5861. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5862. skill_castend_nodamage_id);
  5863. }
  5864. }
  5865. break;
  5866. case HW_GANBANTEIN:
  5867. if (rand()%100 < 80) {
  5868. int dummy = 1;
  5869. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5870. i = skill_get_splash(skillid, skilllv);
  5871. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  5872. } else {
  5873. if (sd) clif_skill_fail(sd,skillid,0,0);
  5874. return 1;
  5875. }
  5876. break;
  5877. case HW_GRAVITATION:
  5878. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5879. sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
  5880. flag|=1;
  5881. break;
  5882. // Plant Cultivation [Celest]
  5883. case CR_CULTIVATION:
  5884. if (sd) {
  5885. int i;
  5886. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  5887. {
  5888. clif_skill_fail(sd,skillid,0,0);
  5889. return 1;
  5890. }
  5891. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5892. if (rand()%100 < 50) {
  5893. clif_skill_fail(sd,skillid,0,0);
  5894. } else {
  5895. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),"");
  5896. if (!md) break;
  5897. if ((i = skill_get_time(skillid, skilllv)) > 0)
  5898. {
  5899. if( md->deletetimer != INVALID_TIMER )
  5900. delete_timer(md->deletetimer, mob_timer_delete);
  5901. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  5902. }
  5903. mob_spawn (md);
  5904. }
  5905. }
  5906. break;
  5907. case SG_SUN_WARM:
  5908. case SG_MOON_WARM:
  5909. case SG_STAR_WARM:
  5910. skill_clear_unitgroup(src);
  5911. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  5912. sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  5913. flag|=1;
  5914. break;
  5915. case PA_GOSPEL:
  5916. if (sce && sce->val4 == BCT_SELF)
  5917. {
  5918. status_change_end(src,SC_GOSPEL,-1);
  5919. return 0;
  5920. }
  5921. else
  5922. {
  5923. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5924. if (!sg) break;
  5925. if (sce)
  5926. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5927. sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
  5928. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  5929. }
  5930. break;
  5931. case NJ_TATAMIGAESHI:
  5932. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  5933. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5934. break;
  5935. case AM_RESURRECTHOMUN: //[orn]
  5936. if (sd)
  5937. {
  5938. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  5939. {
  5940. clif_skill_fail(sd,skillid,0,0);
  5941. break;
  5942. }
  5943. }
  5944. break;
  5945. default:
  5946. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5947. return 1;
  5948. }
  5949. if (sc && sc->data[SC_MAGICPOWER])
  5950. status_change_end(src,SC_MAGICPOWER,-1);
  5951. if( sd )
  5952. {
  5953. if( sd->state.arrow_atk && !(flag&1) ) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5954. battle_consume_ammo(sd, skillid, skilllv);
  5955. if( !sd->state.skillonskill )
  5956. skill_onskillusage(sd, NULL, skillid, tick);
  5957. skill_consume_requirement(sd,skillid,skilllv,2);
  5958. }
  5959. return 0;
  5960. }
  5961. /*==========================================
  5962. *
  5963. *------------------------------------------*/
  5964. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  5965. {
  5966. nullpo_retr(0, sd);
  5967. //Simplify skill_failed code.
  5968. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  5969. if(skill_num != sd->menuskill_id)
  5970. return 0;
  5971. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  5972. skill_failed(sd);
  5973. return 0;
  5974. }
  5975. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5976. skill_failed(sd);
  5977. return 0;
  5978. }
  5979. if(sd->sc.count && (
  5980. sd->sc.data[SC_SILENCE] ||
  5981. sd->sc.data[SC_ROKISWEIL] ||
  5982. sd->sc.data[SC_AUTOCOUNTER] ||
  5983. sd->sc.data[SC_STEELBODY] ||
  5984. sd->sc.data[SC_DANCING] ||
  5985. sd->sc.data[SC_BERSERK] ||
  5986. sd->sc.data[SC_BASILICA] ||
  5987. sd->sc.data[SC_MARIONETTE]
  5988. )) {
  5989. skill_failed(sd);
  5990. return 0;
  5991. }
  5992. pc_stop_attack(sd);
  5993. pc_stop_walking(sd,0);
  5994. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5995. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5996. if(strcmp(map,"cancel")==0) {
  5997. skill_failed(sd);
  5998. return 0;
  5999. }
  6000. switch(skill_num)
  6001. {
  6002. case AL_TELEPORT:
  6003. if(strcmp(map,"Random")==0)
  6004. pc_randomwarp(sd,3);
  6005. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  6006. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  6007. break;
  6008. case AL_WARP:
  6009. {
  6010. const struct point *p[4];
  6011. struct skill_unit_group *group;
  6012. int i, lv, wx, wy;
  6013. int maxcount=0;
  6014. int x,y;
  6015. unsigned short mapindex;
  6016. mapindex = mapindex_name2id((char*)map);
  6017. if(!mapindex) { //Given map not found?
  6018. clif_skill_fail(sd,skill_num,0,0);
  6019. skill_failed(sd);
  6020. return 0;
  6021. }
  6022. p[0] = &sd->status.save_point;
  6023. p[1] = &sd->status.memo_point[0];
  6024. p[2] = &sd->status.memo_point[1];
  6025. p[3] = &sd->status.memo_point[2];
  6026. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  6027. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  6028. if(sd->ud.skillunit[i]->skill_id == skill_num)
  6029. maxcount--;
  6030. }
  6031. if(!maxcount) {
  6032. clif_skill_fail(sd,skill_num,0,0);
  6033. skill_failed(sd);
  6034. return 0;
  6035. }
  6036. }
  6037. lv = sd->skillitem==skill_num?sd->skillitemlv:pc_checkskill(sd,skill_num);
  6038. wx = sd->menuskill_val>>16;
  6039. wy = sd->menuskill_val&0xffff;
  6040. if( lv <= 0 ) return 0;
  6041. if( lv > 4 ) lv = 4; // crash prevention
  6042. // check if the chosen map exists in the memo list
  6043. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  6044. if( i < lv ) {
  6045. x=p[i]->x;
  6046. y=p[i]->y;
  6047. } else {
  6048. skill_failed(sd);
  6049. return 0;
  6050. }
  6051. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  6052. { // This checks versus skillid/skilllv...
  6053. skill_failed(sd);
  6054. return 0;
  6055. }
  6056. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  6057. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  6058. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  6059. skill_failed(sd);
  6060. return 0;
  6061. }
  6062. // record the destination coordinates
  6063. group->val2 = (x<<16)|y;
  6064. group->val3 = mapindex;
  6065. }
  6066. break;
  6067. }
  6068. sd->menuskill_id = sd->menuskill_val = 0;
  6069. return 0;
  6070. #undef skill_failed
  6071. }
  6072. /// transforms 'target' skill unit into dissonance (if conditions are met)
  6073. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  6074. {
  6075. struct skill_unit* target = (struct skill_unit*)bl;
  6076. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  6077. int flag = va_arg(ap, int);
  6078. if (src == target)
  6079. return 0;
  6080. if (!target->group || !(target->group->state.song_dance&0x1))
  6081. return 0;
  6082. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  6083. return 0;
  6084. if (flag) //Set dissonance
  6085. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  6086. else //Remove dissonance
  6087. target->val2 &= ~UF_ENSEMBLE;
  6088. clif_skill_setunit(target); //Update look of affected cell.
  6089. return 1;
  6090. }
  6091. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  6092. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  6093. //When 1, this unit has been positioned, so start the cancel effect.
  6094. int skill_dance_overlap(struct skill_unit* unit, int flag)
  6095. {
  6096. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  6097. return 0;
  6098. if (!flag && !(unit->val2&UF_ENSEMBLE))
  6099. return 0; //Nothing to remove, this unit is not overlapped.
  6100. if (unit->val1 != unit->group->skill_id)
  6101. { //Reset state
  6102. unit->val1 = unit->group->skill_id;
  6103. unit->val2 &= ~UF_ENSEMBLE;
  6104. }
  6105. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  6106. }
  6107. /*==========================================
  6108. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  6109. * Flag: 0 - Convert, 1 - Revert.
  6110. *------------------------------------------*/
  6111. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  6112. {
  6113. static struct skill_unit_group backup;
  6114. struct skill_unit_group* group = unit->group;
  6115. //TODO: add protection against attempts to read an empty backup / write to a full backup
  6116. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  6117. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  6118. return false;
  6119. if( !flag )
  6120. { //Transform
  6121. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  6122. // backup
  6123. backup.skill_id = group->skill_id;
  6124. backup.skill_lv = group->skill_lv;
  6125. backup.unit_id = group->unit_id;
  6126. backup.target_flag = group->target_flag;
  6127. backup.bl_flag = group->bl_flag;
  6128. backup.interval = group->interval;
  6129. // replace
  6130. group->skill_id = skillid;
  6131. group->skill_lv = 1;
  6132. group->unit_id = skill_get_unit_id(skillid,0);
  6133. group->target_flag = skill_get_unit_target(skillid);
  6134. group->bl_flag = skill_get_unit_bl_target(skillid);
  6135. group->interval = skill_get_unit_interval(skillid);
  6136. }
  6137. else
  6138. { //Restore
  6139. group->skill_id = backup.skill_id;
  6140. group->skill_lv = backup.skill_lv;
  6141. group->unit_id = backup.unit_id;
  6142. group->target_flag = backup.target_flag;
  6143. group->bl_flag = backup.bl_flag;
  6144. group->interval = backup.interval;
  6145. }
  6146. return true;
  6147. }
  6148. /*==========================================
  6149. * Initializes and sets a ground skill.
  6150. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  6151. * flag&2 is used to determine if this skill was casted with Magic Power active.
  6152. *------------------------------------------*/
  6153. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  6154. {
  6155. struct skill_unit_group *group;
  6156. int i,limit,val1=0,val2=0,val3=0;
  6157. int target,interval,range,unit_flag;
  6158. struct s_skill_unit_layout *layout;
  6159. struct map_session_data *sd;
  6160. struct status_data *status;
  6161. struct status_change *sc;
  6162. int active_flag=1;
  6163. int subunt=0;
  6164. nullpo_retr(NULL, src);
  6165. limit = skill_get_time(skillid,skilllv);
  6166. range = skill_get_unit_range(skillid,skilllv);
  6167. interval = skill_get_unit_interval(skillid);
  6168. target = skill_get_unit_target(skillid);
  6169. unit_flag = skill_get_unit_flag(skillid);
  6170. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  6171. sd = BL_CAST(BL_PC, src);
  6172. status = status_get_status_data(src);
  6173. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  6174. switch( skillid )
  6175. {
  6176. case MG_SAFETYWALL:
  6177. val2=skilllv+1;
  6178. break;
  6179. case MG_FIREWALL:
  6180. if(sc && sc->data[SC_VIOLENTGALE])
  6181. limit = limit*3/2;
  6182. val2=4+skilllv;
  6183. break;
  6184. case AL_WARP:
  6185. val1=skilllv+6;
  6186. if(!(flag&1))
  6187. limit=2000;
  6188. else // previous implementation (not used anymore)
  6189. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  6190. if( src->type != BL_SKILL ) return NULL;
  6191. group = ((TBL_SKILL*)src)->group;
  6192. src = map_id2bl(group->src_id);
  6193. if( !src ) return NULL;
  6194. val2 = group->val2; //Copy the (x,y) position you warp to
  6195. val3 = group->val3; //as well as the mapindex to warp to.
  6196. }
  6197. break;
  6198. case HP_BASILICA:
  6199. val1 = src->id; // Store caster id.
  6200. break;
  6201. case PR_SANCTUARY:
  6202. case NPC_EVILLAND:
  6203. val1=(skilllv+3)*2;
  6204. break;
  6205. case WZ_FIREPILLAR:
  6206. if((flag&1)!=0)
  6207. limit=1000;
  6208. val1=skilllv+2;
  6209. break;
  6210. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  6211. case AM_DEMONSTRATION:
  6212. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  6213. && (src->type&battle_config.vs_traps_bctall))
  6214. target = BCT_ALL;
  6215. break;
  6216. case HT_SHOCKWAVE:
  6217. val1=skilllv*15+10;
  6218. case HT_SANDMAN:
  6219. case MA_SANDMAN:
  6220. case HT_CLAYMORETRAP:
  6221. case HT_SKIDTRAP:
  6222. case MA_SKIDTRAP:
  6223. case HT_LANDMINE:
  6224. case MA_LANDMINE:
  6225. case HT_ANKLESNARE:
  6226. case HT_FLASHER:
  6227. case HT_FREEZINGTRAP:
  6228. case MA_FREEZINGTRAP:
  6229. case HT_BLASTMINE:
  6230. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  6231. limit *= 4; // longer trap times in WOE [celest]
  6232. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  6233. target = BCT_ALL;
  6234. break;
  6235. case SA_LANDPROTECTOR:
  6236. case SA_VOLCANO:
  6237. case SA_DELUGE:
  6238. case SA_VIOLENTGALE:
  6239. {
  6240. struct skill_unit_group *old_sg;
  6241. if ((old_sg = skill_locate_element_field(src)) != NULL)
  6242. { //HelloKitty confirmed that these are interchangeable,
  6243. //so you can change element and not consume gemstones.
  6244. if ((
  6245. old_sg->skill_id == SA_VOLCANO ||
  6246. old_sg->skill_id == SA_DELUGE ||
  6247. old_sg->skill_id == SA_VIOLENTGALE
  6248. ) && old_sg->limit > 0)
  6249. { //Use the previous limit (minus the elapsed time) [Skotlex]
  6250. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  6251. if (limit < 0) //This can happen...
  6252. limit = skill_get_time(skillid,skilllv);
  6253. }
  6254. skill_clear_group(src,1);
  6255. }
  6256. break;
  6257. }
  6258. case BA_DISSONANCE:
  6259. case DC_UGLYDANCE:
  6260. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6261. break;
  6262. case BA_WHISTLE:
  6263. val1 = skilllv +status->agi/10; // Flee increase
  6264. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  6265. if(sd){
  6266. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6267. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6268. }
  6269. break;
  6270. case DC_HUMMING:
  6271. val1 = 2*skilllv+status->dex/10; // Hit increase
  6272. if(sd)
  6273. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6274. break;
  6275. case BA_POEMBRAGI:
  6276. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  6277. //For some reason at level 10 the base delay reduction is 50%.
  6278. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  6279. if(sd){
  6280. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  6281. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  6282. }
  6283. break;
  6284. case DC_DONTFORGETME:
  6285. val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
  6286. val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
  6287. if(sd){
  6288. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6289. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  6290. }
  6291. break;
  6292. case BA_APPLEIDUN:
  6293. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  6294. if(sd)
  6295. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6296. break;
  6297. case DC_SERVICEFORYOU:
  6298. val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  6299. val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
  6300. if(sd){
  6301. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  6302. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  6303. }
  6304. break;
  6305. case BA_ASSASSINCROSS:
  6306. val1 = 100+10*skilllv+status->agi; // ASPD increase
  6307. if(sd)
  6308. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  6309. break;
  6310. case DC_FORTUNEKISS:
  6311. val1 = 10+skilllv+(status->luk/10); // Critical increase
  6312. if(sd)
  6313. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6314. val1*=10; //Because every 10 crit is an actual cri point.
  6315. break;
  6316. case BD_DRUMBATTLEFIELD:
  6317. val1 = (skilllv+1)*25; //Watk increase
  6318. val2 = (skilllv+1)*2; //Def increase
  6319. break;
  6320. case BD_RINGNIBELUNGEN:
  6321. val1 = (skilllv+2)*25; //Watk increase
  6322. break;
  6323. case BD_RICHMANKIM:
  6324. val1 = 25 + 11*skilllv; //Exp increase bonus.
  6325. break;
  6326. case BD_SIEGFRIED:
  6327. val1 = 55 + skilllv*5; //Elemental Resistance
  6328. val2 = skilllv*10; //Status ailment resistance
  6329. break;
  6330. case WE_CALLPARTNER:
  6331. if (sd) val1 = sd->status.partner_id;
  6332. break;
  6333. case WE_CALLPARENT:
  6334. if (sd) {
  6335. val1 = sd->status.father;
  6336. val2 = sd->status.mother;
  6337. }
  6338. break;
  6339. case WE_CALLBABY:
  6340. if (sd) val1 = sd->status.child;
  6341. break;
  6342. case NJ_KAENSIN:
  6343. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  6344. val2 = (skilllv+1)/2 + 4;
  6345. break;
  6346. case NJ_SUITON:
  6347. skill_clear_group(src, 1);
  6348. break;
  6349. case GS_GROUNDDRIFT:
  6350. {
  6351. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  6352. val1 = status->rhw.ele;
  6353. if (!val1)
  6354. val1=element[rand()%5];
  6355. switch (val1)
  6356. {
  6357. case ELE_FIRE:
  6358. subunt++;
  6359. case ELE_WATER:
  6360. subunt++;
  6361. case ELE_POISON:
  6362. subunt++;
  6363. case ELE_DARK:
  6364. subunt++;
  6365. case ELE_WIND:
  6366. break;
  6367. default:
  6368. subunt=rand()%5;
  6369. break;
  6370. }
  6371. break;
  6372. }
  6373. }
  6374. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  6375. group->val1=val1;
  6376. group->val2=val2;
  6377. group->val3=val3;
  6378. group->target_flag=target;
  6379. group->bl_flag= skill_get_unit_bl_target(skillid);
  6380. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
  6381. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  6382. 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
  6383. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  6384. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  6385. active_flag = 0;
  6386. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  6387. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  6388. if (sd)
  6389. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  6390. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  6391. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  6392. }
  6393. if (group->state.song_dance) {
  6394. if(sd){
  6395. sd->skillid_dance = skillid;
  6396. sd->skilllv_dance = skilllv;
  6397. }
  6398. if (
  6399. sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
  6400. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  6401. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  6402. )
  6403. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  6404. }
  6405. limit = group->limit;
  6406. for( i = 0; i < layout->count; i++ )
  6407. {
  6408. struct skill_unit *unit;
  6409. int ux = x + layout->dx[i];
  6410. int uy = y + layout->dy[i];
  6411. int val1 = skilllv;
  6412. int val2 = 0;
  6413. int alive = 1;
  6414. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  6415. continue; // don't place skill units on walls (except for songs/dances/encores)
  6416. 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) )
  6417. continue; // no path between cell and center of casting.
  6418. switch( skillid )
  6419. {
  6420. case MG_FIREWALL:
  6421. case NJ_KAENSIN:
  6422. val2=group->val2;
  6423. break;
  6424. case WZ_ICEWALL:
  6425. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  6426. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  6427. break;
  6428. case HT_LANDMINE:
  6429. case MA_LANDMINE:
  6430. case HT_ANKLESNARE:
  6431. case HT_SHOCKWAVE:
  6432. case HT_SANDMAN:
  6433. case MA_SANDMAN:
  6434. case HT_FLASHER:
  6435. case HT_FREEZINGTRAP:
  6436. case MA_FREEZINGTRAP:
  6437. case HT_TALKIEBOX:
  6438. case HT_SKIDTRAP:
  6439. case MA_SKIDTRAP:
  6440. val1 = 3500;
  6441. break;
  6442. case GS_DESPERADO:
  6443. val1 = abs(layout->dx[i]);
  6444. val2 = abs(layout->dy[i]);
  6445. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  6446. if (val2 > val1) val1 = val2;
  6447. if (val1) val1--;
  6448. val1 = 36 -12*val1;
  6449. } else //Diagonal edges
  6450. val1 = 28 -4*val1 -4*val2;
  6451. if (val1 < 1) val1 = 1;
  6452. val2 = 0;
  6453. break;
  6454. default:
  6455. if (group->state.song_dance&0x1)
  6456. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  6457. break;
  6458. }
  6459. if( range <= 0 )
  6460. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6461. if( !alive )
  6462. continue;
  6463. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  6464. unit->limit=limit;
  6465. unit->range=range;
  6466. if (skillid == PF_FOGWALL && alive == 2)
  6467. { //Double duration of cells on top of Deluge/Suiton
  6468. unit->limit *= 2;
  6469. group->limit = unit->limit;
  6470. }
  6471. // execute on all targets standing on this cell
  6472. if (range==0 && active_flag)
  6473. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6474. }
  6475. if (!group->alive_count)
  6476. { //No cells? Something that was blocked completely by Land Protector?
  6477. skill_delunitgroup(group);
  6478. return NULL;
  6479. }
  6480. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  6481. group->val1 = group->alive_count;
  6482. return group;
  6483. }
  6484. /*==========================================
  6485. *
  6486. *------------------------------------------*/
  6487. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6488. {
  6489. struct skill_unit_group *sg;
  6490. struct block_list *ss;
  6491. struct status_change *sc;
  6492. struct status_change_entry *sce;
  6493. enum sc_type type;
  6494. int skillid;
  6495. nullpo_retr(0, src);
  6496. nullpo_retr(0, bl);
  6497. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6498. return 0;
  6499. nullpo_retr(0, sg=src->group);
  6500. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6501. if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
  6502. return 0; //AoE skills are ineffective. [Skotlex]
  6503. sc = status_get_sc(bl);
  6504. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6505. return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex]
  6506. type = status_skill2sc(sg->skill_id);
  6507. sce = (sc && type != -1)?sc->data[type]:NULL;
  6508. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  6509. switch (sg->unit_id)
  6510. {
  6511. case UNT_SPIDERWEB:
  6512. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 )
  6513. { // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  6514. sc->data[SC_SPIDERWEB]->val2++;
  6515. break;
  6516. }
  6517. else if( sc )
  6518. {
  6519. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6520. if( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) )
  6521. {
  6522. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  6523. if( td )
  6524. sec = DIFF_TICK(td->tick, tick);
  6525. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6526. clif_fixpos(bl);
  6527. sg->val2 = bl->id;
  6528. }
  6529. else
  6530. sec = 3000; //Couldn't trap it?
  6531. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6532. }
  6533. break;
  6534. case UNT_SAFETYWALL:
  6535. if (!sce)
  6536. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,sg->group_id,0,sg->limit);
  6537. break;
  6538. case UNT_PNEUMA:
  6539. if (!sce)
  6540. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6541. break;
  6542. case UNT_WARP_WAITING:
  6543. if(bl->type==BL_PC){
  6544. struct map_session_data *sd = (struct map_session_data *)bl;
  6545. if((!sd->chatID || battle_config.chat_warpportal)
  6546. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  6547. {
  6548. int x = sg->val2>>16;
  6549. int y = sg->val2&0xffff;
  6550. unsigned short m = sg->val3;
  6551. if( --sg->val1 <= 0 )
  6552. skill_delunitgroup(sg);
  6553. pc_setpos(sd,m,x,y,3);
  6554. sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg')
  6555. }
  6556. } else
  6557. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  6558. {
  6559. int m = map_mapindex2mapid(sg->val3);
  6560. if (m < 0) break; //Map not available on this map-server.
  6561. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  6562. }
  6563. break;
  6564. case UNT_QUAGMIRE:
  6565. if(!sce)
  6566. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6567. break;
  6568. case UNT_VOLCANO:
  6569. case UNT_DELUGE:
  6570. case UNT_VIOLENTGALE:
  6571. if(!sce)
  6572. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  6573. break;
  6574. case UNT_SUITON:
  6575. if(!sce)
  6576. sc_start4(bl,type,100,sg->skill_lv,
  6577. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  6578. 0,0,sg->limit);
  6579. break;
  6580. case UNT_HERMODE:
  6581. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  6582. status_change_clear_buffs(bl,1); //Should dispell only allies.
  6583. case UNT_RICHMANKIM:
  6584. case UNT_ETERNALCHAOS:
  6585. case UNT_DRUMBATTLEFIELD:
  6586. case UNT_RINGNIBELUNGEN:
  6587. case UNT_ROKISWEIL:
  6588. case UNT_INTOABYSS:
  6589. case UNT_SIEGFRIED:
  6590. //Needed to check when a dancer/bard leaves their ensemble area.
  6591. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  6592. return skillid;
  6593. if (!sce)
  6594. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6595. break;
  6596. case UNT_WHISTLE:
  6597. case UNT_ASSASSINCROSS:
  6598. case UNT_POEMBRAGI:
  6599. case UNT_APPLEIDUN:
  6600. case UNT_HUMMING:
  6601. case UNT_DONTFORGETME:
  6602. case UNT_FORTUNEKISS:
  6603. case UNT_SERVICEFORYOU:
  6604. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  6605. return 0;
  6606. if (!sc) return 0;
  6607. if (!sce)
  6608. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6609. else if (sce->val4 == 1) {
  6610. //Readjust timers since the effect will not last long.
  6611. sce->val4 = 0;
  6612. delete_timer(sce->timer, status_change_timer);
  6613. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6614. }
  6615. break;
  6616. case UNT_FOGWALL:
  6617. if (!sce)
  6618. {
  6619. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6620. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6621. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  6622. }
  6623. break;
  6624. case UNT_GRAVITATION:
  6625. if (!sce)
  6626. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  6627. break;
  6628. // officially, icewall has no problems existing on occupied cells [ultramage]
  6629. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6630. // src->val1 = 0;
  6631. // if(src->limit + sg->tick > tick + 700)
  6632. // src->limit = DIFF_TICK(tick+700,sg->tick);
  6633. // break;
  6634. case UNT_MOONLIT:
  6635. //Knockback out of area if affected char isn't in Moonlit effect
  6636. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  6637. break;
  6638. if (ss == bl) //Also needed to prevent infinite loop crash.
  6639. break;
  6640. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6641. break;
  6642. }
  6643. return skillid;
  6644. }
  6645. /*==========================================
  6646. *
  6647. *------------------------------------------*/
  6648. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6649. {
  6650. struct skill_unit_group *sg;
  6651. struct block_list *ss;
  6652. TBL_PC* sd;
  6653. TBL_PC* tsd;
  6654. struct status_data *tstatus, *sstatus;
  6655. struct status_change *tsc, *sc;
  6656. struct skill_unit_group_tickset *ts;
  6657. enum sc_type type;
  6658. int skillid;
  6659. int diff=0;
  6660. nullpo_retr(0, src);
  6661. nullpo_retr(0, bl);
  6662. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6663. return 0;
  6664. nullpo_retr(0, sg=src->group);
  6665. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6666. sd = BL_CAST(BL_PC, ss);
  6667. tsd = BL_CAST(BL_PC, bl);
  6668. tsc = status_get_sc(bl);
  6669. tstatus = status_get_status_data(bl);
  6670. if (sg->state.magic_power) //For magic power.
  6671. {
  6672. sc = status_get_sc(ss);
  6673. sstatus = status_get_status_data(ss);
  6674. } else {
  6675. sc = NULL;
  6676. sstatus = NULL;
  6677. }
  6678. type = status_skill2sc(sg->skill_id);
  6679. skillid = sg->skill_id;
  6680. if (sg->interval == -1) {
  6681. switch (sg->unit_id) {
  6682. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6683. case UNT_FIREPILLAR_ACTIVE:
  6684. return 0;
  6685. default:
  6686. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6687. return 0;
  6688. }
  6689. }
  6690. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6691. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6692. diff = DIFF_TICK(tick,ts->tick);
  6693. if (diff < 0)
  6694. return 0;
  6695. ts->tick = tick+sg->interval;
  6696. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6697. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6698. }
  6699. //Temporarily set magic power to have it take effect. [Skotlex]
  6700. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6701. { //Store previous values.
  6702. swap(sstatus->matk_min, sc->mp_matk_min);
  6703. swap(sstatus->matk_max, sc->mp_matk_max);
  6704. //Note to NOT return from the function until this is unset!
  6705. }
  6706. switch (sg->unit_id)
  6707. {
  6708. case UNT_FIREWALL:
  6709. case UNT_KAEN:
  6710. {
  6711. int count=0;
  6712. const int x = bl->x, y = bl->y;
  6713. //Take into account these hit more times than the timer interval can handle.
  6714. do
  6715. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6716. while(--src->val2 && x == bl->x && y == bl->y &&
  6717. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  6718. if (src->val2<=0)
  6719. skill_delunit(src);
  6720. }
  6721. break;
  6722. case UNT_SANCTUARY:
  6723. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  6724. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6725. 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) )
  6726. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  6727. }
  6728. else
  6729. {
  6730. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  6731. struct mob_data *md = BL_CAST(BL_MOB, bl);
  6732. if( md && mob_is_battleground(md) )
  6733. break;
  6734. if( tstatus->hp >= tstatus->max_hp )
  6735. break;
  6736. if( status_isimmune(bl) )
  6737. heal = 0;
  6738. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6739. status_heal(bl, heal, 0, 0);
  6740. if( diff >= 500 )
  6741. sg->val1--;
  6742. }
  6743. if( sg->val1 <= 0 )
  6744. skill_delunitgroup(sg);
  6745. break;
  6746. case UNT_EVILLAND:
  6747. //Will heal demon and undead element monsters, but not players.
  6748. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  6749. { //Damage enemies
  6750. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6751. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6752. } else {
  6753. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  6754. if (tstatus->hp >= tstatus->max_hp)
  6755. break;
  6756. if (status_isimmune(bl))
  6757. heal = 0;
  6758. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6759. status_heal(bl, heal, 0, 0);
  6760. }
  6761. break;
  6762. case UNT_MAGNUS:
  6763. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6764. break;
  6765. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6766. break;
  6767. case UNT_DUMMYSKILL:
  6768. switch (sg->skill_id)
  6769. {
  6770. case SG_SUN_WARM: //SG skills [Komurka]
  6771. case SG_MOON_WARM:
  6772. case SG_STAR_WARM:
  6773. {
  6774. int count = 0;
  6775. const int x = bl->x, y = bl->y;
  6776. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  6777. do
  6778. {
  6779. if( bl->type == BL_PC )
  6780. status_zap(bl, 0, 15); // sp damage to players
  6781. else // mobs
  6782. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  6783. {
  6784. if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  6785. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  6786. }
  6787. else
  6788. { //should end when out of sp.
  6789. sg->limit = DIFF_TICK(tick,sg->tick);
  6790. break;
  6791. }
  6792. } while( x == bl->x && y == bl->y &&
  6793. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  6794. }
  6795. break;
  6796. case WZ_STORMGUST:
  6797. if (tsc)
  6798. { //Reset hit counter when under new storm gust.
  6799. if (tsc->sg_id != sg->group_id) {
  6800. tsc->sg_id = sg->group_id;
  6801. tsc->sg_counter = 0;
  6802. }
  6803. tsc->sg_counter++; //SG hit counter.
  6804. }
  6805. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  6806. tsc->sg_counter=0; //Attack absorbed.
  6807. break;
  6808. case GS_DESPERADO:
  6809. if (rand()%100 < src->val1)
  6810. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6811. break;
  6812. default:
  6813. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6814. }
  6815. break;
  6816. case UNT_FIREPILLAR_WAITING:
  6817. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6818. skill_delunit(src);
  6819. break;
  6820. case UNT_SKIDTRAP:
  6821. {
  6822. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6823. sg->unit_id = UNT_USED_TRAPS;
  6824. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6825. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6826. }
  6827. break;
  6828. case UNT_ANKLESNARE:
  6829. if( sg->val2 == 0 && tsc )
  6830. {
  6831. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6832. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) )
  6833. {
  6834. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  6835. if( td )
  6836. sec = DIFF_TICK(td->tick, tick);
  6837. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6838. clif_fixpos(bl);
  6839. sg->val2 = bl->id;
  6840. }
  6841. else
  6842. sec = 3000; //Couldn't trap it?
  6843. clif_01ac(&src->bl); // mysterious packet
  6844. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6845. sg->interval = -1;
  6846. src->range = 0;
  6847. }
  6848. break;
  6849. case UNT_VENOMDUST:
  6850. if(tsc && !tsc->data[type])
  6851. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6852. break;
  6853. case UNT_LANDMINE:
  6854. case UNT_CLAYMORETRAP:
  6855. case UNT_BLASTMINE:
  6856. case UNT_SHOCKWAVE:
  6857. case UNT_SANDMAN:
  6858. case UNT_FLASHER:
  6859. case UNT_FREEZINGTRAP:
  6860. case UNT_FIREPILLAR_ACTIVE:
  6861. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  6862. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  6863. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  6864. src->range = -1; //Disable range so it does not invoke a for each in area again.
  6865. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6866. break;
  6867. case UNT_TALKIEBOX:
  6868. if (sg->src_id == bl->id)
  6869. break;
  6870. if (sg->val2 == 0){
  6871. clif_talkiebox(&src->bl, sg->valstr);
  6872. sg->unit_id = UNT_USED_TRAPS;
  6873. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6874. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6875. sg->val2 = -1;
  6876. }
  6877. break;
  6878. case UNT_LULLABY:
  6879. if (ss->id == bl->id)
  6880. break;
  6881. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  6882. break;
  6883. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6884. if (ss->id != bl->id)
  6885. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  6886. break;
  6887. case UNT_DISSONANCE:
  6888. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6889. break;
  6890. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6891. {
  6892. int heal;
  6893. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  6894. break; // affects self only when soullinked
  6895. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  6896. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6897. status_heal(bl, heal, 0, 0);
  6898. break;
  6899. }
  6900. case UNT_TATAMIGAESHI:
  6901. case UNT_DEMONSTRATION:
  6902. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6903. break;
  6904. case UNT_GOSPEL:
  6905. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  6906. break;
  6907. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  6908. { // Support Effect only on party, not guild
  6909. int heal;
  6910. int i = rand()%13; // Positive buff count
  6911. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  6912. switch (i)
  6913. {
  6914. case 0: // Heal 1~9999 HP
  6915. heal = rand() %9999+1;
  6916. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6917. status_heal(bl,heal,0,0);
  6918. break;
  6919. case 1: // End all negative status
  6920. status_change_clear_buffs(bl,2);
  6921. if (tsd) clif_gospel_info(tsd, 0x15);
  6922. break;
  6923. case 2: // Immunity to all status
  6924. sc_start(bl,SC_SCRESIST,100,100,time);
  6925. if (tsd) clif_gospel_info(tsd, 0x16);
  6926. break;
  6927. case 3: // MaxHP +100%
  6928. sc_start(bl,SC_INCMHPRATE,100,100,time);
  6929. if (tsd) clif_gospel_info(tsd, 0x17);
  6930. break;
  6931. case 4: // MaxSP +100%
  6932. sc_start(bl,SC_INCMSPRATE,100,100,time);
  6933. if (tsd) clif_gospel_info(tsd, 0x18);
  6934. break;
  6935. case 5: // All stats +20
  6936. sc_start(bl,SC_INCALLSTATUS,100,20,time);
  6937. if (tsd) clif_gospel_info(tsd, 0x19);
  6938. break;
  6939. case 6: // Level 10 Blessing
  6940. sc_start(bl,SC_BLESSING,100,10,time);
  6941. break;
  6942. case 7: // Level 10 Increase AGI
  6943. sc_start(bl,SC_INCREASEAGI,100,10,time);
  6944. break;
  6945. case 8: // Enchant weapon with Holy element
  6946. sc_start(bl,SC_ASPERSIO,100,1,time);
  6947. if (tsd) clif_gospel_info(tsd, 0x1c);
  6948. break;
  6949. case 9: // Enchant armor with Holy element
  6950. sc_start(bl,SC_BENEDICTIO,100,1,time);
  6951. if (tsd) clif_gospel_info(tsd, 0x1d);
  6952. break;
  6953. case 10: // DEF +25%
  6954. sc_start(bl,SC_INCDEFRATE,100,25,time);
  6955. if (tsd) clif_gospel_info(tsd, 0x1e);
  6956. break;
  6957. case 11: // ATK +100%
  6958. sc_start(bl,SC_INCATKRATE,100,100,time);
  6959. if (tsd) clif_gospel_info(tsd, 0x1f);
  6960. break;
  6961. case 12: // HIT/Flee +50
  6962. sc_start(bl,SC_INCHIT,100,50,time);
  6963. sc_start(bl,SC_INCFLEE,100,50,time);
  6964. if (tsd) clif_gospel_info(tsd, 0x20);
  6965. break;
  6966. }
  6967. }
  6968. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6969. { // Offensive Effect
  6970. int i = rand()%9; // Negative buff count
  6971. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  6972. switch (i)
  6973. {
  6974. case 0: // Deal 1~9999 damage
  6975. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6976. break;
  6977. case 1: // Curse
  6978. sc_start(bl,SC_CURSE,100,1,time);
  6979. break;
  6980. case 2: // Blind
  6981. sc_start(bl,SC_BLIND,100,1,time);
  6982. break;
  6983. case 3: // Poison
  6984. sc_start(bl,SC_POISON,100,1,time);
  6985. break;
  6986. case 4: // Level 10 Provoke
  6987. sc_start(bl,SC_PROVOKE,100,10,time);
  6988. break;
  6989. case 5: // DEF -100%
  6990. sc_start(bl,SC_INCDEFRATE,100,-100,time);
  6991. break;
  6992. case 6: // ATK -100%
  6993. sc_start(bl,SC_INCATKRATE,100,-100,time);
  6994. break;
  6995. case 7: // Flee -100%
  6996. sc_start(bl,SC_INCFLEERATE,100,-100,time);
  6997. break;
  6998. case 8: // Speed/ASPD -25%
  6999. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  7000. break;
  7001. }
  7002. }
  7003. break;
  7004. case UNT_BASILICA:
  7005. {
  7006. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  7007. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  7008. { // knock-back any enemy except Boss
  7009. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  7010. clif_fixpos(bl);
  7011. }
  7012. if( sg->src_id != bl->id && i <= 0 )
  7013. sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  7014. }
  7015. break;
  7016. case UNT_GRAVITATION:
  7017. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  7018. break;
  7019. case UNT_GROUNDDRIFT_WIND:
  7020. case UNT_GROUNDDRIFT_DARK:
  7021. case UNT_GROUNDDRIFT_POISON:
  7022. case UNT_GROUNDDRIFT_WATER:
  7023. case UNT_GROUNDDRIFT_FIRE:
  7024. map_foreachinrange(skill_trap_splash,&src->bl,
  7025. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  7026. &src->bl,tick);
  7027. sg->unit_id = UNT_USED_TRAPS;
  7028. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  7029. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  7030. break;
  7031. }
  7032. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  7033. { //Unset magic power.
  7034. swap(sstatus->matk_min, sc->mp_matk_min);
  7035. swap(sstatus->matk_max, sc->mp_matk_max);
  7036. }
  7037. if (bl->type == BL_MOB && ss != bl)
  7038. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  7039. return skillid;
  7040. }
  7041. /*==========================================
  7042. * Triggered when a char steps out of a skill cell
  7043. *------------------------------------------*/
  7044. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  7045. {
  7046. struct skill_unit_group *sg;
  7047. struct status_change *sc;
  7048. struct status_change_entry *sce;
  7049. enum sc_type type;
  7050. nullpo_retr(0, src);
  7051. nullpo_retr(0, bl);
  7052. nullpo_retr(0, sg=src->group);
  7053. sc = status_get_sc(bl);
  7054. type = status_skill2sc(sg->skill_id);
  7055. sce = (sc && type != -1)?sc->data[type]:NULL;
  7056. if( bl->prev==NULL ||
  7057. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  7058. return 0;
  7059. switch(sg->unit_id){
  7060. case UNT_SAFETYWALL:
  7061. case UNT_PNEUMA:
  7062. if (sce)
  7063. status_change_end(bl,type,-1);
  7064. break;
  7065. case UNT_BASILICA:
  7066. if( sce && sce->val4 == src->bl.id )
  7067. status_change_end(bl,type,-1);
  7068. break;
  7069. case UNT_HERMODE: //Clear Hermode if the owner moved.
  7070. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  7071. status_change_end(bl,type,-1);
  7072. break;
  7073. case UNT_SPIDERWEB:
  7074. {
  7075. struct block_list *target = map_id2bl(sg->val2);
  7076. if (target && target==bl)
  7077. {
  7078. if (sce && sce->val3 == sg->group_id)
  7079. status_change_end(bl,type,-1);
  7080. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  7081. }
  7082. break;
  7083. }
  7084. }
  7085. return sg->skill_id;
  7086. }
  7087. /*==========================================
  7088. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  7089. *------------------------------------------*/
  7090. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  7091. {
  7092. struct status_change *sc;
  7093. struct status_change_entry *sce;
  7094. enum sc_type type;
  7095. sc = status_get_sc(bl);
  7096. if (sc && !sc->count)
  7097. sc = NULL;
  7098. type = status_skill2sc(skill_id);
  7099. sce = (sc && type != -1)?sc->data[type]:NULL;
  7100. switch (skill_id)
  7101. {
  7102. case WZ_QUAGMIRE:
  7103. if (bl->type==BL_MOB)
  7104. break;
  7105. if (sce)
  7106. status_change_end(bl, type, -1);
  7107. break;
  7108. case BD_LULLABY:
  7109. case BD_RICHMANKIM:
  7110. case BD_ETERNALCHAOS:
  7111. case BD_DRUMBATTLEFIELD:
  7112. case BD_RINGNIBELUNGEN:
  7113. case BD_ROKISWEIL:
  7114. case BD_INTOABYSS:
  7115. case BD_SIEGFRIED:
  7116. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  7117. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  7118. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  7119. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  7120. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  7121. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  7122. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  7123. status_change_end(bl, SC_DANCING, -1);
  7124. }
  7125. case MG_SAFETYWALL:
  7126. case AL_PNEUMA:
  7127. case SA_VOLCANO:
  7128. case SA_DELUGE:
  7129. case SA_VIOLENTGALE:
  7130. case CG_HERMODE:
  7131. case HW_GRAVITATION:
  7132. case NJ_SUITON:
  7133. if (sce)
  7134. status_change_end(bl, type, -1);
  7135. break;
  7136. case BA_POEMBRAGI:
  7137. case BA_WHISTLE:
  7138. case BA_ASSASSINCROSS:
  7139. case BA_APPLEIDUN:
  7140. case DC_HUMMING:
  7141. case DC_DONTFORGETME:
  7142. case DC_FORTUNEKISS:
  7143. case DC_SERVICEFORYOU:
  7144. if (sce)
  7145. {
  7146. delete_timer(sce->timer, status_change_timer);
  7147. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  7148. //not possible on our current implementation.
  7149. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  7150. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  7151. }
  7152. break;
  7153. case PF_FOGWALL:
  7154. if (sce)
  7155. {
  7156. status_change_end(bl,type,-1);
  7157. if ((sce=sc->data[SC_BLIND]))
  7158. {
  7159. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  7160. status_change_end(bl, SC_BLIND, -1);
  7161. else {
  7162. delete_timer(sce->timer, status_change_timer);
  7163. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  7164. }
  7165. }
  7166. }
  7167. break;
  7168. }
  7169. return skill_id;
  7170. }
  7171. /*==========================================
  7172. * Invoked when a unit cell has been placed/removed/deleted.
  7173. * flag values:
  7174. * flag&1: Invoke onplace function (otherwise invoke onout)
  7175. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  7176. *------------------------------------------*/
  7177. static int skill_unit_effect (struct block_list* bl, va_list ap)
  7178. {
  7179. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  7180. struct skill_unit_group* group = unit->group;
  7181. unsigned int tick = va_arg(ap,unsigned int);
  7182. unsigned int flag = va_arg(ap,unsigned int);
  7183. int skill_id;
  7184. bool dissonance;
  7185. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  7186. return 0;
  7187. nullpo_retr(0, group);
  7188. dissonance = skill_dance_switch(unit, 0);
  7189. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  7190. skill_id = group->skill_id;
  7191. //Target-type check.
  7192. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  7193. {
  7194. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  7195. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  7196. }
  7197. else
  7198. {
  7199. if( flag&1 )
  7200. skill_unit_onplace(unit,bl,tick);
  7201. else
  7202. skill_unit_onout(unit,bl,tick);
  7203. if( flag&4 )
  7204. skill_unit_onleft(skill_id, bl, tick);
  7205. }
  7206. if( dissonance ) skill_dance_switch(unit, 1);
  7207. return 0;
  7208. }
  7209. /*==========================================
  7210. *
  7211. *------------------------------------------*/
  7212. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  7213. {
  7214. struct skill_unit_group *sg;
  7215. nullpo_retr(0, src);
  7216. nullpo_retr(0, sg=src->group);
  7217. switch( sg->unit_id )
  7218. {
  7219. case UNT_SKIDTRAP:
  7220. case UNT_LANDMINE:
  7221. case UNT_SHOCKWAVE:
  7222. case UNT_SANDMAN:
  7223. case UNT_FLASHER:
  7224. case UNT_FREEZINGTRAP:
  7225. case UNT_TALKIEBOX:
  7226. case UNT_ANKLESNARE:
  7227. case UNT_ICEWALL:
  7228. src->val1-=damage;
  7229. break;
  7230. case UNT_BLASTMINE:
  7231. case UNT_CLAYMORETRAP:
  7232. skill_blown(bl, &src->bl, 2, -1, 0);
  7233. break;
  7234. default:
  7235. damage = 0;
  7236. break;
  7237. }
  7238. return damage;
  7239. }
  7240. /*==========================================
  7241. *
  7242. *------------------------------------------*/
  7243. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  7244. {
  7245. int *c, skillid;
  7246. struct block_list *src;
  7247. struct map_session_data *sd;
  7248. struct map_session_data *tsd;
  7249. int *p_sd; //Contains the list of characters found.
  7250. nullpo_retr(0, bl);
  7251. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  7252. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  7253. nullpo_retr(0, sd=(struct map_session_data*)src);
  7254. c=va_arg(ap,int *);
  7255. p_sd = va_arg(ap, int *);
  7256. skillid = va_arg(ap,int);
  7257. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  7258. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  7259. if (bl == src)
  7260. return 0;
  7261. if(pc_isdead(tsd))
  7262. return 0;
  7263. if (tsd->sc.data[SC_SILENCE] || tsd->sc.opt1)
  7264. return 0;
  7265. switch(skillid)
  7266. {
  7267. case PR_BENEDICTIO:
  7268. {
  7269. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  7270. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  7271. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  7272. && sd->status.sp >= 10)
  7273. p_sd[(*c)++]=tsd->bl.id;
  7274. return 1;
  7275. }
  7276. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  7277. {
  7278. int skilllv;
  7279. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  7280. return 0;
  7281. if (sd->status.sex != tsd->status.sex &&
  7282. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  7283. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  7284. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  7285. sd->status.party_id && tsd->status.party_id &&
  7286. sd->status.party_id == tsd->status.party_id &&
  7287. !tsd->sc.data[SC_DANCING])
  7288. {
  7289. p_sd[(*c)++]=tsd->bl.id;
  7290. return skilllv;
  7291. } else {
  7292. return 0;
  7293. }
  7294. }
  7295. break;
  7296. }
  7297. return 0;
  7298. }
  7299. /*==========================================
  7300. * Checks and stores partners for ensemble skills [Skotlex]
  7301. *------------------------------------------*/
  7302. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  7303. {
  7304. static int c=0;
  7305. static int p_sd[2] = { 0, 0 };
  7306. int i;
  7307. if (!battle_config.player_skill_partner_check ||
  7308. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  7309. return 99; //As if there were infinite partners.
  7310. if (cast_flag)
  7311. { //Execute the skill on the partners.
  7312. struct map_session_data* tsd;
  7313. switch (skill_id)
  7314. {
  7315. case PR_BENEDICTIO:
  7316. for (i = 0; i < c; i++)
  7317. {
  7318. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  7319. status_charge(&tsd->bl, 0, 10);
  7320. }
  7321. return c;
  7322. default: //Warning: Assuming Ensemble skills here (for speed)
  7323. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL)
  7324. {
  7325. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  7326. 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);
  7327. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7328. tsd->skillid_dance = skill_id;
  7329. tsd->skilllv_dance = *skill_lv;
  7330. }
  7331. return c;
  7332. }
  7333. }
  7334. //Else: new search for partners.
  7335. c = 0;
  7336. memset (p_sd, 0, sizeof(p_sd));
  7337. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  7338. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  7339. *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.
  7340. return c;
  7341. }
  7342. /*==========================================
  7343. *
  7344. *------------------------------------------*/
  7345. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  7346. {
  7347. int *c,src_id,mob_class,skill;
  7348. struct mob_data *md;
  7349. md=(struct mob_data*)bl;
  7350. src_id=va_arg(ap,int);
  7351. mob_class=va_arg(ap,int);
  7352. skill=va_arg(ap,int);
  7353. c=va_arg(ap,int *);
  7354. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) )
  7355. return 0; //Non alchemist summoned mobs have nothing to do here.
  7356. if(md->class_==mob_class)
  7357. (*c)++;
  7358. return 1;
  7359. }
  7360. /*==========================================
  7361. * Determines if a given skill should be made to consume ammo
  7362. * when used by the player. [Skotlex]
  7363. *------------------------------------------*/
  7364. int skill_isammotype (struct map_session_data *sd, int skill)
  7365. {
  7366. return (
  7367. battle_config.arrow_decrement==2 &&
  7368. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  7369. skill != HT_PHANTASMIC &&
  7370. skill_get_type(skill) == BF_WEAPON &&
  7371. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  7372. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  7373. );
  7374. }
  7375. int skill_check_condition_castbegin(struct map_session_data* sd, short skill, short lv)
  7376. {
  7377. struct status_data *status;
  7378. struct status_change *sc;
  7379. struct skill_condition require;
  7380. int i;
  7381. nullpo_retr(0, sd);
  7382. if (lv <= 0 || sd->chatID) return 0;
  7383. if( battle_config.gm_skilluncond && pc_isGM(sd)>= battle_config.gm_skilluncond && sd->skillitem != skill )
  7384. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7385. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  7386. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  7387. return 1;
  7388. }
  7389. if( sd->menuskill_id == AM_PHARMACY )
  7390. {
  7391. switch( skill )
  7392. {
  7393. case AM_PHARMACY:
  7394. case AC_MAKINGARROW:
  7395. case BS_REPAIRWEAPON:
  7396. case AM_TWILIGHT1:
  7397. case AM_TWILIGHT2:
  7398. case AM_TWILIGHT3:
  7399. return 0;
  7400. }
  7401. }
  7402. status = &sd->battle_status;
  7403. sc = &sd->sc;
  7404. if( !sc->count )
  7405. sc = NULL;
  7406. if( sd->skillitem == skill )
  7407. {
  7408. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  7409. sd->state.abra_flag = 0;
  7410. else
  7411. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  7412. if( (i = sd->itemindex) == -1 ||
  7413. sd->status.inventory[i].nameid != sd->itemid ||
  7414. sd->inventory_data[i] == NULL ||
  7415. !sd->inventory_data[i]->flag.delay_consume ||
  7416. sd->status.inventory[i].amount < 1
  7417. )
  7418. { //Something went wrong, item exploit?
  7419. sd->itemid = sd->itemindex = -1;
  7420. return 0;
  7421. }
  7422. //Consume
  7423. sd->itemid = sd->itemindex = -1;
  7424. if( skill == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rand()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  7425. ; //Do not consume item.
  7426. else if( sd->status.inventory[i].expire_time == 0 )
  7427. pc_delitem(sd,i,1,0); // Rental usable items are not consumed until expiration
  7428. }
  7429. return 1;
  7430. }
  7431. if( pc_is90overweight(sd) )
  7432. {
  7433. clif_skill_fail(sd,skill,9,0);
  7434. return 0;
  7435. }
  7436. switch( skill )
  7437. { // Turn off check.
  7438. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  7439. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  7440. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  7441. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION:
  7442. if( sc && sc->data[status_skill2sc(skill)] )
  7443. return 1;
  7444. }
  7445. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  7446. return 0;
  7447. require = skill_get_requirement(sd,skill,lv);
  7448. //Can only update state when weapon/arrow info is checked.
  7449. if (require.weapon) sd->state.arrow_atk = require.ammo?1:0;
  7450. // perform skill-specific checks (and actions)
  7451. switch( skill )
  7452. {
  7453. case SA_CASTCANCEL:
  7454. if(sd->ud.skilltimer == -1) {
  7455. clif_skill_fail(sd,skill,0,0);
  7456. return 0;
  7457. }
  7458. break;
  7459. case AL_WARP:
  7460. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7461. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7462. return 0;
  7463. }
  7464. break;
  7465. case MO_CALLSPIRITS:
  7466. if(sd->spiritball >= lv) {
  7467. clif_skill_fail(sd,skill,0,0);
  7468. return 0;
  7469. }
  7470. break;
  7471. case MO_FINGEROFFENSIVE:
  7472. case GS_FLING:
  7473. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  7474. sd->spiritball_old = require.spiritball = sd->spiritball;
  7475. else
  7476. sd->spiritball_old = require.spiritball;
  7477. break;
  7478. case MO_CHAINCOMBO:
  7479. if(!sc)
  7480. return 0;
  7481. if(sc->data[SC_BLADESTOP])
  7482. break;
  7483. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  7484. break;
  7485. return 0;
  7486. case MO_COMBOFINISH:
  7487. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  7488. return 0;
  7489. break;
  7490. case CH_TIGERFIST:
  7491. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  7492. return 0;
  7493. break;
  7494. case CH_CHAINCRUSH:
  7495. if(!(sc && sc->data[SC_COMBO]))
  7496. return 0;
  7497. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  7498. return 0;
  7499. break;
  7500. case MO_EXTREMITYFIST:
  7501. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  7502. // return 0;
  7503. if( sc && sc->data[SC_BLADESTOP] )
  7504. break;
  7505. if( sc && sc->data[SC_COMBO] )
  7506. {
  7507. switch(sc->data[SC_COMBO]->val1) {
  7508. case MO_COMBOFINISH:
  7509. case CH_TIGERFIST:
  7510. case CH_CHAINCRUSH:
  7511. break;
  7512. default:
  7513. return 0;
  7514. }
  7515. }
  7516. else if( !unit_can_move(&sd->bl) )
  7517. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7518. clif_skill_fail(sd,skill,0,0);
  7519. return 0;
  7520. }
  7521. break;
  7522. case TK_MISSION:
  7523. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
  7524. {// Cannot be used by Non-Taekwon classes
  7525. clif_skill_fail(sd,skill,0,0);
  7526. return 0;
  7527. }
  7528. break;
  7529. case TK_READYCOUNTER:
  7530. case TK_READYDOWN:
  7531. case TK_READYSTORM:
  7532. case TK_READYTURN:
  7533. case TK_JUMPKICK:
  7534. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
  7535. {// Soul Linkers cannot use this skill
  7536. clif_skill_fail(sd,skill,0,0);
  7537. return 0;
  7538. }
  7539. break;
  7540. case TK_TURNKICK:
  7541. case TK_STORMKICK:
  7542. case TK_DOWNKICK:
  7543. case TK_COUNTER:
  7544. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7545. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7546. if(!(sc && sc->data[SC_COMBO]))
  7547. return 0; //Combo needs to be ready
  7548. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  7549. { //Unlimited Combo
  7550. if (skill == sd->skillid_old) {
  7551. status_change_end(&sd->bl, SC_COMBO, -1);
  7552. sd->skillid_old = sd->skilllv_old = 0;
  7553. return 0; //Can't repeat previous combo skill.
  7554. }
  7555. break;
  7556. }
  7557. if(sc->data[SC_COMBO]->val1 != skill)
  7558. { //Cancel combo wait.
  7559. unit_cancel_combo(&sd->bl);
  7560. return 0;
  7561. }
  7562. break; //Combo ready.
  7563. case BD_ADAPTATION:
  7564. {
  7565. int time;
  7566. if(!(sc && sc->data[SC_DANCING]))
  7567. {
  7568. clif_skill_fail(sd,skill,0,0);
  7569. return 0;
  7570. }
  7571. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  7572. if (skill_get_time(
  7573. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  7574. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  7575. - time <= skill_get_time2(skill,lv))
  7576. {
  7577. clif_skill_fail(sd,skill,0,0);
  7578. return 0;
  7579. }
  7580. }
  7581. break;
  7582. case PR_BENEDICTIO:
  7583. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7584. {
  7585. clif_skill_fail(sd,skill,0,0);
  7586. return 0;
  7587. }
  7588. break;
  7589. case SL_SMA:
  7590. if(!(sc && sc->data[SC_SMA]))
  7591. return 0;
  7592. break;
  7593. case HT_POWER:
  7594. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  7595. return 0;
  7596. break;
  7597. case CG_HERMODE:
  7598. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  7599. {
  7600. clif_skill_fail(sd,skill,0,0);
  7601. return 0;
  7602. }
  7603. break;
  7604. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7605. {
  7606. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7607. int size = range*2+1;
  7608. for (i=0;i<size*size;i++) {
  7609. x = sd->bl.x+(i%size-range);
  7610. y = sd->bl.y+(i/size-range);
  7611. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7612. clif_skill_fail(sd,skill,0,0);
  7613. return 0;
  7614. }
  7615. }
  7616. }
  7617. break;
  7618. case PR_REDEMPTIO:
  7619. {
  7620. int exp;
  7621. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  7622. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  7623. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7624. return 0;
  7625. }
  7626. break;
  7627. }
  7628. case AM_TWILIGHT2:
  7629. case AM_TWILIGHT3:
  7630. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7631. {
  7632. clif_skill_fail(sd,skill,0,0);
  7633. return 0;
  7634. }
  7635. break;
  7636. case SG_SUN_WARM:
  7637. case SG_MOON_WARM:
  7638. case SG_STAR_WARM:
  7639. if (sc && sc->data[SC_MIRACLE])
  7640. break;
  7641. i = skill-SG_SUN_WARM;
  7642. if (sd->bl.m == sd->feel_map[i].m)
  7643. break;
  7644. clif_skill_fail(sd,skill,0,0);
  7645. return 0;
  7646. break;
  7647. case SG_SUN_COMFORT:
  7648. case SG_MOON_COMFORT:
  7649. case SG_STAR_COMFORT:
  7650. if (sc && sc->data[SC_MIRACLE])
  7651. break;
  7652. i = skill-SG_SUN_COMFORT;
  7653. if (sd->bl.m == sd->feel_map[i].m &&
  7654. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  7655. break;
  7656. clif_skill_fail(sd,skill,0,0);
  7657. return 0;
  7658. case SG_FUSION:
  7659. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  7660. break;
  7661. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  7662. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  7663. if( require.sp > 0 )
  7664. {
  7665. if (status->sp < (unsigned int)require.sp)
  7666. clif_skill_fail(sd,skill,1,0);
  7667. else
  7668. status_zap(&sd->bl, 0, require.sp);
  7669. }
  7670. return 0;
  7671. case GD_BATTLEORDER:
  7672. case GD_REGENERATION:
  7673. case GD_RESTORE:
  7674. if (!map_flag_gvg2(sd->bl.m)) {
  7675. clif_skill_fail(sd,skill,0,0);
  7676. return 0;
  7677. }
  7678. case GD_EMERGENCYCALL:
  7679. // other checks were already done in skillnotok()
  7680. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7681. return 0;
  7682. break;
  7683. case GS_GLITTERING:
  7684. if(sd->spiritball >= 10) {
  7685. clif_skill_fail(sd,skill,0,0);
  7686. return 0;
  7687. }
  7688. break;
  7689. case NJ_ISSEN:
  7690. if (status->hp < 2) {
  7691. clif_skill_fail(sd,skill,0,0);
  7692. return 0;
  7693. }
  7694. case NJ_BUNSINJYUTSU:
  7695. if (!(sc && sc->data[SC_NEN])) {
  7696. clif_skill_fail(sd,skill,0,0);
  7697. return 0;
  7698. }
  7699. break;
  7700. case NJ_ZENYNAGE:
  7701. if(sd->status.zeny < require.zeny) {
  7702. clif_skill_fail(sd,skill,5,0);
  7703. return 0;
  7704. }
  7705. break;
  7706. case PF_HPCONVERSION:
  7707. if (status->sp == status->max_sp)
  7708. return 0; //Unusable when at full SP.
  7709. break;
  7710. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7711. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  7712. clif_skill_fail(sd,skill,0,0);
  7713. return 0;
  7714. }
  7715. break;
  7716. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7717. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7718. {
  7719. clif_skill_fail(sd,skill,0,0);
  7720. return 0;
  7721. }
  7722. break;
  7723. }
  7724. switch(require.state) {
  7725. case ST_HIDING:
  7726. if(!(sc && sc->option&OPTION_HIDE)) {
  7727. clif_skill_fail(sd,skill,0,0);
  7728. return 0;
  7729. }
  7730. break;
  7731. case ST_CLOAKING:
  7732. if(!pc_iscloaking(sd)) {
  7733. clif_skill_fail(sd,skill,0,0);
  7734. return 0;
  7735. }
  7736. break;
  7737. case ST_HIDDEN:
  7738. if(!pc_ishiding(sd)) {
  7739. clif_skill_fail(sd,skill,0,0);
  7740. return 0;
  7741. }
  7742. break;
  7743. case ST_RIDING:
  7744. if(!pc_isriding(sd)) {
  7745. clif_skill_fail(sd,skill,0,0);
  7746. return 0;
  7747. }
  7748. break;
  7749. case ST_FALCON:
  7750. if(!pc_isfalcon(sd)) {
  7751. clif_skill_fail(sd,skill,0,0);
  7752. return 0;
  7753. }
  7754. break;
  7755. case ST_CARTBOOST:
  7756. if(!(sc && sc->data[SC_CARTBOOST])) {
  7757. clif_skill_fail(sd,skill,0,0);
  7758. return 0;
  7759. }
  7760. case ST_CART:
  7761. if(!pc_iscarton(sd)) {
  7762. clif_skill_fail(sd,skill,0,0);
  7763. return 0;
  7764. }
  7765. break;
  7766. case ST_SHIELD:
  7767. if(sd->status.shield <= 0) {
  7768. clif_skill_fail(sd,skill,0,0);
  7769. return 0;
  7770. }
  7771. break;
  7772. case ST_SIGHT:
  7773. if(!(sc && sc->data[SC_SIGHT])) {
  7774. clif_skill_fail(sd,skill,0,0);
  7775. return 0;
  7776. }
  7777. break;
  7778. case ST_EXPLOSIONSPIRITS:
  7779. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  7780. clif_skill_fail(sd,skill,0,0);
  7781. return 0;
  7782. }
  7783. break;
  7784. case ST_RECOV_WEIGHT_RATE:
  7785. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  7786. clif_skill_fail(sd,skill,0,0);
  7787. return 0;
  7788. }
  7789. break;
  7790. case ST_MOVE_ENABLE:
  7791. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  7792. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7793. if (!unit_can_move(&sd->bl)) {
  7794. clif_skill_fail(sd,skill,0,0);
  7795. return 0;
  7796. }
  7797. break;
  7798. case ST_WATER:
  7799. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  7800. break;
  7801. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7802. break;
  7803. clif_skill_fail(sd,skill,0,0);
  7804. return 0;
  7805. }
  7806. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  7807. //mhp is the max-hp-requirement, that is,
  7808. //you must have this % or less of HP to cast it.
  7809. clif_skill_fail(sd,skill,2,0);
  7810. return 0;
  7811. }
  7812. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  7813. clif_skill_fail(sd,skill,6,0);
  7814. return 0;
  7815. }
  7816. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  7817. clif_skill_fail(sd,skill,1,0);
  7818. return 0;
  7819. }
  7820. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  7821. clif_skill_fail(sd,skill,5,0);
  7822. return 0;
  7823. }
  7824. if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
  7825. clif_skill_fail(sd,skill,0,0);
  7826. return 0;
  7827. }
  7828. return 1;
  7829. }
  7830. int skill_check_condition_castend(struct map_session_data* sd, short skill, short lv)
  7831. {
  7832. struct skill_condition require;
  7833. struct status_data *status;
  7834. int i;
  7835. int index[MAX_SKILL_ITEM_REQUIRE];
  7836. nullpo_retr(0, sd);
  7837. if( lv <= 0 || sd->chatID )
  7838. return 0;
  7839. if( battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond && sd->skillitem != skill )
  7840. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7841. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  7842. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  7843. return 1;
  7844. }
  7845. if( sd->menuskill_id == AM_PHARMACY )
  7846. { // Cast start or cast end??
  7847. switch( skill )
  7848. {
  7849. case AM_PHARMACY:
  7850. case AC_MAKINGARROW:
  7851. case BS_REPAIRWEAPON:
  7852. case AM_TWILIGHT1:
  7853. case AM_TWILIGHT2:
  7854. case AM_TWILIGHT3:
  7855. return 0;
  7856. }
  7857. }
  7858. if( sd->skillitem == skill ) // Casting finished (Item skill or Hocus-Pocus)
  7859. return 1;
  7860. if( pc_is90overweight(sd) )
  7861. {
  7862. clif_skill_fail(sd,skill,9,0);
  7863. return 0;
  7864. }
  7865. // perform skill-specific checks (and actions)
  7866. switch( skill )
  7867. {
  7868. case PR_BENEDICTIO:
  7869. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7870. break;
  7871. case AM_CANNIBALIZE:
  7872. case AM_SPHEREMINE:
  7873. {
  7874. int c=0;
  7875. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7876. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7877. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  7878. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7879. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7880. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7881. if(c >= maxcount ||
  7882. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  7883. { //Fails when: exceed max limit. There are other plant types already out.
  7884. clif_skill_fail(sd,skill,0,0);
  7885. return 0;
  7886. }
  7887. }
  7888. break;
  7889. }
  7890. }
  7891. status = &sd->battle_status;
  7892. require = skill_get_requirement(sd,skill,lv);
  7893. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  7894. clif_skill_fail(sd,skill,2,0);
  7895. return 0;
  7896. }
  7897. if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
  7898. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  7899. !sd->inventory_data[i] ||
  7900. sd->status.inventory[i].amount < require.ammo_qty
  7901. ) {
  7902. clif_arrow_fail(sd,0);
  7903. return 0;
  7904. }
  7905. if (!(require.ammo&1<<sd->inventory_data[i]->look))
  7906. { //Ammo type check. Send the "wrong weapon type" message
  7907. //which is the closest we have to wrong ammo type. [Skotlex]
  7908. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7909. //clif_skill_fail(sd,skill,6,0);
  7910. return 0;
  7911. }
  7912. }
  7913. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  7914. {
  7915. if( !require.itemid[i] )
  7916. continue;
  7917. index[i] = pc_search_inventory(sd,require.itemid[i]);
  7918. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  7919. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  7920. clif_skill_fail(sd,skill,7,0);// red gemstone required
  7921. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  7922. clif_skill_fail(sd,skill,8,0);// blue gemstone required
  7923. else
  7924. clif_skill_fail(sd,skill,0,0);
  7925. return 0;
  7926. }
  7927. }
  7928. return 1;
  7929. }
  7930. // type&2: consume items (after skill was used)
  7931. // type&1: consume the others (before skill was used)
  7932. int skill_consume_requirement( struct map_session_data *sd, short skill, short lv, short type)
  7933. {
  7934. int n,i;
  7935. struct skill_condition req;
  7936. nullpo_retr(0, sd);
  7937. req = skill_get_requirement(sd,skill,lv);
  7938. if( type&1 )
  7939. {
  7940. if( skill == CG_TAROTCARD || sd->state.autocast )
  7941. req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  7942. if(req.hp || req.sp)
  7943. status_zap(&sd->bl, req.hp, req.sp);
  7944. if(req.spiritball > 0)
  7945. pc_delspiritball(sd,req.spiritball,0);
  7946. if(req.zeny > 0)
  7947. {
  7948. if( skill == NJ_ZENYNAGE )
  7949. req.zeny = 0; //Zeny is reduced on skill_attack.
  7950. if( sd->status.zeny < req.zeny )
  7951. req.zeny = sd->status.zeny;
  7952. pc_payzeny(sd,req.zeny);
  7953. }
  7954. }
  7955. if( type&2 )
  7956. {
  7957. struct status_change *sc = &sd->sc;
  7958. if( !sc->count )
  7959. sc = NULL;
  7960. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  7961. {
  7962. if( !req.itemid[i] )
  7963. continue;
  7964. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  7965. continue; //Gemstones are checked, but not substracted from inventory.
  7966. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  7967. pc_delitem(sd,n,req.amount[i],0);
  7968. }
  7969. }
  7970. return 1;
  7971. }
  7972. struct skill_condition skill_get_requirement(struct map_session_data* sd, short skill, short lv)
  7973. {
  7974. struct skill_condition req;
  7975. struct status_data *status;
  7976. struct status_change *sc;
  7977. int i,j,hp_rate,sp_rate;
  7978. memset(&req,0,sizeof(req));
  7979. if( !sd )
  7980. return req;
  7981. if( sd->skillitem == skill )
  7982. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  7983. sc = &sd->sc;
  7984. if( !sc->count )
  7985. sc = NULL;
  7986. switch( skill )
  7987. { // Turn off check.
  7988. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  7989. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  7990. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  7991. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION:
  7992. if( sc && sc->data[status_skill2sc(skill)] )
  7993. return req;
  7994. }
  7995. j = skill_get_index(skill);
  7996. if( j == 0 ) // invalid skill id
  7997. return req;
  7998. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  7999. return req;
  8000. status = &sd->battle_status;
  8001. req.hp = skill_db[j].hp[lv-1];
  8002. hp_rate = skill_db[j].hp_rate[lv-1];
  8003. if(hp_rate > 0)
  8004. req.hp += (status->hp * hp_rate)/100;
  8005. else
  8006. req.hp += (status->max_hp * (-hp_rate))/100;
  8007. req.sp = skill_db[j].sp[lv-1];
  8008. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  8009. req.sp /= 2;
  8010. sp_rate = skill_db[j].sp_rate[lv-1];
  8011. if(sp_rate > 0)
  8012. req.sp += (status->sp * sp_rate)/100;
  8013. else
  8014. req.sp += (status->max_sp * (-sp_rate))/100;
  8015. if( sd->dsprate!=100 )
  8016. req.sp = req.sp * sd->dsprate / 100;
  8017. req.zeny = skill_db[j].zeny[lv-1];
  8018. req.spiritball = skill_db[j].spiritball[lv-1];
  8019. req.state = skill_db[j].state;
  8020. req.mhp = skill_db[j].mhp[lv-1];
  8021. req.weapon = skill_db[j].weapon;
  8022. req.ammo = skill_db[j].ammo;
  8023. req.ammo_qty = skill_db[j].ammo_qty[lv-1];
  8024. if (req.weapon && !req.ammo && skill && skill_isammotype(sd, skill))
  8025. { //Assume this skill is using the weapon, therefore it requires arrows.
  8026. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  8027. req.ammo_qty = 1;
  8028. }
  8029. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  8030. {
  8031. if( (skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1 )
  8032. continue;
  8033. switch( skill )
  8034. {
  8035. case AM_CALLHOMUN:
  8036. if (sd->status.hom_id) //Don't delete items when hom is already out.
  8037. continue;
  8038. break;
  8039. case WZ_FIREPILLAR: // celest
  8040. if (lv <= 5) // no gems required at level 1-5
  8041. continue;
  8042. break;
  8043. }
  8044. req.itemid[i] = skill_db[j].itemid[i];
  8045. req.amount[i] = skill_db[j].amount[i];
  8046. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN )
  8047. {
  8048. if( sd->special_state.no_gemstone )
  8049. { //Make it substract 1 gem rather than skipping the cost.
  8050. if( --req.amount[i] < 1 )
  8051. req.itemid[i] = 0;
  8052. }
  8053. if(sc && sc->data[SC_INTOABYSS])
  8054. {
  8055. if( skill != SA_ABRACADABRA )
  8056. req.itemid[i] = req.amount[i] = 0;
  8057. else if( --req.amount[i] < 1 )
  8058. req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  8059. }
  8060. }
  8061. }
  8062. // Check for cost reductions due to skills & SCs
  8063. switch(skill) {
  8064. case MC_MAMMONITE:
  8065. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  8066. req.zeny -= req.zeny*10/100;
  8067. break;
  8068. case AL_HOLYLIGHT:
  8069. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  8070. req.sp *= 5;
  8071. break;
  8072. case SL_SMA:
  8073. case SL_STUN:
  8074. case SL_STIN:
  8075. {
  8076. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  8077. if(kaina_lv==0 || sd->status.base_level<70)
  8078. break;
  8079. if(sd->status.base_level>=90)
  8080. req.sp -= req.sp*7*kaina_lv/100;
  8081. else if(sd->status.base_level>=80)
  8082. req.sp -= req.sp*5*kaina_lv/100;
  8083. else if(sd->status.base_level>=70)
  8084. req.sp -= req.sp*3*kaina_lv/100;
  8085. }
  8086. break;
  8087. case MO_TRIPLEATTACK:
  8088. case MO_CHAINCOMBO:
  8089. case MO_COMBOFINISH:
  8090. case CH_TIGERFIST:
  8091. case CH_CHAINCRUSH:
  8092. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  8093. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  8094. break;
  8095. case MO_BODYRELOCATION:
  8096. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  8097. req.spiritball = 0;
  8098. break;
  8099. case MO_EXTREMITYFIST:
  8100. if( sc )
  8101. {
  8102. if( sc->data[SC_BLADESTOP] )
  8103. req.spiritball--;
  8104. else if( sc->data[SC_COMBO] )
  8105. {
  8106. switch( sc->data[SC_COMBO]->val1 )
  8107. {
  8108. case MO_COMBOFINISH:
  8109. req.spiritball = 4;
  8110. break;
  8111. case CH_TIGERFIST:
  8112. req.spiritball = 3;
  8113. break;
  8114. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  8115. req.spiritball = sd->spiritball?sd->spiritball:1;
  8116. break;
  8117. }
  8118. }
  8119. }
  8120. break;
  8121. }
  8122. return req;
  8123. }
  8124. /*==========================================
  8125. * Does cast-time reductions based on dex, item bonuses and config setting
  8126. *------------------------------------------*/
  8127. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  8128. {
  8129. int time = skill_get_cast(skill_id, skill_lv);
  8130. struct map_session_data *sd;
  8131. struct status_change *sc;
  8132. nullpo_retr(0, bl);
  8133. sd = BL_CAST(BL_PC, bl);
  8134. sc = status_get_sc(bl);
  8135. // calculate base cast time (reduced by dex)
  8136. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )
  8137. {
  8138. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  8139. if( scale > 0 ) // not instant cast
  8140. time = time * scale / battle_config.castrate_dex_scale;
  8141. else return 0; // instant cast
  8142. }
  8143. // calculate cast time reduced by item/card bonuses
  8144. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  8145. {
  8146. int i;
  8147. if( sd->castrate != 100 )
  8148. time = time * sd->castrate / 100;
  8149. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  8150. {
  8151. if( sd->skillcast[i].id == skill_id )
  8152. {
  8153. time+= time * sd->skillcast[i].val / 100;
  8154. break;
  8155. }
  8156. }
  8157. }
  8158. // config cast time multiplier
  8159. if (battle_config.cast_rate != 100)
  8160. time = time * battle_config.cast_rate / 100;
  8161. // return final cast time
  8162. return (time > 0) ? time : 0;
  8163. }
  8164. /*==========================================
  8165. * Does cast-time reductions based on sc data.
  8166. *------------------------------------------*/
  8167. int skill_castfix_sc (struct block_list *bl, int time)
  8168. {
  8169. struct status_change *sc = status_get_sc(bl);
  8170. if (sc && sc->count) {
  8171. if (sc->data[SC_SLOWCAST])
  8172. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  8173. if (sc->data[SC_SUFFRAGIUM]) {
  8174. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  8175. status_change_end(bl, SC_SUFFRAGIUM, -1);
  8176. }
  8177. if (sc->data[SC_MEMORIZE]) {
  8178. time>>=1;
  8179. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  8180. status_change_end(bl, SC_MEMORIZE, -1);
  8181. }
  8182. if (sc->data[SC_POEMBRAGI])
  8183. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  8184. }
  8185. return (time > 0) ? time : 0;
  8186. }
  8187. /*==========================================
  8188. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  8189. *------------------------------------------*/
  8190. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  8191. {
  8192. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  8193. int time = skill_get_delay(skill_id, skill_lv);
  8194. struct map_session_data *sd;
  8195. struct status_change *sc = status_get_sc(bl);
  8196. nullpo_retr(0, bl);
  8197. sd = BL_CAST(BL_PC, bl);
  8198. if (skill_id == SA_ABRACADABRA)
  8199. return 0; //Will use picked skill's delay.
  8200. if (bl->type&battle_config.no_skill_delay)
  8201. return battle_config.min_skill_delay_limit;
  8202. if (time < 0)
  8203. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  8204. // Delay reductions
  8205. switch (skill_id)
  8206. { //Monk combo skills have their delay reduced by agi/dex.
  8207. case MO_TRIPLEATTACK:
  8208. case MO_CHAINCOMBO:
  8209. case MO_COMBOFINISH:
  8210. case CH_TIGERFIST:
  8211. case CH_CHAINCRUSH:
  8212. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  8213. break;
  8214. case HP_BASILICA:
  8215. if( sc && !sc->data[SC_BASILICA] )
  8216. time = 0; // There is no Delay on Basilica creation, only on cancel
  8217. break;
  8218. default:
  8219. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  8220. { // if skill delay is allowed to be reduced by dex
  8221. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  8222. if (scale > 0)
  8223. time = time * scale / battle_config.castrate_dex_scale;
  8224. else //To be capped later to minimum.
  8225. time = 0;
  8226. }
  8227. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  8228. { // if skill delay is allowed to be reduced by agi
  8229. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  8230. if (scale > 0)
  8231. time = time * scale / battle_config.castrate_dex_scale;
  8232. else //To be capped later to minimum.
  8233. time = 0;
  8234. }
  8235. }
  8236. if ( sc && sc->data[SC_SPIRIT] )
  8237. {
  8238. switch (skill_id) {
  8239. case CR_SHIELDBOOMERANG:
  8240. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  8241. time /= 2;
  8242. break;
  8243. case AS_SONICBLOW:
  8244. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  8245. time /= 2;
  8246. break;
  8247. }
  8248. }
  8249. if (!(delaynodex&2))
  8250. {
  8251. if (sc && sc->count) {
  8252. if (sc->data[SC_POEMBRAGI])
  8253. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  8254. }
  8255. }
  8256. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  8257. time = time * sd->delayrate / 100;
  8258. if (battle_config.delay_rate != 100)
  8259. time = time * battle_config.delay_rate / 100;
  8260. if (time < status_get_amotion(bl))
  8261. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  8262. return max(time, battle_config.min_skill_delay_limit);
  8263. }
  8264. /*=========================================
  8265. *
  8266. *-----------------------------------------*/
  8267. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  8268. {
  8269. nullpo_retv(tc);
  8270. if(dir == 0){
  8271. tc->val1[0]=x-2;
  8272. tc->val1[1]=x-1;
  8273. tc->val1[2]=x;
  8274. tc->val1[3]=x+1;
  8275. tc->val1[4]=x+2;
  8276. tc->val2[0]=
  8277. tc->val2[1]=
  8278. tc->val2[2]=
  8279. tc->val2[3]=
  8280. tc->val2[4]=y-1;
  8281. }
  8282. else if(dir==2){
  8283. tc->val1[0]=
  8284. tc->val1[1]=
  8285. tc->val1[2]=
  8286. tc->val1[3]=
  8287. tc->val1[4]=x+1;
  8288. tc->val2[0]=y+2;
  8289. tc->val2[1]=y+1;
  8290. tc->val2[2]=y;
  8291. tc->val2[3]=y-1;
  8292. tc->val2[4]=y-2;
  8293. }
  8294. else if(dir==4){
  8295. tc->val1[0]=x-2;
  8296. tc->val1[1]=x-1;
  8297. tc->val1[2]=x;
  8298. tc->val1[3]=x+1;
  8299. tc->val1[4]=x+2;
  8300. tc->val2[0]=
  8301. tc->val2[1]=
  8302. tc->val2[2]=
  8303. tc->val2[3]=
  8304. tc->val2[4]=y+1;
  8305. }
  8306. else if(dir==6){
  8307. tc->val1[0]=
  8308. tc->val1[1]=
  8309. tc->val1[2]=
  8310. tc->val1[3]=
  8311. tc->val1[4]=x-1;
  8312. tc->val2[0]=y+2;
  8313. tc->val2[1]=y+1;
  8314. tc->val2[2]=y;
  8315. tc->val2[3]=y-1;
  8316. tc->val2[4]=y-2;
  8317. }
  8318. else if(dir==1){
  8319. tc->val1[0]=x-1;
  8320. tc->val1[1]=x;
  8321. tc->val1[2]=x+1;
  8322. tc->val1[3]=x+2;
  8323. tc->val1[4]=x+3;
  8324. tc->val2[0]=y-4;
  8325. tc->val2[1]=y-3;
  8326. tc->val2[2]=y-1;
  8327. tc->val2[3]=y;
  8328. tc->val2[4]=y+1;
  8329. }
  8330. else if(dir==3){
  8331. tc->val1[0]=x+3;
  8332. tc->val1[1]=x+2;
  8333. tc->val1[2]=x+1;
  8334. tc->val1[3]=x;
  8335. tc->val1[4]=x-1;
  8336. tc->val2[0]=y-1;
  8337. tc->val2[1]=y;
  8338. tc->val2[2]=y+1;
  8339. tc->val2[3]=y+2;
  8340. tc->val2[4]=y+3;
  8341. }
  8342. else if(dir==5){
  8343. tc->val1[0]=x+1;
  8344. tc->val1[1]=x;
  8345. tc->val1[2]=x-1;
  8346. tc->val1[3]=x-2;
  8347. tc->val1[4]=x-3;
  8348. tc->val2[0]=y+3;
  8349. tc->val2[1]=y+2;
  8350. tc->val2[2]=y+1;
  8351. tc->val2[3]=y;
  8352. tc->val2[4]=y-1;
  8353. }
  8354. else if(dir==7){
  8355. tc->val1[0]=x-3;
  8356. tc->val1[1]=x-2;
  8357. tc->val1[2]=x-1;
  8358. tc->val1[3]=x;
  8359. tc->val1[4]=x+1;
  8360. tc->val2[1]=y;
  8361. tc->val2[0]=y+1;
  8362. tc->val2[2]=y-1;
  8363. tc->val2[3]=y-2;
  8364. tc->val2[4]=y-3;
  8365. }
  8366. }
  8367. /*=========================================
  8368. *
  8369. *-----------------------------------------*/
  8370. void skill_brandishspear_dir (struct square* tc, int dir, int are)
  8371. {
  8372. int c;
  8373. nullpo_retv(tc);
  8374. for( c = 0; c < 5; c++ )
  8375. {
  8376. switch( dir )
  8377. {
  8378. case 0: tc->val2[c]+=are; break;
  8379. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  8380. case 2: tc->val1[c]-=are; break;
  8381. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  8382. case 4: tc->val2[c]-=are; break;
  8383. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  8384. case 6: tc->val1[c]+=are; break;
  8385. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  8386. }
  8387. }
  8388. }
  8389. /*==========================================
  8390. * Weapon Repair [Celest/DracoRPG]
  8391. *------------------------------------------*/
  8392. void skill_repairweapon (struct map_session_data *sd, int idx)
  8393. {
  8394. int material;
  8395. int materials[4] = { 1002, 998, 999, 756 };
  8396. struct item *item;
  8397. struct map_session_data *target_sd;
  8398. nullpo_retv(sd);
  8399. target_sd = map_id2sd(sd->menuskill_val);
  8400. if (!target_sd) //Failed....
  8401. return;
  8402. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8403. return;
  8404. if(idx < 0 || idx >= MAX_INVENTORY)
  8405. return; //Invalid index??
  8406. item = &target_sd->status.inventory[idx];
  8407. if(item->nameid <= 0 || item->attribute == 0)
  8408. return; //Again invalid item....
  8409. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  8410. clif_item_repaireffect(sd,item->nameid,1);
  8411. return;
  8412. }
  8413. if (itemdb_type(item->nameid)==4)
  8414. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8415. else
  8416. material = materials [2]; // Armors consume 1 Steel
  8417. if (pc_search_inventory(sd,material) < 0 ) {
  8418. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8419. return;
  8420. }
  8421. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  8422. item->attribute=0;
  8423. clif_equiplist(target_sd);
  8424. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8425. clif_item_repaireffect(sd,item->nameid,0);
  8426. if(sd!=target_sd)
  8427. clif_item_repaireffect(target_sd,item->nameid,0);
  8428. }
  8429. /*==========================================
  8430. * Item Appraisal
  8431. *------------------------------------------*/
  8432. void skill_identify (struct map_session_data *sd, int idx)
  8433. {
  8434. int flag=1;
  8435. nullpo_retv(sd);
  8436. if(idx >= 0 && idx < MAX_INVENTORY) {
  8437. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8438. flag=0;
  8439. sd->status.inventory[idx].identify=1;
  8440. }
  8441. }
  8442. clif_item_identified(sd,idx,flag);
  8443. }
  8444. /*==========================================
  8445. * Weapon Refine [Celest]
  8446. *------------------------------------------*/
  8447. void skill_weaponrefine (struct map_session_data *sd, int idx)
  8448. {
  8449. int i = 0, ep = 0, per;
  8450. int material[5] = { 0, 1010, 1011, 984, 984 };
  8451. struct item *item;
  8452. nullpo_retv(sd);
  8453. if (idx >= 0 && idx < MAX_INVENTORY)
  8454. {
  8455. struct item_data *ditem = sd->inventory_data[idx];
  8456. item = &sd->status.inventory[idx];
  8457. if(item->nameid > 0 && ditem->type == 4)
  8458. {
  8459. if( item->refine >= sd->menuskill_val
  8460. || item->refine >= MAX_REFINE // if it's no longer refineable
  8461. || ditem->flag.no_refine // if the item isn't refinable
  8462. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  8463. {
  8464. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8465. return;
  8466. }
  8467. per = percentrefinery [ditem->wlv][(int)item->refine];
  8468. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8469. pc_delitem(sd, i, 1, 0);
  8470. if (per > rand() % 100) {
  8471. item->refine++;
  8472. if(item->equip) {
  8473. ep = item->equip;
  8474. pc_unequipitem(sd,idx,3);
  8475. }
  8476. clif_refine(sd->fd,0,idx,item->refine);
  8477. clif_delitem(sd,idx,1);
  8478. clif_additem(sd,idx,1,0);
  8479. if (ep)
  8480. pc_equipitem(sd,idx,ep);
  8481. clif_misceffect(&sd->bl,3);
  8482. if(item->refine == MAX_REFINE &&
  8483. item->card[0] == CARD0_FORGE &&
  8484. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  8485. { // Fame point system [DracoRPG]
  8486. switch(ditem->wlv){
  8487. case 1:
  8488. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8489. break;
  8490. case 2:
  8491. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8492. break;
  8493. case 3:
  8494. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8495. break;
  8496. }
  8497. }
  8498. } else {
  8499. item->refine = 0;
  8500. if(item->equip)
  8501. pc_unequipitem(sd,idx,3);
  8502. clif_refine(sd->fd,1,idx,item->refine);
  8503. pc_delitem(sd,idx,1,0);
  8504. clif_misceffect(&sd->bl,2);
  8505. clif_emotion(&sd->bl, 23);
  8506. }
  8507. }
  8508. }
  8509. }
  8510. /*==========================================
  8511. *
  8512. *------------------------------------------*/
  8513. int skill_autospell (struct map_session_data *sd, int skillid)
  8514. {
  8515. int skilllv;
  8516. int maxlv=1,lv;
  8517. nullpo_retr(0, sd);
  8518. skilllv = sd->menuskill_val;
  8519. lv=pc_checkskill(sd,skillid);
  8520. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  8521. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8522. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8523. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  8524. maxlv =10; //Soul Linker bonus. [Skotlex]
  8525. else if(skilllv==2) maxlv=1;
  8526. else if(skilllv==3) maxlv=2;
  8527. else if(skilllv>=4) maxlv=3;
  8528. }
  8529. else if(skillid==MG_SOULSTRIKE){
  8530. if(skilllv==5) maxlv=1;
  8531. else if(skilllv==6) maxlv=2;
  8532. else if(skilllv>=7) maxlv=3;
  8533. }
  8534. else if(skillid==MG_FIREBALL){
  8535. if(skilllv==8) maxlv=1;
  8536. else if(skilllv>=9) maxlv=2;
  8537. }
  8538. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8539. else return 0;
  8540. if(maxlv > lv)
  8541. maxlv = lv;
  8542. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  8543. skill_get_time(SA_AUTOSPELL,skilllv));
  8544. return 0;
  8545. }
  8546. /*==========================================
  8547. * Sitting skills functions.
  8548. *------------------------------------------*/
  8549. static int skill_sit_count (struct block_list *bl, va_list ap)
  8550. {
  8551. struct map_session_data *sd;
  8552. int type =va_arg(ap,int);
  8553. sd=(struct map_session_data*)bl;
  8554. if(!pc_issit(sd))
  8555. return 0;
  8556. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8557. return 1;
  8558. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  8559. return 1;
  8560. return 0;
  8561. }
  8562. static int skill_sit_in (struct block_list *bl, va_list ap)
  8563. {
  8564. struct map_session_data *sd;
  8565. int type =va_arg(ap,int);
  8566. sd=(struct map_session_data*)bl;
  8567. if(!pc_issit(sd))
  8568. return 0;
  8569. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8570. sd->state.gangsterparadise=1;
  8571. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8572. {
  8573. sd->state.rest=1;
  8574. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8575. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8576. }
  8577. return 0;
  8578. }
  8579. static int skill_sit_out (struct block_list *bl, va_list ap)
  8580. {
  8581. struct map_session_data *sd;
  8582. int type =va_arg(ap,int);
  8583. sd=(struct map_session_data*)bl;
  8584. if(sd->state.gangsterparadise && type&1)
  8585. sd->state.gangsterparadise=0;
  8586. if(sd->state.rest && type&2) {
  8587. sd->state.rest=0;
  8588. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8589. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8590. }
  8591. return 0;
  8592. }
  8593. int skill_sit (struct map_session_data *sd, int type)
  8594. {
  8595. int flag = 0;
  8596. int range = 0, lv;
  8597. nullpo_retr(0, sd);
  8598. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  8599. flag|=1;
  8600. range = skill_get_splash(RG_GANGSTER, lv);
  8601. }
  8602. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  8603. flag|=2;
  8604. range = skill_get_splash(TK_HPTIME, lv);
  8605. }
  8606. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  8607. flag|=2;
  8608. range = skill_get_splash(TK_SPTIME, lv);
  8609. }
  8610. if (!flag) return 0;
  8611. if(type) {
  8612. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  8613. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  8614. } else {
  8615. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  8616. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  8617. }
  8618. return 0;
  8619. }
  8620. /*==========================================
  8621. *
  8622. *------------------------------------------*/
  8623. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  8624. {
  8625. struct block_list *src;
  8626. int skillnum,skilllv;
  8627. unsigned int tick;
  8628. nullpo_retr(0, bl);
  8629. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8630. skillnum=va_arg(ap,int);
  8631. skilllv=va_arg(ap,int);
  8632. if(skilllv <= 0) return 0;
  8633. tick=va_arg(ap,unsigned int);
  8634. if (src == bl || status_isdead(bl))
  8635. return 0;
  8636. if (bl->type == BL_PC) {
  8637. struct map_session_data *sd = (struct map_session_data *)bl;
  8638. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8639. return 0;
  8640. }
  8641. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8642. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8643. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  8644. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8645. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  8646. return 0;
  8647. }
  8648. /*==========================================
  8649. *
  8650. *------------------------------------------*/
  8651. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  8652. {
  8653. int range = skill_get_unit_range(skill_num,skill_lv);
  8654. int x,y;
  8655. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  8656. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  8657. map_setcell(src->bl.m, x, y, cell, flag);
  8658. }
  8659. /*==========================================
  8660. *
  8661. *------------------------------------------*/
  8662. int skill_attack_area (struct block_list *bl, va_list ap)
  8663. {
  8664. struct block_list *src,*dsrc;
  8665. int atk_type,skillid,skilllv,flag,type;
  8666. unsigned int tick;
  8667. if(status_isdead(bl))
  8668. return 0;
  8669. atk_type = va_arg(ap,int);
  8670. src=va_arg(ap,struct block_list*);
  8671. dsrc=va_arg(ap,struct block_list*);
  8672. skillid=va_arg(ap,int);
  8673. skilllv=va_arg(ap,int);
  8674. tick=va_arg(ap,unsigned int);
  8675. flag=va_arg(ap,int);
  8676. type=va_arg(ap,int);
  8677. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  8678. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8679. if(battle_check_target(dsrc,bl,type) <= 0 ||
  8680. !status_check_skilluse(NULL, bl, skillid, 2))
  8681. return 0;
  8682. switch (skillid) {
  8683. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  8684. case NPC_ACIDBREATH:
  8685. case NPC_DARKNESSBREATH:
  8686. case NPC_FIREBREATH:
  8687. case NPC_ICEBREATH:
  8688. case NPC_THUNDERBREATH:
  8689. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8690. default:
  8691. //Area-splash, disable skill animation.
  8692. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  8693. }
  8694. }
  8695. /*==========================================
  8696. *
  8697. *------------------------------------------*/
  8698. int skill_clear_group (struct block_list *bl, int flag)
  8699. {
  8700. struct unit_data *ud = unit_bl2ud(bl);
  8701. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8702. int i, count=0;
  8703. nullpo_retr(0, bl);
  8704. if (!ud) return 0;
  8705. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8706. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8707. {
  8708. switch (ud->skillunit[i]->skill_id) {
  8709. case SA_DELUGE:
  8710. case SA_VOLCANO:
  8711. case SA_VIOLENTGALE:
  8712. case SA_LANDPROTECTOR:
  8713. case NJ_SUITON:
  8714. case NJ_KAENSIN:
  8715. if (flag&1)
  8716. group[count++]= ud->skillunit[i];
  8717. break;
  8718. default:
  8719. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8720. group[count++]= ud->skillunit[i];
  8721. break;
  8722. }
  8723. }
  8724. for (i=0;i<count;i++)
  8725. skill_delunitgroup(group[i]);
  8726. return count;
  8727. }
  8728. /*==========================================
  8729. * Returns the first element field found [Skotlex]
  8730. *------------------------------------------*/
  8731. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8732. {
  8733. struct unit_data *ud = unit_bl2ud(bl);
  8734. int i;
  8735. nullpo_retr(0, bl);
  8736. if (!ud) return NULL;
  8737. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8738. switch (ud->skillunit[i]->skill_id) {
  8739. case SA_DELUGE:
  8740. case SA_VOLCANO:
  8741. case SA_VIOLENTGALE:
  8742. case SA_LANDPROTECTOR:
  8743. case NJ_SUITON:
  8744. return ud->skillunit[i];
  8745. }
  8746. }
  8747. return NULL;
  8748. }
  8749. // for graffiti cleaner [Valaris]
  8750. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8751. {
  8752. struct skill_unit *unit=NULL;
  8753. nullpo_retr(0, bl);
  8754. nullpo_retr(0, ap);
  8755. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8756. return 0;
  8757. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8758. skill_delunit(unit);
  8759. return 0;
  8760. }
  8761. int skill_greed (struct block_list *bl, va_list ap)
  8762. {
  8763. struct block_list *src;
  8764. struct map_session_data *sd=NULL;
  8765. struct flooritem_data *fitem=NULL;
  8766. nullpo_retr(0, bl);
  8767. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8768. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8769. pc_takeitem(sd, fitem);
  8770. return 0;
  8771. }
  8772. /*==========================================
  8773. *
  8774. *------------------------------------------*/
  8775. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  8776. {
  8777. int skillid;
  8778. int *alive;
  8779. struct skill_unit *unit;
  8780. struct block_list *src;
  8781. skillid = va_arg(ap,int);
  8782. alive = va_arg(ap,int *);
  8783. src = va_arg(ap,struct block_list *);
  8784. unit = (struct skill_unit *)bl;
  8785. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  8786. return 0;
  8787. switch (skillid)
  8788. {
  8789. case SA_LANDPROTECTOR:
  8790. if( unit->group->skill_id == SA_LANDPROTECTOR )
  8791. { //Check for offensive Land Protector to delete both. [Skotlex]
  8792. (*alive) = 0;
  8793. skill_delunit(unit);
  8794. return 1;
  8795. }
  8796. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) )
  8797. { //It deletes everything except songs/dances and traps
  8798. skill_delunit(unit);
  8799. return 1;
  8800. }
  8801. break;
  8802. case HW_GANBANTEIN:
  8803. if( !(unit->group->state.song_dance&0x1) )
  8804. {// Don't touch song/dance.
  8805. skill_delunit(unit);
  8806. return 1;
  8807. }
  8808. break;
  8809. case SA_VOLCANO:
  8810. case SA_DELUGE:
  8811. case SA_VIOLENTGALE:
  8812. // The official implementation makes them fail to appear when casted on top of ANYTHING
  8813. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  8814. // hence, I leave the alternate implementation here, commented. [Skotlex]
  8815. if (unit->range <= 0)
  8816. {
  8817. (*alive) = 0;
  8818. return 1;
  8819. }
  8820. /*
  8821. switch (unit->group->skill_id)
  8822. { //These cannot override each other.
  8823. case SA_VOLCANO:
  8824. case SA_DELUGE:
  8825. case SA_VIOLENTGALE:
  8826. (*alive) = 0;
  8827. return 1;
  8828. }
  8829. */
  8830. break;
  8831. case PF_FOGWALL:
  8832. switch(unit->group->skill_id)
  8833. {
  8834. case SA_VOLCANO: //Can't be placed on top of these
  8835. case SA_VIOLENTGALE:
  8836. (*alive) = 0;
  8837. return 1;
  8838. case SA_DELUGE:
  8839. case NJ_SUITON:
  8840. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  8841. (*alive) = 2;
  8842. break;
  8843. }
  8844. break;
  8845. case HP_BASILICA:
  8846. if (unit->group->skill_id == HP_BASILICA)
  8847. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8848. (*alive) = 0;
  8849. return 1;
  8850. }
  8851. break;
  8852. }
  8853. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8854. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  8855. { //It deletes everything except songs/dances/traps
  8856. (*alive) = 0;
  8857. return 1;
  8858. }
  8859. return 0;
  8860. }
  8861. /*==========================================
  8862. *
  8863. *------------------------------------------*/
  8864. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8865. {
  8866. struct mob_data* md;
  8867. struct unit_data*ud = unit_bl2ud(bl);
  8868. struct block_list *from_bl;
  8869. struct block_list *to_bl;
  8870. md = (struct mob_data*)bl;
  8871. from_bl = va_arg(ap,struct block_list *);
  8872. to_bl = va_arg(ap,struct block_list *);
  8873. if(ud && ud->target == from_bl->id)
  8874. ud->target = to_bl->id;
  8875. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8876. md->target_id = to_bl->id;
  8877. return 0;
  8878. }
  8879. /*==========================================
  8880. *
  8881. *------------------------------------------*/
  8882. static int skill_trap_splash (struct block_list *bl, va_list ap)
  8883. {
  8884. struct block_list *src;
  8885. int tick;
  8886. struct skill_unit *unit;
  8887. struct skill_unit_group *sg;
  8888. struct block_list *ss;
  8889. src = va_arg(ap,struct block_list *);
  8890. unit = (struct skill_unit *)src;
  8891. tick = va_arg(ap,int);
  8892. nullpo_retr(0, sg = unit->group);
  8893. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8894. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  8895. return 0;
  8896. switch(sg->unit_id){
  8897. case UNT_SHOCKWAVE:
  8898. case UNT_SANDMAN:
  8899. case UNT_FLASHER:
  8900. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  8901. break;
  8902. case UNT_GROUNDDRIFT_WIND:
  8903. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8904. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8905. break;
  8906. case UNT_GROUNDDRIFT_DARK:
  8907. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8908. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8909. break;
  8910. case UNT_GROUNDDRIFT_POISON:
  8911. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8912. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8913. break;
  8914. case UNT_GROUNDDRIFT_WATER:
  8915. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8916. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8917. break;
  8918. case UNT_GROUNDDRIFT_FIRE:
  8919. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8920. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  8921. break;
  8922. default:
  8923. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8924. break;
  8925. }
  8926. return 1;
  8927. }
  8928. /*==========================================
  8929. *
  8930. *------------------------------------------*/
  8931. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8932. {
  8933. struct status_change *sc;
  8934. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  8935. int i;
  8936. nullpo_retr(0, bl);
  8937. nullpo_retr(0, sc= status_get_sc(bl));
  8938. if (!sc->count) return 0;
  8939. for (i = 0; i < ARRAYLENGTH(scs); i++)
  8940. if (type != scs[i] && sc->data[scs[i]])
  8941. status_change_end(bl, scs[i], -1);
  8942. return 0;
  8943. }
  8944. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  8945. {
  8946. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  8947. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8948. bool wall = true;
  8949. int i;
  8950. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  8951. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  8952. { //Check for walls.
  8953. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  8954. if( i == 8 )
  8955. wall = false;
  8956. }
  8957. if( sce )
  8958. {
  8959. if( !wall )
  8960. {
  8961. if( sce->val1 < 3 ) //End cloaking.
  8962. status_change_end(bl, SC_CLOAKING, -1);
  8963. else
  8964. if( sce->val4&1 )
  8965. { //Remove wall bonus
  8966. sce->val4&=~1;
  8967. status_calc_bl(bl,SCB_SPEED);
  8968. }
  8969. }
  8970. else
  8971. {
  8972. if( !(sce->val4&1) )
  8973. { //Add wall speed bonus
  8974. sce->val4|=1;
  8975. status_calc_bl(bl,SCB_SPEED);
  8976. }
  8977. }
  8978. }
  8979. return wall;
  8980. }
  8981. /*==========================================
  8982. *
  8983. *------------------------------------------*/
  8984. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  8985. {
  8986. struct skill_unit *unit;
  8987. nullpo_retr(NULL, group);
  8988. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  8989. nullpo_retr(NULL, unit=&group->unit[idx]);
  8990. if(!unit->alive)
  8991. group->alive_count++;
  8992. unit->bl.id=map_get_new_object_id();
  8993. unit->bl.type=BL_SKILL;
  8994. unit->bl.m=group->map;
  8995. unit->bl.x=x;
  8996. unit->bl.y=y;
  8997. unit->group=group;
  8998. unit->alive=1;
  8999. unit->val1=val1;
  9000. unit->val2=val2;
  9001. idb_put(skillunit_db, unit->bl.id, unit);
  9002. map_addiddb(&unit->bl);
  9003. map_addblock(&unit->bl);
  9004. // perform oninit actions
  9005. switch (group->skill_id) {
  9006. case WZ_ICEWALL:
  9007. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  9008. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  9009. break;
  9010. case SA_LANDPROTECTOR:
  9011. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  9012. break;
  9013. case HP_BASILICA:
  9014. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  9015. break;
  9016. default:
  9017. if (group->state.song_dance&0x1) //Check for dissonance.
  9018. skill_dance_overlap(unit, 1);
  9019. break;
  9020. }
  9021. clif_skill_setunit(unit);
  9022. return unit;
  9023. }
  9024. /*==========================================
  9025. *
  9026. *------------------------------------------*/
  9027. int skill_delunit (struct skill_unit* unit)
  9028. {
  9029. struct skill_unit_group *group;
  9030. nullpo_retr(0, unit);
  9031. if( !unit->alive )
  9032. return 0;
  9033. unit->alive=0;
  9034. nullpo_retr(0, group=unit->group);
  9035. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  9036. skill_dance_overlap(unit, 0);
  9037. // invoke onout event
  9038. if( !unit->range )
  9039. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  9040. // perform ondelete actions
  9041. switch (group->skill_id) {
  9042. case HT_ANKLESNARE:
  9043. {
  9044. struct block_list* target = map_id2bl(group->val2);
  9045. if( target )
  9046. status_change_end(target,SC_ANKLE,-1);
  9047. }
  9048. break;
  9049. case WZ_ICEWALL:
  9050. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  9051. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  9052. break;
  9053. case SA_LANDPROTECTOR:
  9054. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  9055. break;
  9056. case HP_BASILICA:
  9057. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  9058. break;
  9059. }
  9060. clif_skill_delunit(unit);
  9061. unit->group=NULL;
  9062. map_delblock(&unit->bl); // don't free yet
  9063. map_deliddb(&unit->bl);
  9064. idb_remove(skillunit_db, unit->bl.id);
  9065. if(--group->alive_count==0)
  9066. skill_delunitgroup(group);
  9067. return 0;
  9068. }
  9069. /*==========================================
  9070. *
  9071. *------------------------------------------*/
  9072. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  9073. /// Returns the target skill_unit_group or NULL if not found.
  9074. struct skill_unit_group* skill_id2group(int group_id)
  9075. {
  9076. return (struct skill_unit_group*)idb_get(group_db, group_id);
  9077. }
  9078. static int skill_unit_group_newid = MAX_SKILL_DB;
  9079. /// Returns a new group_id that isn't being used in group_db.
  9080. /// Fatal error if nothing is available.
  9081. static int skill_get_new_group_id(void)
  9082. {
  9083. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  9084. return skill_unit_group_newid++;// available
  9085. {// find next id
  9086. int base_id = skill_unit_group_newid;
  9087. while( base_id != ++skill_unit_group_newid )
  9088. {
  9089. if( skill_unit_group_newid < MAX_SKILL_DB )
  9090. skill_unit_group_newid = MAX_SKILL_DB;
  9091. if( skill_id2group(skill_unit_group_newid) == NULL )
  9092. return skill_unit_group_newid++;// available
  9093. }
  9094. // full loop, nothing available
  9095. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  9096. exit(1);
  9097. }
  9098. }
  9099. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  9100. {
  9101. struct unit_data* ud = unit_bl2ud( src );
  9102. struct skill_unit_group* group;
  9103. int i;
  9104. if(skillid <= 0 || skilllv <= 0) return 0;
  9105. nullpo_retr(NULL, src);
  9106. nullpo_retr(NULL, ud);
  9107. // find a free spot to store the new unit group
  9108. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  9109. if(i == MAX_SKILLUNITGROUP)
  9110. {
  9111. // array is full, make room by discarding oldest group
  9112. int j=0;
  9113. unsigned maxdiff=0,x,tick=gettick();
  9114. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  9115. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  9116. maxdiff=x;
  9117. j=i;
  9118. }
  9119. skill_delunitgroup(ud->skillunit[j]);
  9120. //Since elements must have shifted, we use the last slot.
  9121. i = MAX_SKILLUNITGROUP-1;
  9122. }
  9123. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  9124. group->src_id = src->id;
  9125. group->party_id = status_get_party_id(src);
  9126. group->guild_id = status_get_guild_id(src);
  9127. group->bg_id = bg_team_get_id(src);
  9128. group->group_id = skill_get_new_group_id();
  9129. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  9130. group->unit_count = count;
  9131. group->alive_count = 0;
  9132. group->val1 = 0;
  9133. group->val2 = 0;
  9134. group->val3 = 0;
  9135. group->skill_id = skillid;
  9136. group->skill_lv = skilllv;
  9137. group->unit_id = unit_id;
  9138. group->map = src->m;
  9139. group->limit = limit;
  9140. group->interval = interval;
  9141. group->tick = gettick();
  9142. group->valstr = NULL;
  9143. ud->skillunit[i] = group;
  9144. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  9145. group->tick += 1500;
  9146. idb_put(group_db, group->group_id, group);
  9147. return group;
  9148. }
  9149. /*==========================================
  9150. *
  9151. *------------------------------------------*/
  9152. int skill_delunitgroup (struct skill_unit_group *group)
  9153. {
  9154. struct block_list* src;
  9155. struct unit_data *ud;
  9156. int i,j;
  9157. nullpo_retr(0, group);
  9158. src=map_id2bl(group->src_id);
  9159. ud = unit_bl2ud(src);
  9160. if(!src || !ud) {
  9161. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9162. return 0;
  9163. }
  9164. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  9165. {
  9166. struct status_change* sc = status_get_sc(src);
  9167. if (sc && sc->data[SC_DANCING])
  9168. {
  9169. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  9170. status_change_end(src,SC_DANCING,-1);
  9171. }
  9172. }
  9173. // end Gospel's status change on 'src'
  9174. // (needs to be done when the group is deleted by other means than skill deactivation)
  9175. if (group->unit_id == UNT_GOSPEL) {
  9176. struct status_change *sc = status_get_sc(src);
  9177. if(sc && sc->data[SC_GOSPEL]) {
  9178. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  9179. status_change_end(src,SC_GOSPEL,-1);
  9180. }
  9181. }
  9182. if (group->skill_id == SG_SUN_WARM ||
  9183. group->skill_id == SG_MOON_WARM ||
  9184. group->skill_id == SG_STAR_WARM) {
  9185. struct status_change *sc = status_get_sc(src);
  9186. if(sc && sc->data[SC_WARM]) {
  9187. sc->data[SC_WARM]->val4 = 0;
  9188. status_change_end(src,SC_WARM,-1);
  9189. }
  9190. }
  9191. if (src->type==BL_PC && group->state.ammo_consume)
  9192. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  9193. group->alive_count=0;
  9194. // remove all unit cells
  9195. if(group->unit != NULL)
  9196. for( i = 0; i < group->unit_count; i++ )
  9197. skill_delunit(&group->unit[i]);
  9198. // clear Talkie-box string
  9199. if( group->valstr != NULL )
  9200. {
  9201. aFree(group->valstr);
  9202. group->valstr = NULL;
  9203. }
  9204. idb_remove(group_db, group->group_id);
  9205. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  9206. group->unit=NULL;
  9207. group->group_id=0;
  9208. group->unit_count=0;
  9209. // locate this group, swap with the last entry and delete it
  9210. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  9211. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  9212. if( i < MAX_SKILLUNITGROUP )
  9213. {
  9214. ud->skillunit[i] = ud->skillunit[j];
  9215. ud->skillunit[j] = NULL;
  9216. ers_free(skill_unit_ers, group);
  9217. }
  9218. else
  9219. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9220. return 1;
  9221. }
  9222. /*==========================================
  9223. *
  9224. *------------------------------------------*/
  9225. int skill_clear_unitgroup (struct block_list *src)
  9226. {
  9227. struct unit_data *ud = unit_bl2ud(src);
  9228. nullpo_retr(0, ud);
  9229. while (ud->skillunit[0])
  9230. skill_delunitgroup(ud->skillunit[0]);
  9231. return 1;
  9232. }
  9233. /*==========================================
  9234. *
  9235. *------------------------------------------*/
  9236. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  9237. {
  9238. int i,j=-1,k,s,id;
  9239. struct unit_data *ud;
  9240. struct skill_unit_group_tickset *set;
  9241. nullpo_retr(0, bl);
  9242. if (group->interval==-1)
  9243. return NULL;
  9244. ud = unit_bl2ud(bl);
  9245. if (!ud) return NULL;
  9246. set = ud->skillunittick;
  9247. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  9248. id = s = group->skill_id;
  9249. else
  9250. id = s = group->group_id;
  9251. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  9252. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  9253. if (set[k].id == id)
  9254. return &set[k];
  9255. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  9256. j=k;
  9257. }
  9258. if (j == -1) {
  9259. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  9260. j = id % MAX_SKILLUNITGROUPTICKSET;
  9261. }
  9262. set[j].id = id;
  9263. set[j].tick = tick;
  9264. return &set[j];
  9265. }
  9266. /*==========================================
  9267. *
  9268. *------------------------------------------*/
  9269. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  9270. {
  9271. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  9272. struct skill_unit_group* group = unit->group;
  9273. unsigned int tick = va_arg(ap,unsigned int);
  9274. if( !unit->alive || bl->prev == NULL )
  9275. return 0;
  9276. nullpo_retr(0, group);
  9277. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  9278. return 0; //AoE skills are ineffective. [Skotlex]
  9279. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  9280. return 0;
  9281. skill_unit_onplace_timer(unit,bl,tick);
  9282. return 1;
  9283. }
  9284. /*==========================================
  9285. *
  9286. *------------------------------------------*/
  9287. static int skill_unit_timer_sub (DBKey key, void* data, va_list ap)
  9288. {
  9289. struct skill_unit* unit = (struct skill_unit*)data;
  9290. struct skill_unit_group* group = unit->group;
  9291. unsigned int tick = va_arg(ap,unsigned int);
  9292. bool dissonance;
  9293. struct block_list* bl = &unit->bl;
  9294. if( !unit->alive )
  9295. return 0;
  9296. nullpo_retr(0, group);
  9297. // check for expiration
  9298. if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  9299. {// skill unit expired (inlined from skill_unit_onlimit())
  9300. switch( group->unit_id )
  9301. {
  9302. case UNT_BLASTMINE:
  9303. case UNT_GROUNDDRIFT_WIND:
  9304. case UNT_GROUNDDRIFT_DARK:
  9305. case UNT_GROUNDDRIFT_POISON:
  9306. case UNT_GROUNDDRIFT_WATER:
  9307. case UNT_GROUNDDRIFT_FIRE:
  9308. group->unit_id = UNT_USED_TRAPS;
  9309. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  9310. group->limit=DIFF_TICK(tick+1500,group->tick);
  9311. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9312. break;
  9313. case UNT_ANKLESNARE:
  9314. if( group->val2 > 0 ) {
  9315. // Used Trap don't returns back to item
  9316. skill_delunit(unit);
  9317. break;
  9318. }
  9319. case UNT_SKIDTRAP:
  9320. case UNT_LANDMINE:
  9321. case UNT_SHOCKWAVE:
  9322. case UNT_SANDMAN:
  9323. case UNT_FLASHER:
  9324. case UNT_FREEZINGTRAP:
  9325. case UNT_CLAYMORETRAP:
  9326. case UNT_TALKIEBOX:
  9327. {
  9328. struct block_list* src;
  9329. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  9330. { // revert unit back into a trap
  9331. struct item item_tmp;
  9332. memset(&item_tmp,0,sizeof(item_tmp));
  9333. item_tmp.nameid = ITEMID_TRAP;
  9334. item_tmp.identify = 1;
  9335. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  9336. }
  9337. skill_delunit(unit);
  9338. }
  9339. break;
  9340. case UNT_WARP_ACTIVE:
  9341. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  9342. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  9343. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  9344. // restart timers
  9345. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  9346. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  9347. // apply effect to all units standing on it
  9348. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  9349. break;
  9350. case UNT_CALLFAMILY:
  9351. {
  9352. struct map_session_data *sd = NULL;
  9353. if(group->val1) {
  9354. sd = map_charid2sd(group->val1);
  9355. group->val1 = 0;
  9356. if (sd && !map[sd->bl.m].flag.nowarp)
  9357. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  9358. }
  9359. if(group->val2) {
  9360. sd = map_charid2sd(group->val2);
  9361. group->val2 = 0;
  9362. if (sd && !map[sd->bl.m].flag.nowarp)
  9363. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  9364. }
  9365. skill_delunit(unit);
  9366. }
  9367. break;
  9368. default:
  9369. skill_delunit(unit);
  9370. }
  9371. }
  9372. else
  9373. {// skill unit is still active
  9374. switch( group->unit_id )
  9375. {
  9376. case UNT_ICEWALL:
  9377. // icewall loses 50 hp every second
  9378. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  9379. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  9380. unit->limit = DIFF_TICK(tick+700,group->tick);
  9381. break;
  9382. case UNT_SKIDTRAP:
  9383. case UNT_LANDMINE:
  9384. case UNT_SHOCKWAVE:
  9385. case UNT_SANDMAN:
  9386. case UNT_FLASHER:
  9387. case UNT_FREEZINGTRAP:
  9388. case UNT_TALKIEBOX:
  9389. case UNT_ANKLESNARE:
  9390. if( unit->val1 <= 0 ) {
  9391. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  9392. skill_delunit(unit);
  9393. else {
  9394. group->unit_id = UNT_USED_TRAPS;
  9395. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  9396. }
  9397. }
  9398. break;
  9399. }
  9400. }
  9401. //Don't continue if unit or even group is expired and has been deleted.
  9402. if( !group || !unit->alive )
  9403. return 0;
  9404. dissonance = skill_dance_switch(unit, 0);
  9405. if( unit->range >= 0 && group->interval != -1 )
  9406. {
  9407. if( battle_config.skill_wall_check )
  9408. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9409. else
  9410. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9411. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  9412. group->unit_id = UNT_USED_TRAPS;
  9413. if( group->unit_id == UNT_TATAMIGAESHI )
  9414. {
  9415. unit->range = -1; //Disable processed cell.
  9416. if (--group->val1 <= 0) // number of live cells
  9417. { //All tiles were processed, disable skill.
  9418. group->target_flag=BCT_NOONE;
  9419. group->bl_flag= BL_NUL;
  9420. }
  9421. }
  9422. }
  9423. if( dissonance ) skill_dance_switch(unit, 1);
  9424. return 0;
  9425. }
  9426. /*==========================================
  9427. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  9428. *------------------------------------------*/
  9429. int skill_unit_timer(int tid, unsigned int tick, int id, intptr data)
  9430. {
  9431. map_freeblock_lock();
  9432. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  9433. map_freeblock_unlock();
  9434. return 0;
  9435. }
  9436. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  9437. /*==========================================
  9438. *
  9439. *------------------------------------------*/
  9440. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  9441. {
  9442. struct skill_unit* unit = (struct skill_unit *)bl;
  9443. struct skill_unit_group* group = unit->group;
  9444. struct block_list* target = va_arg(ap,struct block_list*);
  9445. unsigned int tick = va_arg(ap,unsigned int);
  9446. int flag = va_arg(ap,int);
  9447. bool dissonance;
  9448. int skill_id;
  9449. int i;
  9450. nullpo_retr(0, group);
  9451. if( !unit->alive || target->prev == NULL )
  9452. return 0;
  9453. if( unit->group->skill_id == PF_SPIDERWEB && flag&1 )
  9454. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  9455. dissonance = skill_dance_switch(unit, 0);
  9456. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9457. skill_id = unit->group->skill_id;
  9458. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) )
  9459. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  9460. if( dissonance ) skill_dance_switch(unit, 1);
  9461. return 0;
  9462. }
  9463. //Target-type check.
  9464. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  9465. {
  9466. if( group->src_id == target->id && group->state.song_dance&0x2 )
  9467. { //Ensemble check to see if they went out/in of the area [Skotlex]
  9468. if( flag&1 )
  9469. {
  9470. if( flag&2 )
  9471. { //Clear this skill id.
  9472. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  9473. if( i < ARRAYLENGTH(skill_unit_temp) )
  9474. skill_unit_temp[i] = 0;
  9475. }
  9476. }
  9477. else
  9478. {
  9479. if( flag&2 )
  9480. { //Store this skill id.
  9481. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  9482. if( i < ARRAYLENGTH(skill_unit_temp) )
  9483. skill_unit_temp[i] = skill_id;
  9484. else
  9485. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9486. }
  9487. }
  9488. if( flag&4 )
  9489. skill_unit_onleft(skill_id,target,tick);
  9490. }
  9491. if( dissonance ) skill_dance_switch(unit, 1);
  9492. return 0;
  9493. }
  9494. else
  9495. {
  9496. if( flag&1 )
  9497. {
  9498. int result = skill_unit_onplace(unit,target,tick);
  9499. if( flag&2 && result )
  9500. { //Clear skill ids we have stored in onout.
  9501. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  9502. if( i < ARRAYLENGTH(skill_unit_temp) )
  9503. skill_unit_temp[i] = 0;
  9504. }
  9505. }
  9506. else
  9507. {
  9508. int result = skill_unit_onout(unit,target,tick);
  9509. if( flag&2 && result )
  9510. { //Store this unit id.
  9511. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  9512. if( i < ARRAYLENGTH(skill_unit_temp) )
  9513. skill_unit_temp[i] = skill_id;
  9514. else
  9515. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9516. }
  9517. }
  9518. //TODO: Normally, this is dangerous since the unit and group could be freed
  9519. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  9520. //cells do not get deleted within them. [Skotlex]
  9521. if( dissonance ) skill_dance_switch(unit, 1);
  9522. if( flag&4 )
  9523. skill_unit_onleft(skill_id,target,tick);
  9524. return 1;
  9525. }
  9526. }
  9527. /*==========================================
  9528. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9529. * Flag values:
  9530. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9531. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9532. * units to figure out when they have left a group.
  9533. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9534. *------------------------------------------*/
  9535. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  9536. {
  9537. nullpo_retr(0, bl);
  9538. if( bl->prev == NULL )
  9539. return 0;
  9540. if( flag&2 && !(flag&1) )
  9541. { //Onout, clear data
  9542. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  9543. }
  9544. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9545. if( flag&2 && flag&1 )
  9546. { //Onplace, check any skill units you have left.
  9547. int i;
  9548. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  9549. if( skill_unit_temp[i] )
  9550. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9551. }
  9552. return 0;
  9553. }
  9554. /*==========================================
  9555. *
  9556. *------------------------------------------*/
  9557. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  9558. {
  9559. int i,j;
  9560. unsigned int tick = gettick();
  9561. int *m_flag;
  9562. struct skill_unit *unit1;
  9563. struct skill_unit *unit2;
  9564. if (group == NULL)
  9565. return 0;
  9566. if (group->unit_count<=0)
  9567. return 0;
  9568. if (group->unit==NULL)
  9569. return 0;
  9570. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  9571. return 0; //Ensembles may not be moved around.
  9572. if( group->unit_id == UNT_ICEWALL )
  9573. return 0; //Icewalls don't get knocked back
  9574. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  9575. // m_flag
  9576. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9577. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9578. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9579. // 3: Both 1+2.
  9580. for(i=0;i<group->unit_count;i++){
  9581. unit1=&group->unit[i];
  9582. if (!unit1->alive || unit1->bl.m!=m)
  9583. continue;
  9584. for(j=0;j<group->unit_count;j++){
  9585. unit2=&group->unit[j];
  9586. if (!unit2->alive)
  9587. continue;
  9588. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9589. m_flag[i] |= 0x1;
  9590. }
  9591. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9592. m_flag[i] |= 0x2;
  9593. }
  9594. }
  9595. }
  9596. j = 0;
  9597. for (i=0;i<group->unit_count;i++) {
  9598. unit1=&group->unit[i];
  9599. if (!unit1->alive)
  9600. continue;
  9601. if (!(m_flag[i]&0x2)) {
  9602. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  9603. skill_dance_overlap(unit1, 0);
  9604. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9605. }
  9606. //Move Cell using "smart" criteria (avoid useless moving around)
  9607. switch(m_flag[i])
  9608. {
  9609. case 0:
  9610. //Cell moves independently, safely move it.
  9611. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9612. break;
  9613. case 1:
  9614. //Cell moves unto another cell, look for a replacement cell that won't collide
  9615. //and has no cell moving into it (flag == 2)
  9616. for(;j<group->unit_count;j++)
  9617. {
  9618. if(m_flag[j]!=2 || !group->unit[j].alive)
  9619. continue;
  9620. //Move to where this cell would had moved.
  9621. unit2 = &group->unit[j];
  9622. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9623. j++; //Skip this cell as we have used it.
  9624. break;
  9625. }
  9626. break;
  9627. case 2:
  9628. case 3:
  9629. break; //Don't move the cell as a cell will end on this tile anyway.
  9630. }
  9631. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  9632. if (group->state.song_dance&0x1) //Check for dissonance effect.
  9633. skill_dance_overlap(unit1, 1);
  9634. clif_skill_setunit(unit1);
  9635. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9636. }
  9637. }
  9638. aFree(m_flag);
  9639. return 0;
  9640. }
  9641. /*==========================================
  9642. *
  9643. *------------------------------------------*/
  9644. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  9645. {
  9646. int i,j;
  9647. nullpo_retr(0, sd);
  9648. if(nameid<=0)
  9649. return 0;
  9650. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9651. if(skill_produce_db[i].nameid == nameid )
  9652. break;
  9653. }
  9654. if( i >= MAX_SKILL_PRODUCE_DB )
  9655. return 0;
  9656. if(trigger>=0){
  9657. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9658. if(skill_produce_db[i].itemlv!=trigger)
  9659. return 0;
  9660. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  9661. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  9662. return 0;
  9663. } else { // Weapon (itemlv must be higher or equal)
  9664. if(skill_produce_db[i].itemlv>trigger)
  9665. return 0;
  9666. }
  9667. }
  9668. if((j=skill_produce_db[i].req_skill)>0 &&
  9669. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  9670. return 0;
  9671. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9672. int id,x,y;
  9673. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  9674. continue;
  9675. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9676. if(pc_search_inventory(sd,id) < 0)
  9677. return 0;
  9678. }
  9679. else {
  9680. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9681. if( sd->status.inventory[y].nameid == id )
  9682. x+=sd->status.inventory[y].amount;
  9683. if(x<qty*skill_produce_db[i].mat_amount[j])
  9684. return 0;
  9685. }
  9686. }
  9687. return i+1;
  9688. }
  9689. /*==========================================
  9690. *
  9691. *------------------------------------------*/
  9692. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  9693. {
  9694. int slot[3];
  9695. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9696. int num = -1; // exclude the recipe
  9697. struct status_data *status;
  9698. nullpo_retr(0, sd);
  9699. status = status_get_status_data(&sd->bl);
  9700. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  9701. return 0;
  9702. idx--;
  9703. if (qty < 1)
  9704. qty = 1;
  9705. if (!skill_id) //A skill can be specified for some override cases.
  9706. skill_id = skill_produce_db[idx].req_skill;
  9707. slot[0]=slot1;
  9708. slot[1]=slot2;
  9709. slot[2]=slot3;
  9710. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9711. int j;
  9712. if( slot[i]<=0 )
  9713. continue;
  9714. j = pc_search_inventory(sd,slot[i]);
  9715. if(j < 0)
  9716. continue;
  9717. if(slot[i]==1000){ /* Star Crumb */
  9718. pc_delitem(sd,j,1,1);
  9719. sc++;
  9720. }
  9721. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9722. static const int ele_table[4]={3,1,4,2};
  9723. pc_delitem(sd,j,1,1);
  9724. ele=ele_table[slot[i]-994];
  9725. }
  9726. }
  9727. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9728. int j,id,x;
  9729. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9730. continue;
  9731. num++;
  9732. x=qty*skill_produce_db[idx].mat_amount[i];
  9733. do{
  9734. int y=0;
  9735. j = pc_search_inventory(sd,id);
  9736. if(j >= 0){
  9737. y = sd->status.inventory[j].amount;
  9738. if(y>x)y=x;
  9739. pc_delitem(sd,j,y,0);
  9740. } else
  9741. ShowError("skill_produce_mix: material item error\n");
  9742. x-=y;
  9743. }while( j>=0 && x>0 );
  9744. }
  9745. if((equip=itemdb_isequip(nameid)))
  9746. wlv = itemdb_wlv(nameid);
  9747. if(!equip) {
  9748. switch(skill_id){
  9749. case BS_IRON:
  9750. case BS_STEEL:
  9751. case BS_ENCHANTEDSTONE:
  9752. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9753. i = pc_checkskill(sd,skill_id);
  9754. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9755. switch(nameid){
  9756. case 998: // Iron
  9757. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9758. break;
  9759. case 999: // Steel
  9760. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9761. break;
  9762. case 1000: //Star Crumb
  9763. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9764. break;
  9765. default: // Enchanted Stones
  9766. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9767. break;
  9768. }
  9769. break;
  9770. case ASC_CDP:
  9771. make_per = (2000 + 40*status->dex + 20*status->luk);
  9772. break;
  9773. case AL_HOLYWATER:
  9774. make_per = 100000; //100% success
  9775. break;
  9776. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9777. case AM_TWILIGHT1:
  9778. case AM_TWILIGHT2:
  9779. case AM_TWILIGHT3:
  9780. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  9781. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9782. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  9783. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  9784. int skill;
  9785. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  9786. make_per += skill*100; //+1% bonus per level
  9787. }
  9788. switch(nameid){
  9789. case 501: // Red Potion
  9790. case 503: // Yellow Potion
  9791. case 504: // White Potion
  9792. make_per += (1+rand()%100)*10 + 2000;
  9793. break;
  9794. case 970: // Alcohol
  9795. make_per += (1+rand()%100)*10 + 1000;
  9796. break;
  9797. case 7135: // Bottle Grenade
  9798. case 7136: // Acid Bottle
  9799. case 7137: // Plant Bottle
  9800. case 7138: // Marine Sphere Bottle
  9801. make_per += (1+rand()%100)*10;
  9802. break;
  9803. case 546: // Condensed Yellow Potion
  9804. make_per -= (1+rand()%50)*10;
  9805. break;
  9806. case 547: // Condensed White Potion
  9807. case 7139: // Glistening Coat
  9808. make_per -= (1+rand()%100)*10;
  9809. break;
  9810. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  9811. case 505: // Blue Potion
  9812. case 545: // Condensed Red Potion
  9813. case 605: // Anodyne
  9814. case 606: // Aloevera
  9815. default:
  9816. break;
  9817. }
  9818. if(battle_config.pp_rate != 100)
  9819. make_per = make_per * battle_config.pp_rate / 100;
  9820. break;
  9821. case SA_CREATECON: // Elemental Converter Creation
  9822. make_per = 100000; // should be 100% success rate
  9823. break;
  9824. default:
  9825. if (sd->menuskill_id == AM_PHARMACY &&
  9826. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  9827. { //Assume Cooking Dish
  9828. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  9829. make_per = 10000; //100% Success
  9830. else
  9831. make_per = 1200 * (sd->menuskill_val - 10)
  9832. + 20 * (sd->status.base_level + 1)
  9833. + 20 * (status->dex + 1)
  9834. + 100 * (rand()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  9835. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  9836. - 10 * (100 - status->luk + 1)
  9837. - 500 * (num - 1)
  9838. - 100 * (rand()%4 + 1);
  9839. break;
  9840. }
  9841. make_per = 5000;
  9842. break;
  9843. }
  9844. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9845. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9846. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9847. 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
  9848. 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
  9849. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9850. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9851. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9852. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9853. if(battle_config.wp_rate != 100)
  9854. make_per = make_per * battle_config.wp_rate / 100;
  9855. }
  9856. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9857. make_per = (make_per * 70) / 100; //Baby penalty is 30%
  9858. if(make_per < 1) make_per = 1;
  9859. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9860. struct item tmp_item;
  9861. memset(&tmp_item,0,sizeof(tmp_item));
  9862. tmp_item.nameid=nameid;
  9863. tmp_item.amount=1;
  9864. tmp_item.identify=1;
  9865. if(equip){
  9866. tmp_item.card[0]=CARD0_FORGE;
  9867. tmp_item.card[1]=((sc*5)<<8)+ele;
  9868. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9869. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9870. } else {
  9871. //Flag is only used on the end, so it can be used here. [Skotlex]
  9872. switch (skill_id) {
  9873. case BS_DAGGER:
  9874. case BS_SWORD:
  9875. case BS_TWOHANDSWORD:
  9876. case BS_AXE:
  9877. case BS_MACE:
  9878. case BS_KNUCKLE:
  9879. case BS_SPEAR:
  9880. flag = battle_config.produce_item_name_input&0x1;
  9881. break;
  9882. case AM_PHARMACY:
  9883. case AM_TWILIGHT1:
  9884. case AM_TWILIGHT2:
  9885. case AM_TWILIGHT3:
  9886. flag = battle_config.produce_item_name_input&0x2;
  9887. break;
  9888. case AL_HOLYWATER:
  9889. flag = battle_config.produce_item_name_input&0x8;
  9890. break;
  9891. case ASC_CDP:
  9892. flag = battle_config.produce_item_name_input&0x10;
  9893. break;
  9894. default:
  9895. flag = battle_config.produce_item_name_input&0x80;
  9896. break;
  9897. }
  9898. if (flag) {
  9899. tmp_item.card[0]=CARD0_CREATE;
  9900. tmp_item.card[1]=0;
  9901. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9902. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9903. }
  9904. }
  9905. // if(log_config.produce > 0)
  9906. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9907. //TODO update PICKLOG
  9908. if(equip){
  9909. clif_produceeffect(sd,0,nameid);
  9910. clif_misceffect(&sd->bl,3);
  9911. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9912. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9913. } else {
  9914. int fame = 0;
  9915. tmp_item.amount = 0;
  9916. for (i=0; i< qty; i++)
  9917. { //Apply quantity modifiers.
  9918. if (rand()%10000 < make_per || qty == 1)
  9919. { //Success
  9920. tmp_item.amount++;
  9921. if(nameid < 545 || nameid > 547)
  9922. continue;
  9923. if(skill_id != AM_PHARMACY &&
  9924. skill_id != AM_TWILIGHT1 &&
  9925. skill_id != AM_TWILIGHT2 &&
  9926. skill_id != AM_TWILIGHT3)
  9927. continue;
  9928. //Add fame as needed.
  9929. switch(++sd->potion_success_counter) {
  9930. case 3:
  9931. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9932. break;
  9933. case 5:
  9934. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9935. break;
  9936. case 7:
  9937. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9938. break;
  9939. case 10:
  9940. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9941. sd->potion_success_counter = 0;
  9942. break;
  9943. }
  9944. } else //Failure
  9945. sd->potion_success_counter = 0;
  9946. }
  9947. if (fame)
  9948. pc_addfame(sd,fame);
  9949. //Visual effects and the like.
  9950. switch (skill_id) {
  9951. case AM_PHARMACY:
  9952. case AM_TWILIGHT1:
  9953. case AM_TWILIGHT2:
  9954. case AM_TWILIGHT3:
  9955. case ASC_CDP:
  9956. clif_produceeffect(sd,2,nameid);
  9957. clif_misceffect(&sd->bl,5);
  9958. break;
  9959. case BS_IRON:
  9960. case BS_STEEL:
  9961. case BS_ENCHANTEDSTONE:
  9962. clif_produceeffect(sd,0,nameid);
  9963. clif_misceffect(&sd->bl,3);
  9964. break;
  9965. default: //Those that don't require a skill?
  9966. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  9967. { //Cooking items.
  9968. clif_specialeffect(&sd->bl, 608, AREA);
  9969. if( sd->cook_mastery < 1999 )
  9970. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  9971. }
  9972. break;
  9973. }
  9974. }
  9975. if (tmp_item.amount) { //Success
  9976. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9977. clif_additem(sd,0,0,flag);
  9978. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9979. }
  9980. return 1;
  9981. }
  9982. }
  9983. //Failure
  9984. // if(log_config.produce)
  9985. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9986. //TODO update PICKLOG
  9987. if(equip){
  9988. clif_produceeffect(sd,1,nameid);
  9989. clif_misceffect(&sd->bl,2);
  9990. } else {
  9991. switch (skill_id) {
  9992. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9993. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  9994. case AM_PHARMACY:
  9995. case AM_TWILIGHT1:
  9996. case AM_TWILIGHT2:
  9997. case AM_TWILIGHT3:
  9998. clif_produceeffect(sd,3,nameid);
  9999. clif_misceffect(&sd->bl,6);
  10000. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  10001. break;
  10002. case BS_IRON:
  10003. case BS_STEEL:
  10004. case BS_ENCHANTEDSTONE:
  10005. clif_produceeffect(sd,1,nameid);
  10006. clif_misceffect(&sd->bl,2);
  10007. break;
  10008. default:
  10009. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  10010. { //Cooking items.
  10011. clif_specialeffect(&sd->bl, 609, AREA);
  10012. if( sd->cook_mastery > 0 )
  10013. 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 ));
  10014. }
  10015. }
  10016. }
  10017. return 0;
  10018. }
  10019. int skill_arrow_create (struct map_session_data *sd, int nameid)
  10020. {
  10021. int i,j,flag,index=-1;
  10022. struct item tmp_item;
  10023. nullpo_retr(0, sd);
  10024. if(nameid <= 0)
  10025. return 1;
  10026. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  10027. if(nameid == skill_arrow_db[i].nameid) {
  10028. index = i;
  10029. break;
  10030. }
  10031. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  10032. return 1;
  10033. pc_delitem(sd,j,1,0);
  10034. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  10035. memset(&tmp_item,0,sizeof(tmp_item));
  10036. tmp_item.identify = 1;
  10037. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  10038. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  10039. if(battle_config.produce_item_name_input&0x4) {
  10040. tmp_item.card[0]=CARD0_CREATE;
  10041. tmp_item.card[1]=0;
  10042. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  10043. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  10044. }
  10045. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  10046. continue;
  10047. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  10048. clif_additem(sd,0,0,flag);
  10049. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  10050. }
  10051. }
  10052. return 0;
  10053. }
  10054. /*==========================================
  10055. *
  10056. *------------------------------------------*/
  10057. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr data)
  10058. {
  10059. struct map_session_data *sd = map_id2sd(id);
  10060. if (data <= 0 || data >= MAX_SKILL)
  10061. return 0;
  10062. if (!sd) return 0;
  10063. if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
  10064. sd->blockskill[data] = 0;
  10065. return 1;
  10066. }
  10067. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  10068. {
  10069. nullpo_retr (-1, sd);
  10070. skillid = skill_get_index(skillid);
  10071. if (skillid == 0)
  10072. return -1;
  10073. if (tick < 1) {
  10074. sd->blockskill[skillid] = 0;
  10075. return -1;
  10076. }
  10077. if( battle_config.display_status_timers )
  10078. clif_skill_cooldown(sd, skillid, tick);
  10079. sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
  10080. return 0;
  10081. }
  10082. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr data) //[orn]
  10083. {
  10084. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  10085. if (data <= 0 || data >= MAX_SKILL)
  10086. return 0;
  10087. if (hd) hd->blockskill[data] = 0;
  10088. return 1;
  10089. }
  10090. int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn]
  10091. {
  10092. nullpo_retr (-1, hd);
  10093. skillid = skill_get_index(skillid);
  10094. if (skillid == 0)
  10095. return -1;
  10096. if (tick < 1) {
  10097. hd->blockskill[skillid] = 0;
  10098. return -1;
  10099. }
  10100. hd->blockskill[skillid] = 1;
  10101. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
  10102. }
  10103. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr data) //[orn]
  10104. {
  10105. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  10106. if( data <= 0 || data >= MAX_SKILL )
  10107. return 0;
  10108. if( md ) md->blockskill[data] = 0;
  10109. return 1;
  10110. }
  10111. int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
  10112. {
  10113. nullpo_retr (-1, md);
  10114. if( (skillid = skill_get_index(skillid)) == 0 )
  10115. return -1;
  10116. if( tick < 1 )
  10117. {
  10118. md->blockskill[skillid] = 0;
  10119. return -1;
  10120. }
  10121. md->blockskill[skillid] = 1;
  10122. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
  10123. }
  10124. /*
  10125. *
  10126. */
  10127. int skill_split_str (char *str, char **val, int num)
  10128. {
  10129. int i;
  10130. for( i = 0; i < num && str; i++ )
  10131. {
  10132. val[i] = str;
  10133. str = strchr(str,',');
  10134. if( str )
  10135. *str++=0;
  10136. }
  10137. return i;
  10138. }
  10139. /*
  10140. *
  10141. */
  10142. int skill_split_atoi (char *str, int *val)
  10143. {
  10144. int i, j, diff, step = 1;
  10145. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  10146. if (!str) break;
  10147. val[i] = atoi(str);
  10148. str = strchr(str,':');
  10149. if (str)
  10150. *str++=0;
  10151. }
  10152. if(i==0) //No data found.
  10153. return 0;
  10154. if(i==1)
  10155. { //Single value, have the whole range have the same value.
  10156. for (; i < MAX_SKILL_LEVEL; i++)
  10157. val[i] = val[i-1];
  10158. return i;
  10159. }
  10160. //Check for linear change with increasing steps until we reach half of the data acquired.
  10161. for (step = 1; step <= i/2; step++)
  10162. {
  10163. diff = val[i-1] - val[i-step-1];
  10164. for(j = i-1; j >= step; j--)
  10165. if ((val[j]-val[j-step]) != diff)
  10166. break;
  10167. if (j>=step) //No match, try next step.
  10168. continue;
  10169. for(; i < MAX_SKILL_LEVEL; i++)
  10170. { //Apply linear increase
  10171. val[i] = val[i-step]+diff;
  10172. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  10173. { val[i] = 1; diff = 0; step = 1; }
  10174. }
  10175. return i;
  10176. }
  10177. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  10178. for (;i<MAX_SKILL_LEVEL; i++)
  10179. val[i] = val[i-1];
  10180. return i;
  10181. }
  10182. /*
  10183. *
  10184. */
  10185. void skill_init_unit_layout (void)
  10186. {
  10187. int i,j,size,pos = 0;
  10188. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  10189. // standard square layouts go first
  10190. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  10191. size = i*2+1;
  10192. skill_unit_layout[i].count = size*size;
  10193. for (j=0; j<size*size; j++) {
  10194. skill_unit_layout[i].dx[j] = (j%size-i);
  10195. skill_unit_layout[i].dy[j] = (j/size-i);
  10196. }
  10197. }
  10198. // afterwards add special ones
  10199. pos = i;
  10200. for (i=0;i<MAX_SKILL_DB;i++) {
  10201. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  10202. continue;
  10203. switch (i) {
  10204. case MG_FIREWALL:
  10205. case WZ_ICEWALL:
  10206. // these will be handled later
  10207. break;
  10208. case PR_SANCTUARY:
  10209. case NPC_EVILLAND:
  10210. {
  10211. static const int dx[] = {
  10212. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  10213. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  10214. static const int dy[]={
  10215. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  10216. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  10217. skill_unit_layout[pos].count = 21;
  10218. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10219. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10220. break;
  10221. }
  10222. case PR_MAGNUS:
  10223. {
  10224. static const int dx[] = {
  10225. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10226. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10227. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  10228. static const int dy[] = {
  10229. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10230. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10231. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  10232. skill_unit_layout[pos].count = 33;
  10233. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10234. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10235. break;
  10236. }
  10237. case AS_VENOMDUST:
  10238. {
  10239. static const int dx[] = {-1, 0, 0, 0, 1};
  10240. static const int dy[] = { 0,-1, 0, 1, 0};
  10241. skill_unit_layout[pos].count = 5;
  10242. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10243. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10244. break;
  10245. }
  10246. case CR_GRANDCROSS:
  10247. case NPC_GRANDDARKNESS:
  10248. {
  10249. static const int dx[] = {
  10250. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  10251. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  10252. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  10253. static const int dy[] = {
  10254. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  10255. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  10256. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  10257. skill_unit_layout[pos].count = 29;
  10258. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10259. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10260. break;
  10261. }
  10262. case PF_FOGWALL:
  10263. {
  10264. static const int dx[] = {
  10265. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  10266. static const int dy[] = {
  10267. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  10268. skill_unit_layout[pos].count = 15;
  10269. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10270. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10271. break;
  10272. }
  10273. case PA_GOSPEL:
  10274. {
  10275. static const int dx[] = {
  10276. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10277. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10278. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  10279. -1, 0, 1};
  10280. static const int dy[] = {
  10281. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10282. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10283. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  10284. 3, 3, 3};
  10285. skill_unit_layout[pos].count = 33;
  10286. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10287. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10288. break;
  10289. }
  10290. case NJ_KAENSIN:
  10291. {
  10292. 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};
  10293. 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};
  10294. skill_unit_layout[pos].count = 24;
  10295. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10296. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10297. break;
  10298. }
  10299. case NJ_TATAMIGAESHI:
  10300. {
  10301. //Level 1 (count 4, cross of 3x3)
  10302. static const int dx1[] = {-1, 1, 0, 0};
  10303. static const int dy1[] = { 0, 0,-1, 1};
  10304. //Level 2-3 (count 8, cross of 5x5)
  10305. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  10306. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  10307. //Level 4-5 (count 12, cross of 7x7
  10308. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  10309. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  10310. //lv1
  10311. j = 0;
  10312. skill_unit_layout[pos].count = 4;
  10313. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  10314. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  10315. skill_db[i].unit_layout_type[j] = pos;
  10316. //lv2/3
  10317. j++;
  10318. pos++;
  10319. skill_unit_layout[pos].count = 8;
  10320. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  10321. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  10322. skill_db[i].unit_layout_type[j] = pos;
  10323. skill_db[i].unit_layout_type[++j] = pos;
  10324. //lv4/5
  10325. j++;
  10326. pos++;
  10327. skill_unit_layout[pos].count = 12;
  10328. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  10329. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  10330. skill_db[i].unit_layout_type[j] = pos;
  10331. skill_db[i].unit_layout_type[++j] = pos;
  10332. //Fill in the rest using lv 5.
  10333. for (;j<MAX_SKILL_LEVEL;j++)
  10334. skill_db[i].unit_layout_type[j] = pos;
  10335. //Skip, this way the check below will fail and continue to the next skill.
  10336. pos++;
  10337. break;
  10338. }
  10339. default:
  10340. ShowError("unknown unit layout at skill %d\n",i);
  10341. break;
  10342. }
  10343. if (!skill_unit_layout[pos].count)
  10344. continue;
  10345. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10346. skill_db[i].unit_layout_type[j] = pos;
  10347. pos++;
  10348. }
  10349. // firewall and icewall have 8 layouts (direction-dependent)
  10350. firewall_unit_pos = pos;
  10351. for (i=0;i<8;i++) {
  10352. if (i&1) {
  10353. skill_unit_layout[pos].count = 5;
  10354. if (i&0x2) {
  10355. int dx[] = {-1,-1, 0, 0, 1};
  10356. int dy[] = { 1, 0, 0,-1,-1};
  10357. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10358. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10359. } else {
  10360. int dx[] = { 1, 1 ,0, 0,-1};
  10361. int dy[] = { 1, 0, 0,-1,-1};
  10362. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10363. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10364. }
  10365. } else {
  10366. skill_unit_layout[pos].count = 3;
  10367. if (i%4==0) {
  10368. int dx[] = {-1, 0, 1};
  10369. int dy[] = { 0, 0, 0};
  10370. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10371. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10372. } else {
  10373. int dx[] = { 0, 0, 0};
  10374. int dy[] = {-1, 0, 1};
  10375. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10376. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10377. }
  10378. }
  10379. pos++;
  10380. }
  10381. icewall_unit_pos = pos;
  10382. for (i=0;i<8;i++) {
  10383. skill_unit_layout[pos].count = 5;
  10384. if (i&1) {
  10385. if (i&0x2) {
  10386. int dx[] = {-2,-1, 0, 1, 2};
  10387. int dy[] = { 2, 1, 0,-1,-2};
  10388. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10389. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10390. } else {
  10391. int dx[] = { 2, 1 ,0,-1,-2};
  10392. int dy[] = { 2, 1, 0,-1,-2};
  10393. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10394. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10395. }
  10396. } else {
  10397. if (i%4==0) {
  10398. int dx[] = {-2,-1, 0, 1, 2};
  10399. int dy[] = { 0, 0, 0, 0, 0};
  10400. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10401. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10402. } else {
  10403. int dx[] = { 0, 0, 0, 0, 0};
  10404. int dy[] = {-2,-1, 0, 1, 2};
  10405. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10406. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10407. }
  10408. }
  10409. pos++;
  10410. }
  10411. }
  10412. /*==========================================
  10413. * DB reading.
  10414. * skill_db.txt
  10415. * skill_require_db.txt
  10416. * skill_cast_db.txt
  10417. * skill_castnodex_db.txt
  10418. * skill_nocast_db.txt
  10419. * skill_unit_db.txt
  10420. * produce_db.txt
  10421. * create_arrow_db.txt
  10422. * abra_db.txt
  10423. *------------------------------------------*/
  10424. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  10425. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  10426. int id = atoi(split[0]);
  10427. int i;
  10428. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  10429. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  10430. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  10431. {
  10432. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
  10433. return false;
  10434. }
  10435. i = skill_get_index(id);
  10436. if( !i ) // invalid skill id
  10437. return false;
  10438. skill_split_atoi(split[1],skill_db[i].range);
  10439. skill_db[i].hit = atoi(split[2]);
  10440. skill_db[i].inf = atoi(split[3]);
  10441. skill_split_atoi(split[4],skill_db[i].element);
  10442. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  10443. skill_split_atoi(split[6],skill_db[i].splash);
  10444. skill_db[i].max = atoi(split[7]);
  10445. skill_split_atoi(split[8],skill_db[i].num);
  10446. if( strcmpi(split[9],"yes") == 0 )
  10447. skill_db[i].castcancel = 1;
  10448. else
  10449. skill_db[i].castcancel = 0;
  10450. skill_db[i].cast_def_rate = atoi(split[10]);
  10451. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  10452. skill_split_atoi(split[12],skill_db[i].maxcount);
  10453. if( strcmpi(split[13],"weapon") == 0 )
  10454. skill_db[i].skill_type = BF_WEAPON;
  10455. else if( strcmpi(split[13],"magic") == 0 )
  10456. skill_db[i].skill_type = BF_MAGIC;
  10457. else if( strcmpi(split[13],"misc") == 0 )
  10458. skill_db[i].skill_type = BF_MISC;
  10459. else
  10460. skill_db[i].skill_type = 0;
  10461. skill_split_atoi(split[14],skill_db[i].blewcount);
  10462. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  10463. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  10464. strdb_put(skilldb_name2id, skill_db[i].name, (void*)id);
  10465. return true;
  10466. }
  10467. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  10468. {// 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
  10469. char* p;
  10470. int j;
  10471. int i = atoi(split[0]);
  10472. i = skill_get_index(i);
  10473. if( !i ) // invalid skill id
  10474. return false;
  10475. skill_split_atoi(split[1],skill_db[i].hp);
  10476. skill_split_atoi(split[2],skill_db[i].mhp);
  10477. skill_split_atoi(split[3],skill_db[i].sp);
  10478. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10479. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10480. skill_split_atoi(split[6],skill_db[i].zeny);
  10481. //FIXME: document this
  10482. p = split[7];
  10483. for( j = 0; j < 32; j++ )
  10484. {
  10485. int l = atoi(p);
  10486. if( l == 99 ) // magic value?
  10487. {
  10488. skill_db[i].weapon = 0xffffffff;
  10489. break;
  10490. }
  10491. else
  10492. skill_db[i].weapon |= 1<<l;
  10493. p = strchr(p,':');
  10494. if(!p)
  10495. break;
  10496. p++;
  10497. }
  10498. //FIXME: document this
  10499. p = split[8];
  10500. for( j = 0; j < 32; j++ )
  10501. {
  10502. int l = atoi(p);
  10503. if( l == 99 ) // magic value?
  10504. {
  10505. skill_db[i].ammo = 0xffffffff;
  10506. break;
  10507. }
  10508. else if( l ) // 0 not allowed?
  10509. skill_db[i].ammo |= 1<<l;
  10510. p = strchr(p,':');
  10511. if( !p )
  10512. break;
  10513. p++;
  10514. }
  10515. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  10516. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  10517. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  10518. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  10519. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  10520. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  10521. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  10522. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  10523. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  10524. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  10525. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  10526. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  10527. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  10528. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  10529. else skill_db[i].state = ST_NONE;
  10530. skill_split_atoi(split[11],skill_db[i].spiritball);
  10531. for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
  10532. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  10533. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  10534. }
  10535. return true;
  10536. }
  10537. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  10538. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  10539. int i = atoi(split[0]);
  10540. i = skill_get_index(i);
  10541. if( !i ) // invalid skill id
  10542. return false;
  10543. skill_split_atoi(split[1],skill_db[i].cast);
  10544. skill_split_atoi(split[2],skill_db[i].delay);
  10545. skill_split_atoi(split[3],skill_db[i].walkdelay);
  10546. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  10547. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  10548. return true;
  10549. }
  10550. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  10551. {// Skill id,Cast,Delay (optional)
  10552. int i = atoi(split[0]);
  10553. i = skill_get_index(i);
  10554. if( !i ) // invalid skill id
  10555. return false;
  10556. skill_split_atoi(split[1],skill_db[i].castnodex);
  10557. if( split[2] ) // optional column
  10558. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10559. return true;
  10560. }
  10561. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  10562. {// SkillID,Flag
  10563. int i = atoi(split[0]);
  10564. i = skill_get_index(i);
  10565. if( !i ) // invalid skill id
  10566. return false;
  10567. skill_db[i].nocast |= atoi(split[1]);
  10568. return true;
  10569. }
  10570. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  10571. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  10572. int i = atoi(split[0]);
  10573. i = skill_get_index(i);
  10574. if( !i ) // invalid skill id
  10575. return false;
  10576. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10577. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10578. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10579. skill_split_atoi(split[4],skill_db[i].unit_range);
  10580. skill_db[i].unit_interval = atoi(split[5]);
  10581. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  10582. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  10583. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  10584. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  10585. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  10586. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  10587. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  10588. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  10589. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10590. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10591. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10592. skill_db[i].unit_target = BCT_NOENEMY;
  10593. //By default, target just characters.
  10594. skill_db[i].unit_target |= BL_CHAR;
  10595. if (skill_db[i].unit_flag&UF_NOPC)
  10596. skill_db[i].unit_target &= ~BL_PC;
  10597. if (skill_db[i].unit_flag&UF_NOMOB)
  10598. skill_db[i].unit_target &= ~BL_MOB;
  10599. if (skill_db[i].unit_flag&UF_SKILL)
  10600. skill_db[i].unit_target |= BL_SKILL;
  10601. return true;
  10602. }
  10603. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  10604. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  10605. int x,y;
  10606. int i = atoi(split[0]);
  10607. if( !i )
  10608. return false;
  10609. skill_produce_db[current].nameid = i;
  10610. skill_produce_db[current].itemlv = atoi(split[1]);
  10611. skill_produce_db[current].req_skill = atoi(split[2]);
  10612. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  10613. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  10614. {
  10615. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  10616. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  10617. }
  10618. return true;
  10619. }
  10620. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  10621. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  10622. int x,y;
  10623. int i = atoi(split[0]);
  10624. if( !i )
  10625. return false;
  10626. skill_arrow_db[current].nameid = i;
  10627. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
  10628. {
  10629. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  10630. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  10631. }
  10632. return true;
  10633. }
  10634. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  10635. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  10636. int i = atoi(split[0]);
  10637. if( !skill_get_index(i) || !skill_get_max(i) )
  10638. {
  10639. ShowError("abra_db: Invalid skill ID %d\n", i);
  10640. return false;
  10641. }
  10642. if ( !skill_get_inf(i) )
  10643. {
  10644. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  10645. return false;
  10646. }
  10647. skill_abra_db[current].skillid = i;
  10648. skill_abra_db[current].req_lv = atoi(split[2]);
  10649. skill_abra_db[current].per = atoi(split[3]);
  10650. return true;
  10651. }
  10652. static void skill_readdb(void)
  10653. {
  10654. // init skill db structures
  10655. db_clear(skilldb_name2id);
  10656. memset(skill_db,0,sizeof(skill_db));
  10657. memset(skill_produce_db,0,sizeof(skill_produce_db));
  10658. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  10659. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10660. // load skill databases
  10661. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  10662. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  10663. sv_readdb(db_path, "skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  10664. sv_readdb(db_path, "skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  10665. sv_readdb(db_path, "skill_cast_db.txt" , ',', 6, 6, MAX_SKILL_DB, skill_parse_row_castdb);
  10666. sv_readdb(db_path, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  10667. sv_readdb(db_path, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  10668. sv_readdb(db_path, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  10669. skill_init_unit_layout();
  10670. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  10671. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  10672. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  10673. }
  10674. void skill_reload (void)
  10675. {
  10676. skill_readdb();
  10677. }
  10678. /*==========================================
  10679. *
  10680. *------------------------------------------*/
  10681. int do_init_skill (void)
  10682. {
  10683. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY, 0);
  10684. skill_readdb();
  10685. group_db = idb_alloc(DB_OPT_BASE);
  10686. skillunit_db = idb_alloc(DB_OPT_BASE);
  10687. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  10688. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  10689. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10690. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10691. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10692. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10693. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10694. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  10695. return 0;
  10696. }
  10697. int do_final_skill(void)
  10698. {
  10699. db_destroy(skilldb_name2id);
  10700. db_destroy(group_db);
  10701. db_destroy(skillunit_db);
  10702. ers_destroy(skill_unit_ers);
  10703. ers_destroy(skill_timer_ers);
  10704. return 0;
  10705. }