skill.c 713 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/random.h"
  8. #include "../common/showmsg.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "../common/ers.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "pet.h"
  19. #include "homunculus.h"
  20. #include "mercenary.h"
  21. #include "elemental.h"
  22. #include "mob.h"
  23. #include "npc.h"
  24. #include "battle.h"
  25. #include "battleground.h"
  26. #include "party.h"
  27. #include "itemdb.h"
  28. #include "script.h"
  29. #include "intif.h"
  30. #include "log.h"
  31. #include "chrif.h"
  32. #include "guild.h"
  33. #include "date.h"
  34. #include "unit.h"
  35. #include <stdio.h>
  36. #include <stdlib.h>
  37. #include <string.h>
  38. #include <time.h>
  39. #include <math.h>
  40. #define SKILLUNITTIMER_INTERVAL 100
  41. #define TIMERSKILL_INTERVAL 150
  42. // ranges reserved for mapping skill ids to skilldb offsets
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  45. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  46. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  47. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  48. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  49. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  50. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  51. #if GD_SKILLRANGEMAX > 999
  52. #error GD_SKILLRANGEMAX is greater than 999
  53. #endif
  54. static DBMap *skilldb_id2idx; /// Skill ID to Index lookup: skill_index = skill_get_index(skill_id)
  55. struct s_skill_db **skill_db; /// Skill DB
  56. static uint16 skill_num; /// Skill count, also as last index
  57. #define skill_next_idx() ( skill_num++ ) /// Macro to get&increase last skill number/index
  58. static uint16 skill_db_create(uint16 skill_id);
  59. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  60. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  61. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  62. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  63. /**
  64. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  65. */
  66. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  67. struct skill_usave {
  68. uint16 skill_id, skill_lv;
  69. };
  70. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  71. static unsigned short skill_produce_count;
  72. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  73. static unsigned short skill_arrow_count;
  74. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  75. unsigned short skill_abra_count;
  76. struct s_skill_improvise_db {
  77. uint16 skill_id;
  78. unsigned short per;//1-10000
  79. };
  80. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  81. static unsigned short skill_improvise_count;
  82. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  83. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  84. struct s_skill_changematerial_db {
  85. unsigned short nameid;
  86. unsigned short rate;
  87. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  88. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  89. };
  90. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  91. static unsigned short skill_changematerial_count;
  92. //Warlock
  93. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  94. unsigned short skill_spellbook_count;
  95. //Guillotine Cross
  96. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  97. unsigned short skill_magicmushroom_count;
  98. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  99. int firewall_unit_pos;
  100. int icewall_unit_pos;
  101. int earthstrain_unit_pos;
  102. int firerain_unit_pos;
  103. int wallofthorn_unit_pos;
  104. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  105. int overbrand_nounit_pos;
  106. int overbrand_brandish_nounit_pos;
  107. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  108. //Early declaration
  109. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  110. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  111. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  112. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  113. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  114. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require);
  115. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  116. // Use this function for splash skills that can't hit icewall when cast by players
  117. static inline int splash_target(struct block_list* bl) {
  118. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  119. }
  120. uint16 SKILL_MAX_DB(void) {
  121. return skill_num;
  122. }
  123. /**
  124. * Get skill id from name
  125. * @param name
  126. * @return Skill ID of the skill, or 0 if not found.
  127. **/
  128. int skill_name2id(const char* name) {
  129. if( name == NULL )
  130. return 0;
  131. return strdb_iget(skilldb_name2id, name);
  132. }
  133. /**
  134. * Get Skill ID from Skill Index
  135. * @param idx
  136. * @return Skill ID or 0 if not found
  137. **/
  138. uint16 skill_idx2id(uint16 idx) {
  139. if (idx < SKILL_MAX_DB() && skill_db[idx])
  140. return skill_db[idx]->nameid;
  141. return 0;
  142. }
  143. /**
  144. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  145. * @param skill_id
  146. * @param silent If Skill is undefined, show error message!
  147. * @return Skill Index or 0 if not found/unset
  148. **/
  149. int skill_get_index_( uint16 skill_id, bool silent, const char *func, const char *file, int line ) {
  150. uint16 idx = (uint16)uidb_iget(skilldb_id2idx, skill_id);
  151. if (!idx && skill_id != 0 && !silent)
  152. ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
  153. return idx;
  154. }
  155. /**
  156. * Check if skill is set yet. If not, create new one (for skill_db files reading purpose)
  157. * @param skill_id
  158. * @return Skill index
  159. **/
  160. static uint16 skill_db_isset(uint16 skill_id, const char *func) {
  161. uint16 idx = skill_get_index2(skill_id);
  162. if (idx || idx == skill_id)
  163. return idx;
  164. ShowWarning("%s: Skill '%d' isn't created in 'skill_db.txt' yet. Creating dummy value...\n", func, skill_id);
  165. idx = skill_db_create(skill_id);
  166. return idx;
  167. }
  168. /**
  169. * Get Skill name
  170. * @param skill_id
  171. * @return AEGIS Skill name
  172. **/
  173. const char* skill_get_name( uint16 skill_id ) {
  174. return skill_db[skill_get_index(skill_id)]->name;
  175. }
  176. /**
  177. * Get Skill name
  178. * @param skill_id
  179. * @return English Skill name
  180. **/
  181. const char* skill_get_desc( uint16 skill_id ) {
  182. return skill_db[skill_get_index(skill_id)]->desc;
  183. }
  184. /// out of bounds error checking [celest]
  185. static void skill_chk(uint16 *skill_id) {
  186. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  187. }
  188. /// checks/adjusts index. make sure we don't use negative index
  189. static void skill_chk2(int *idx) {
  190. if (*idx < 0) *idx = 0;
  191. }
  192. #define skill_get(id,var) { skill_chk(&id); if (!id) return 0; return var; }
  193. #define skill_get2(id, lv, arrvar) do {\
  194. int idx;\
  195. skill_chk(&(id));\
  196. if (!(id))\
  197. return 0;\
  198. idx = min((lv), MAX_SKILL_LEVEL) - 1;\
  199. if ((lv) > MAX_SKILL_LEVEL && (arrvar)[idx] > 1 && idx > 1) {\
  200. int a__ = (arrvar)[idx-2];\
  201. int b__ = (arrvar)[idx-1];\
  202. int c__ = (arrvar)[idx];\
  203. return (c__ + (((lv)-MAX_SKILL_LEVEL+1)*(b__-a__)/2) + (((lv)-MAX_SKILL_LEVEL)*(c__-b__)/2));\
  204. }\
  205. return ((arrvar)[idx]);\
  206. } while(0)
  207. #define skill_get3(id,x,var) { skill_chk(&id); if (!id) return 0; skill_chk2(&x); return var; }
  208. // Skill DB
  209. int skill_get_hit( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->hit); }
  210. int skill_get_inf( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf); }
  211. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->element); }
  212. int skill_get_nk( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nk); }
  213. int skill_get_max( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->max); }
  214. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->range); }
  215. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->splash); }
  216. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->num); }
  217. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cast); }
  218. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->delay); }
  219. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->walkdelay); }
  220. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time); }
  221. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time2); }
  222. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->cast_def_rate); }
  223. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf2); }
  224. int skill_get_inf3( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf3); }
  225. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castcancel); }
  226. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->maxcount); }
  227. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->blewcount); }
  228. int skill_get_castnodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castnodex); }
  229. int skill_get_delaynodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->delaynodex); }
  230. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nocast); }
  231. int skill_get_type( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->skill_type); }
  232. int skill_get_unit_id ( uint16 skill_id, int flag ) { skill_get (skill_id, skill_db[skill_id]->unit_id[flag]); }
  233. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_interval); }
  234. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_range); }
  235. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BCT_ALL); }
  236. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BL_ALL); }
  237. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_flag); }
  238. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_layout_type); }
  239. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cooldown); }
  240. #ifdef RENEWAL_CAST
  241. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->fixed_cast); }
  242. #endif
  243. // Skill requirements
  244. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp); }
  245. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.mhp); }
  246. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp); }
  247. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp_rate); }
  248. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp_rate); }
  249. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.zeny); }
  250. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.weapon); }
  251. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.ammo); }
  252. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.ammo_qty); }
  253. int skill_get_state( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.state); }
  254. int skill_get_status_count( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.status_count); }
  255. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.spiritball); }
  256. int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.itemid[idx]); }
  257. int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.amount[idx]); }
  258. int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.eqItem[idx]); }
  259. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  260. int splash = skill_get_splash_(skill_id, skill_lv);
  261. if (splash < 0)
  262. return AREA_SIZE;
  263. return splash;
  264. }
  265. int skill_tree_get_max(uint16 skill_id, int b_class)
  266. {
  267. int i;
  268. b_class = pc_class2idx(b_class);
  269. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
  270. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
  271. return skill_tree[b_class][i].max;
  272. else
  273. return skill_get_max(skill_id);
  274. }
  275. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  276. int skill_attack_area(struct block_list *bl,va_list ap);
  277. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  278. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  279. int skill_greed(struct block_list *bl, va_list ap);
  280. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  281. static int skill_trap_splash(struct block_list *bl, va_list ap);
  282. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  283. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  284. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  285. static int skill_unit_effect(struct block_list *bl,va_list ap);
  286. static int skill_bind_trap(struct block_list *bl, va_list ap);
  287. int skill_get_casttype (uint16 skill_id) {
  288. int inf = skill_get_inf(skill_id);
  289. if (inf&(INF_GROUND_SKILL))
  290. return CAST_GROUND;
  291. if (inf&INF_SUPPORT_SKILL)
  292. return CAST_NODAMAGE;
  293. if (inf&INF_SELF_SKILL) {
  294. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  295. return CAST_DAMAGE; //Combo skill.
  296. return CAST_NODAMAGE;
  297. }
  298. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  299. return CAST_NODAMAGE;
  300. return CAST_DAMAGE;
  301. }
  302. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  303. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  304. int range, inf3=0;
  305. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  306. return 9; //Mobs have a range of 9 regardless of skill used.
  307. range = skill_get_range(skill_id, skill_lv);
  308. if( range < 0 ) {
  309. if( battle_config.use_weapon_skill_range&bl->type )
  310. return status_get_range(bl);
  311. range *=-1;
  312. }
  313. if (isServer && range > 14) {
  314. range = 14; // Server-sided base range can't be above 14
  315. }
  316. inf3 = skill_get_inf3(skill_id);
  317. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  318. if( bl->type == BL_PC ) {
  319. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  320. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  321. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  322. } else
  323. range += battle_config.mob_eye_range_bonus;
  324. }
  325. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  326. if( bl->type == BL_PC ) {
  327. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  328. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  329. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  330. }
  331. }
  332. if( !range && bl->type != BL_PC )
  333. return 9; // Enable non players to use self skills on others. [Skotlex]
  334. return range;
  335. }
  336. /** Copy Referral: dummy skills should point to their source.
  337. * @param skill_id Dummy skill ID
  338. * @return Real skill id if found
  339. **/
  340. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  341. switch (skill_id) {
  342. case AB_DUPLELIGHT_MELEE:
  343. case AB_DUPLELIGHT_MAGIC:
  344. return AB_DUPLELIGHT;
  345. case WL_CHAINLIGHTNING_ATK:
  346. return WL_CHAINLIGHTNING;
  347. case WL_TETRAVORTEX_FIRE:
  348. case WL_TETRAVORTEX_WATER:
  349. case WL_TETRAVORTEX_WIND:
  350. case WL_TETRAVORTEX_GROUND:
  351. return WL_TETRAVORTEX;
  352. case WL_SUMMON_ATK_FIRE:
  353. return WL_SUMMONFB;
  354. case WL_SUMMON_ATK_WIND:
  355. return WL_SUMMONBL;
  356. case WL_SUMMON_ATK_WATER:
  357. return WL_SUMMONWB;
  358. case WL_SUMMON_ATK_GROUND:
  359. return WL_SUMMONSTONE;
  360. case LG_OVERBRAND_BRANDISH:
  361. case LG_OVERBRAND_PLUSATK:
  362. return LG_OVERBRAND;
  363. case WM_REVERBERATION_MELEE:
  364. case WM_REVERBERATION_MAGIC:
  365. return WM_REVERBERATION;
  366. case WM_SEVERE_RAINSTORM_MELEE:
  367. return WM_SEVERE_RAINSTORM;
  368. case GN_CRAZYWEED_ATK:
  369. return GN_CRAZYWEED;
  370. case GN_HELLS_PLANT_ATK:
  371. return GN_HELLS_PLANT;
  372. case GN_SLINGITEM_RANGEMELEEATK:
  373. return GN_SLINGITEM;
  374. case RL_R_TRIP_PLUSATK:
  375. return RL_R_TRIP;
  376. }
  377. return skill_id;
  378. }
  379. /**
  380. * Calculates heal value of skill's effect
  381. * @param src
  382. * @param target
  383. * @param skill_id
  384. * @param skill_lv
  385. * @param heal
  386. * @return modified heal value
  387. */
  388. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  389. int skill, hp = 0;
  390. struct map_session_data *sd = BL_CAST(BL_PC, src);
  391. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  392. struct status_change *sc, *tsc;
  393. sc = status_get_sc(src);
  394. tsc = status_get_sc(target);
  395. switch( skill_id ) {
  396. case BA_APPLEIDUN:
  397. #ifdef RENEWAL
  398. hp = 100 + 5 * skill_lv + 5 * (status_get_vit(src) / 10); // HP recovery
  399. #else
  400. hp = 30 + 5 * skill_lv + 5 * (status_get_vit(src) / 10); // HP recovery
  401. #endif
  402. if( sd )
  403. hp += 5 * pc_checkskill(sd,BA_MUSICALLESSON);
  404. break;
  405. case PR_SANCTUARY:
  406. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  407. break;
  408. case NPC_EVILLAND:
  409. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  410. break;
  411. case AB_HIGHNESSHEAL:
  412. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd,AL_HEAL) : 1) * 8));
  413. hp = (hp * (17 + 3 * skill_lv)) / 10;
  414. break;
  415. default:
  416. if (skill_lv >= battle_config.max_heal_lv)
  417. return battle_config.max_heal;
  418. #ifdef RENEWAL
  419. /**
  420. * Renewal Heal Formula
  421. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  422. */
  423. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  424. #else
  425. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  426. #endif
  427. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  428. hp += hp * skill * 2 / 100;
  429. else if( src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  430. hp += hp * skill * 2 / 100;
  431. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  432. hp *= 2;
  433. if (sd && ((skill = pc_checkskill(sd, SU_POWEROFSEA)) > 0)) {
  434. hp += hp * 10 / 100;
  435. if (pc_checkskill(sd, SU_TUNABELLY) == 5 && pc_checkskill(sd, SU_TUNAPARTY) == 5 && pc_checkskill(sd, SU_BUNCHOFSHRIMP) == 5 && pc_checkskill(sd, SU_FRESHSHRIMP) == 5)
  436. hp += hp * 20 / 100;
  437. }
  438. break;
  439. }
  440. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  441. hp >>= 1;
  442. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  443. hp += hp * skill / 100;
  444. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  445. hp += hp * skill / 100;
  446. if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL ||
  447. skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
  448. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  449. if (tsc && tsc->count) {
  450. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  451. if (tsc->data[SC_INCHEALRATE])
  452. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  453. if (tsc->data[SC_EXTRACT_WHITE_POTION_Z])
  454. hp += hp * tsc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100;
  455. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  456. hp += hp / 10;
  457. }
  458. if (heal) {
  459. uint8 penalty = 0;
  460. if (tsc->data[SC_CRITICALWOUND])
  461. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  462. if (tsc->data[SC_DEATHHURT])
  463. penalty += 20;
  464. if (tsc->data[SC_NORECOVER_STATE])
  465. penalty = 100;
  466. if (penalty > 0)
  467. hp -= hp * penalty / 100;
  468. }
  469. }
  470. #ifdef RENEWAL
  471. // MATK part of the RE heal formula [malufett]
  472. // Note: in this part matk bonuses from items or skills are not applied
  473. switch( skill_id ) {
  474. case BA_APPLEIDUN:
  475. case PR_SANCTUARY:
  476. case NPC_EVILLAND:
  477. break;
  478. default:
  479. {
  480. struct status_data *status = status_get_status_data(src);
  481. int min, max;
  482. min = max = status_base_matk(src, status, status_get_lv(src));
  483. if( status->rhw.matk > 0 ){
  484. int wMatk, variance;
  485. wMatk = status->rhw.matk;
  486. variance = wMatk * status->rhw.wlv / 10;
  487. min += wMatk - variance;
  488. max += wMatk + variance;
  489. }
  490. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  491. min = max;
  492. if( sd && sd->right_weapon.overrefine > 0 ){
  493. min++;
  494. max += sd->right_weapon.overrefine - 1;
  495. }
  496. if(max > min)
  497. hp += min+rnd()%(max-min);
  498. else
  499. hp += min;
  500. }
  501. }
  502. #endif
  503. return hp;
  504. }
  505. /**
  506. * Making Plagiarism and Reproduce check their own function
  507. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  508. * @param sd: Player who will copy the skill
  509. * @param skill_id: Target skill
  510. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  511. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  512. */
  513. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_idx) {
  514. // Only copy skill that player doesn't have or the skill is old clone
  515. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  516. return 0;
  517. // Check if the skill is copyable by class
  518. if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) {
  519. uint16 job_allowed = skill_db[skill_idx]->copyable.joballowed;
  520. while (1) {
  521. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  522. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  523. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  524. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  525. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  526. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  527. return 0;
  528. }
  529. }
  530. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  531. if (skill_db[skill_idx]->copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  532. return 1;
  533. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  534. if (skill_db[skill_idx]->copyable.option&2 && pc_checkskill(sd,SC_REPRODUCE) && &sd->sc && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  535. return 2;
  536. return 0;
  537. }
  538. /**
  539. * Check if the skill is ok to cast and when.
  540. * Done before check_condition_begin, requirement
  541. * @param skill_id: Skill ID that casted
  542. * @param sd: Player who casted
  543. * @return true: Skill cannot be used, false: otherwise
  544. * @author [MouseJstr]
  545. */
  546. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  547. {
  548. int16 idx,m;
  549. nullpo_retr(1,sd);
  550. m = sd->bl.m;
  551. idx = skill_get_index(skill_id);
  552. if (idx == 0)
  553. return true; // invalid skill id
  554. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  555. return false; // can do any damn thing they want
  556. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  557. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  558. if (map[m].flag.noskill)
  559. return true;
  560. // Epoque:
  561. // This code will compare the player's attack motion value which is influenced by ASPD before
  562. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  563. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  564. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  565. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  566. {// attempted to cast a skill before the attack motion has finished
  567. return true;
  568. }
  569. if (skill_blockpc_get(sd, skill_id) != -1){
  570. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  571. return true;
  572. }
  573. /**
  574. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  575. * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
  576. */
  577. if( sd->skillitem == skill_id )
  578. return false;
  579. // Check skill restrictions [Celest]
  580. if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
  581. (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
  582. (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
  583. (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
  584. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
  585. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  586. return true;
  587. }
  588. if( &sd->sc && sd->sc.data[SC_ALL_RIDING] )
  589. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  590. switch (skill_id) {
  591. case AL_WARP:
  592. case RETURN_TO_ELDICASTES:
  593. case ALL_GUARDIAN_RECALL:
  594. case ECLAGE_RECALL:
  595. if(map[m].flag.nowarp) {
  596. clif_skill_teleportmessage(sd,0);
  597. return true;
  598. }
  599. return false;
  600. case AL_TELEPORT:
  601. case SC_FATALMENACE:
  602. case SC_DIMENSIONDOOR:
  603. case ALL_ODINS_RECALL:
  604. if(map[m].flag.noteleport) {
  605. clif_skill_teleportmessage(sd,0);
  606. return true;
  607. }
  608. return false; // gonna be checked in 'skill_castend_nodamage_id'
  609. case WE_CALLPARTNER:
  610. case WE_CALLPARENT:
  611. case WE_CALLBABY:
  612. if (map[m].flag.nomemo) {
  613. clif_skill_teleportmessage(sd,1);
  614. return true;
  615. }
  616. break;
  617. case MC_VENDING:
  618. case ALL_BUYING_STORE:
  619. if( map[sd->bl.m].flag.novending ) {
  620. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  621. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  622. return true;
  623. }
  624. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  625. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  626. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  627. return true;
  628. }
  629. if( npc_isnear(&sd->bl) ) {
  630. // uncomment to send msg_txt.
  631. //char output[150];
  632. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  633. //clif_displaymessage(sd->fd, output);
  634. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  635. return true;
  636. }
  637. case MC_IDENTIFY:
  638. return false; // always allowed
  639. case WZ_ICEWALL:
  640. // noicewall flag [Valaris]
  641. if (map[m].flag.noicewall) {
  642. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  643. return true;
  644. }
  645. break;
  646. case GC_DARKILLUSION:
  647. if( map_flag_gvg(m) ) {
  648. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  649. return true;
  650. }
  651. break;
  652. case GD_EMERGENCYCALL:
  653. case GD_ITEMEMERGENCYCALL:
  654. if (
  655. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  656. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  657. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  658. ) {
  659. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  660. return true;
  661. }
  662. break;
  663. case WM_SIRCLEOFNATURE:
  664. case WM_SOUND_OF_DESTRUCTION:
  665. case WM_LULLABY_DEEPSLEEP:
  666. case WM_SATURDAY_NIGHT_FEVER:
  667. if( !map_flag_vs(m) ) {
  668. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  669. return true;
  670. }
  671. break;
  672. }
  673. return false;
  674. }
  675. /**
  676. * Check if the homunculus skill is ok to be processed
  677. * After checking from Homunculus side, also check the master condition
  678. * @param skill_id: Skill ID that casted
  679. * @param hd: Homunculus who casted
  680. * @return true: Skill cannot be used, false: otherwise
  681. */
  682. bool skill_isNotOk_hom(uint16 skill_id, struct homun_data *hd)
  683. {
  684. uint16 idx = skill_get_index(skill_id);
  685. nullpo_retr(1,hd);
  686. if (idx == 0)
  687. return true; // invalid skill id
  688. if (hd->blockskill[idx] > 0)
  689. return true;
  690. switch(skill_id) {
  691. case MH_LIGHT_OF_REGENE: //must be cordial
  692. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  693. if (hd->master)
  694. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  695. return true;
  696. }
  697. break;
  698. case MH_GOLDENE_FERSE: //cant be used with angriff
  699. if(&hd->sc && hd->sc.data[SC_ANGRIFFS_MODUS]) return true;
  700. break;
  701. case MH_ANGRIFFS_MODUS:
  702. if(&hd->sc && hd->sc.data[SC_GOLDENE_FERSE]) return true;
  703. break;
  704. case MH_TINDER_BREAKER: //must be in grappling mode
  705. if(!&hd->sc
  706. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)
  707. || !hd->homunculus.spiritball) return true;
  708. break;
  709. case MH_SONIC_CRAW: //must be in fighting mode
  710. if(!&hd->sc
  711. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)
  712. || !hd->homunculus.spiritball) return true;
  713. break;
  714. case MH_SILVERVEIN_RUSH:
  715. if(!&hd->sc
  716. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW)
  717. || hd->homunculus.spiritball < 2) return true;
  718. break;
  719. case MH_MIDNIGHT_FRENZY:
  720. if(!&hd->sc
  721. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)
  722. || !hd->homunculus.spiritball) return true;
  723. break;
  724. case MH_CBC:
  725. if(!&hd->sc
  726. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER)
  727. || hd->homunculus.spiritball < 2) return true;
  728. break;
  729. case MH_EQC:
  730. if(!&hd->sc
  731. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC)
  732. || hd->homunculus.spiritball < 3) return true;
  733. break;
  734. }
  735. //Use master's criteria.
  736. return skill_isNotOk(skill_id, hd->master);
  737. }
  738. /**
  739. * Check if the mercenary skill is ok to be processed
  740. * After checking from Homunculus side, also check the master condition
  741. * @param skill_id: Skill ID that casted
  742. * @param md: Mercenary who casted
  743. * @return true: Skill cannot be used, false: otherwise
  744. */
  745. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  746. {
  747. uint16 idx = skill_get_index(skill_id);
  748. nullpo_retr(1, md);
  749. if (!idx)
  750. return true; // Invalid Skill ID
  751. if (md->blockskill[idx] > 0)
  752. return true;
  753. return skill_isNotOk(skill_id, md->master);
  754. }
  755. /**
  756. * Check if the skill can be casted near NPC or not
  757. * @param src Object who casted
  758. * @param skill_id Skill ID that casted
  759. * @param skill_lv Skill Lv
  760. * @param pos_x Position x of the target
  761. * @param pos_y Position y of the target
  762. * @return true: Skill cannot be used, false: otherwise
  763. * @author [Cydh]
  764. */
  765. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  766. int inf;
  767. if (!src || !skill_get_index(skill_id))
  768. return false;
  769. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  770. return false;
  771. inf = skill_get_inf(skill_id);
  772. //if self skill
  773. if (inf&INF_SELF_SKILL) {
  774. pos_x = src->x;
  775. pos_y = src->y;
  776. }
  777. if (pos_x <= 0) pos_x = src->x;
  778. if (pos_y <= 0) pos_y = src->y;
  779. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true);
  780. }
  781. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  782. {
  783. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  784. uint8 dir;
  785. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  786. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  787. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  788. }
  789. nullpo_retr(NULL, src);
  790. //Monsters sometimes deploy more units on level 10
  791. if (src->type == BL_MOB && skill_lv >= 10) {
  792. if (skill_id == WZ_WATERBALL)
  793. pos = 4; //9x9 Area
  794. }
  795. if (pos != -1) // simple single-definition layout
  796. return &skill_unit_layout[pos];
  797. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  798. if (skill_id == MG_FIREWALL)
  799. return &skill_unit_layout [firewall_unit_pos + dir];
  800. else if (skill_id == WZ_ICEWALL)
  801. return &skill_unit_layout [icewall_unit_pos + dir];
  802. else if( skill_id == WL_EARTHSTRAIN )
  803. return &skill_unit_layout [earthstrain_unit_pos + dir];
  804. else if( skill_id == RL_FIRE_RAIN )
  805. return &skill_unit_layout[firerain_unit_pos + dir];
  806. else if( skill_id == GN_WALLOFTHORN )
  807. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  808. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  809. return &skill_unit_layout[0]; // default 1x1 layout
  810. }
  811. struct s_skill_nounit_layout* skill_get_nounit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y, int dir)
  812. {
  813. if( skill_id == LG_OVERBRAND )
  814. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  815. else if( skill_id == LG_OVERBRAND_BRANDISH )
  816. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  817. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  818. return &skill_nounit_layout[0];
  819. }
  820. /** Stores temporary values.
  821. * Common usages:
  822. * [0] holds number of targets in area
  823. * [1] holds the id of the original target
  824. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  825. */
  826. static int skill_area_temp[8];
  827. static int64 skill_area_temp_i64[1];
  828. /*==========================================
  829. * Add effect to skill when hit succesfully target
  830. *------------------------------------------*/
  831. int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, unsigned int tick)
  832. {
  833. struct map_session_data *sd, *dstsd;
  834. struct mob_data *md, *dstmd;
  835. struct status_data *sstatus, *tstatus;
  836. struct status_change *sc, *tsc;
  837. enum sc_type status;
  838. int skill;
  839. int rate;
  840. int chorusbonus = 0;
  841. nullpo_ret(src);
  842. nullpo_ret(bl);
  843. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  844. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  845. return 0;
  846. sd = BL_CAST(BL_PC, src);
  847. md = BL_CAST(BL_MOB, src);
  848. dstsd = BL_CAST(BL_PC, bl);
  849. dstmd = BL_CAST(BL_MOB, bl);
  850. sc = status_get_sc(src);
  851. tsc = status_get_sc(bl);
  852. sstatus = status_get_status_data(src);
  853. tstatus = status_get_status_data(bl);
  854. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  855. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  856. // Chance to trigger Taekwon kicks
  857. if (sc->data[SC_READYSTORM] &&
  858. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  859. 0, 2, 0,
  860. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  861. ; //Stance triggered
  862. else if (sc->data[SC_READYDOWN] &&
  863. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  864. 0, 2, 0,
  865. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  866. ; //Stance triggered
  867. else if (sc->data[SC_READYTURN] &&
  868. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  869. 0, 2, 0,
  870. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  871. ; //Stance triggered
  872. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  873. rate = 20;
  874. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  875. rate += rate*sc->data[SC_SKILLRATE_UP]->val2 / 100;
  876. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  877. }
  878. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  879. 0, 2, 0,
  880. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  881. ; //Stance triggered
  882. }
  883. }
  884. if (!tsc) //skill additional effect is about adding effects to the target...
  885. //So if the target can't be inflicted with statuses, this is pointless.
  886. return 0;
  887. // Minstrel/Wanderer number check for chorus skills.
  888. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  889. if( sd && sd->status.party_id ) {
  890. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  891. if( chorusbonus > 7 )
  892. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  893. else if( chorusbonus > 2 )
  894. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  895. }
  896. if( sd )
  897. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  898. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  899. // Trigger status effects
  900. enum sc_type type;
  901. uint8 i;
  902. unsigned int time = 0;
  903. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  904. rate = sd->addeff[i].rate;
  905. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  906. rate += sd->addeff[i].arrow_rate;
  907. if( !rate )
  908. continue;
  909. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  910. // Trigger has attack type consideration.
  911. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  912. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  913. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) )
  914. ;
  915. else
  916. continue;
  917. }
  918. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  919. // Trigger has range consideration.
  920. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  921. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  922. continue; //Range Failed.
  923. }
  924. type = sd->addeff[i].sc;
  925. time = sd->addeff[i].duration;
  926. if (sd->addeff[i].flag&ATF_TARGET)
  927. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  928. if (sd->addeff[i].flag&ATF_SELF)
  929. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  930. }
  931. }
  932. if( skill_id ) {
  933. // Trigger status effects on skills
  934. enum sc_type type;
  935. uint8 i;
  936. unsigned int time = 0;
  937. for( i = 0; i < ARRAYLENGTH(sd->addeff_onskill) && sd->addeff_onskill[i].skill_id; i++ ) {
  938. if( skill_id != sd->addeff_onskill[i].skill_id || !sd->addeff_onskill[i].rate )
  939. continue;
  940. type = sd->addeff_onskill[i].sc;
  941. time = sd->addeff[i].duration;
  942. if( sd->addeff_onskill[i].target&ATF_TARGET )
  943. status_change_start(src,bl,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE);
  944. if( sd->addeff_onskill[i].target&ATF_SELF )
  945. status_change_start(src,src,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE);
  946. }
  947. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  948. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  949. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  950. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  951. clif_emotion(bl,E_OMG);
  952. }
  953. }
  954. }
  955. if( dmg_lv < ATK_DEF ) // no damage, return;
  956. return 0;
  957. switch(skill_id) {
  958. case 0:
  959. { // Normal attacks (no skill used)
  960. if( attack_type&BF_SKILL )
  961. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  962. if(sd) {
  963. // Automatic trigger of Blitz Beat
  964. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  965. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  966. rate=(sd->status.job_level+9)/10;
  967. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  968. }
  969. // Automatic trigger of Warg Strike [Jobbie]
  970. if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  971. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  972. // Gank
  973. if(dstmd && sd->status.weapon != W_BOW &&
  974. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  975. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  976. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  977. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  978. else
  979. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  980. }
  981. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  982. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  983. }
  984. if (sc) {
  985. struct status_change_entry *sce;
  986. // Enchant Poison gives a chance to poison attacked enemies
  987. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  988. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  989. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  990. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  991. if((sce=sc->data[SC_EDP]))
  992. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  993. skill_get_time2(ASC_EDP,sce->val1));
  994. }
  995. }
  996. break;
  997. case SM_BASH:
  998. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  999. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1000. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1001. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  1002. }
  1003. break;
  1004. case MER_CRASH:
  1005. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1006. break;
  1007. case AS_VENOMKNIFE:
  1008. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1009. skill_lv = pc_checkskill(sd, TF_POISON);
  1010. case TF_POISON:
  1011. case AS_SPLASHER:
  1012. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1013. && sd && skill_id==TF_POISON
  1014. )
  1015. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1016. break;
  1017. case AS_SONICBLOW:
  1018. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1019. break;
  1020. case WZ_FIREPILLAR:
  1021. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1022. break;
  1023. case MG_FROSTDIVER:
  1024. if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1025. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1026. break;
  1027. case WZ_FROSTNOVA:
  1028. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1029. break;
  1030. case WZ_STORMGUST:
  1031. // Storm Gust counter was dropped in renewal
  1032. #ifdef RENEWAL
  1033. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1034. #else
  1035. //On third hit, there is a 150% to freeze the target
  1036. if(tsc->sg_counter >= 3 &&
  1037. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1038. tsc->sg_counter = 0;
  1039. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1040. else if( tsc->sg_counter > 250 )
  1041. tsc->sg_counter = 0;
  1042. #endif
  1043. break;
  1044. case WZ_METEOR:
  1045. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1046. break;
  1047. case WZ_VERMILION:
  1048. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1049. break;
  1050. case HT_FREEZINGTRAP:
  1051. case MA_FREEZINGTRAP:
  1052. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1053. break;
  1054. case HT_FLASHER:
  1055. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1056. break;
  1057. case HT_LANDMINE:
  1058. case MA_LANDMINE:
  1059. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1060. break;
  1061. case HT_SHOCKWAVE:
  1062. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1063. break;
  1064. case HT_SANDMAN:
  1065. case MA_SANDMAN:
  1066. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1067. break;
  1068. case TF_SPRINKLESAND:
  1069. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1070. break;
  1071. case TF_THROWSTONE:
  1072. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1073. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1074. break;
  1075. case NPC_DARKCROSS:
  1076. case CR_HOLYCROSS:
  1077. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1078. break;
  1079. case NPC_GRANDDARKNESS:
  1080. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1081. attack_type |= BF_WEAPON;
  1082. break;
  1083. case CR_GRANDCROSS:
  1084. //Chance to cause blind status vs demon and undead element, but not against players
  1085. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1086. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1087. attack_type |= BF_WEAPON;
  1088. break;
  1089. case AM_ACIDTERROR:
  1090. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1091. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1092. clif_emotion(bl,E_OMG);
  1093. break;
  1094. case AM_DEMONSTRATION:
  1095. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1096. break;
  1097. case CR_SHIELDCHARGE:
  1098. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1099. break;
  1100. case PA_PRESSURE:
  1101. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1102. //Fall through
  1103. case HW_GRAVITATION:
  1104. //Pressure and Gravitation can trigger physical autospells
  1105. attack_type |= BF_NORMAL;
  1106. attack_type |= BF_WEAPON;
  1107. break;
  1108. case RG_RAID:
  1109. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1110. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1111. #ifdef RENEWAL
  1112. sc_start(src,bl,SC_RAID,100,7,5000);
  1113. break;
  1114. case RG_BACKSTAP:
  1115. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1116. #endif
  1117. break;
  1118. case BA_FROSTJOKER:
  1119. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1120. break;
  1121. case DC_SCREAM:
  1122. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1123. break;
  1124. case BD_LULLABY:
  1125. sc_start(src,bl,SC_SLEEP,15+sstatus->int_/3,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom chance) "Chance is increased with INT", iRO Wiki
  1126. break;
  1127. case DC_UGLYDANCE:
  1128. rate = 5+5*skill_lv;
  1129. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1130. rate += 5+skill;
  1131. status_zap(bl, 0, rate);
  1132. break;
  1133. case SL_STUN:
  1134. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1135. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1136. break;
  1137. case NPC_PETRIFYATTACK:
  1138. sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv,
  1139. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1140. skill_get_time2(skill_id,skill_lv));
  1141. break;
  1142. case NPC_CURSEATTACK:
  1143. case NPC_SLEEPATTACK:
  1144. case NPC_BLINDATTACK:
  1145. case NPC_POISON:
  1146. case NPC_SILENCEATTACK:
  1147. case NPC_STUNATTACK:
  1148. case NPC_HELLPOWER:
  1149. sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1150. break;
  1151. case NPC_ACIDBREATH:
  1152. case NPC_ICEBREATH:
  1153. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1154. break;
  1155. case NPC_BLEEDING:
  1156. sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1157. break;
  1158. case NPC_MENTALBREAKER:
  1159. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1160. //equal to Matk*skLevel.
  1161. rate = sstatus->matk_min;
  1162. if (rate < sstatus->matk_max)
  1163. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1164. rate*=skill_lv;
  1165. status_zap(bl, 0, rate);
  1166. break;
  1167. }
  1168. // Equipment breaking monster skills [Celest]
  1169. case NPC_WEAPONBRAKER:
  1170. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1171. break;
  1172. case NPC_ARMORBRAKE:
  1173. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1174. break;
  1175. case NPC_HELMBRAKE:
  1176. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1177. break;
  1178. case NPC_SHIELDBRAKE:
  1179. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1180. break;
  1181. case CH_TIGERFIST:
  1182. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  1183. break;
  1184. case LK_SPIRALPIERCE:
  1185. case ML_SPIRALPIERCE:
  1186. if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
  1187. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1188. break;
  1189. case ST_REJECTSWORD:
  1190. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1191. break;
  1192. case PF_FOGWALL:
  1193. if (src != bl && !tsc->data[SC_DELUGE])
  1194. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1195. break;
  1196. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1197. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1198. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1199. break;
  1200. case LK_JOINTBEAT:
  1201. status = status_skill2sc(skill_id);
  1202. if (tsc->jb_flag) {
  1203. sc_start4(src,bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv));
  1204. tsc->jb_flag = 0;
  1205. }
  1206. break;
  1207. case ASC_METEORASSAULT:
  1208. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1209. switch(rnd()%3) {
  1210. case 0:
  1211. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1212. break;
  1213. case 1:
  1214. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1215. break;
  1216. default:
  1217. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1218. }
  1219. break;
  1220. case HW_NAPALMVULCAN:
  1221. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1222. break;
  1223. case WS_CARTTERMINATION: // Cart termination
  1224. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1225. break;
  1226. case CR_ACIDDEMONSTRATION:
  1227. case GN_FIRE_EXPANSION_ACID:
  1228. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1229. break;
  1230. case TK_DOWNKICK:
  1231. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1232. break;
  1233. case TK_JUMPKICK:
  1234. // debuff the following statuses
  1235. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1236. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1237. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1238. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1239. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1240. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1241. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1242. }
  1243. break;
  1244. case TK_TURNKICK:
  1245. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1246. if(attack_type&BF_MISC) //70% base stun chance...
  1247. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1248. break;
  1249. case GS_BULLSEYE: //0.1% coma rate.
  1250. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1251. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1252. break;
  1253. case GS_PIERCINGSHOT:
  1254. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1255. break;
  1256. case NJ_HYOUSYOURAKU:
  1257. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1258. break;
  1259. case GS_FLING:
  1260. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1261. break;
  1262. case GS_DISARM:
  1263. rate = 3*skill_lv;
  1264. if (sstatus->dex > tstatus->dex)
  1265. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1266. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1267. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1268. break;
  1269. case NPC_EVILLAND:
  1270. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1271. break;
  1272. case NPC_HELLJUDGEMENT:
  1273. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1274. break;
  1275. case NPC_CRITICALWOUND:
  1276. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1277. break;
  1278. case RK_WINDCUTTER:
  1279. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1280. break;
  1281. case RK_DRAGONBREATH:
  1282. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1283. break;
  1284. case RK_DRAGONBREATH_WATER:
  1285. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1286. break;
  1287. case AB_ADORAMUS:
  1288. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
  1289. break;
  1290. case WL_CRIMSONROCK:
  1291. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1292. break;
  1293. case WL_COMET:
  1294. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1295. break;
  1296. case WL_EARTHSTRAIN:
  1297. {
  1298. uint16 i;
  1299. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1300. if (dmg_lv != ATK_DEF) // Only strip if we make a successful hit.
  1301. break;
  1302. for (i = 0; i < skill_lv; i++)
  1303. skill_strip_equip(src, bl, pos[i], 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1304. }
  1305. break;
  1306. case WL_JACKFROST:
  1307. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1308. break;
  1309. case RA_WUGBITE: {
  1310. int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1311. if (wug_rate < 50)
  1312. wug_rate = 50;
  1313. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1314. }
  1315. break;
  1316. case RA_SENSITIVEKEEN:
  1317. if( rnd()%100 < 8 * skill_lv )
  1318. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1319. break;
  1320. case RA_FIRINGTRAP:
  1321. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1322. break;
  1323. case RA_ICEBOUNDTRAP:
  1324. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1325. break;
  1326. case NC_PILEBUNKER:
  1327. if( rnd()%100 < 25 + 15*skill_lv ) {
  1328. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1329. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1330. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1331. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1332. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1333. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1334. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1335. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1336. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1337. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1338. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1339. }
  1340. break;
  1341. case NC_FLAMELAUNCHER:
  1342. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1343. break;
  1344. case NC_COLDSLOWER:
  1345. // Status chances are applied officially through a check
  1346. // The skill first trys to give the frozen status to targets that are hit
  1347. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1348. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1349. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1350. break;
  1351. case NC_POWERSWING:
  1352. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1353. if( rnd()%100 < 5*skill_lv )
  1354. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1355. break;
  1356. case GC_WEAPONCRUSH:
  1357. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1358. break;
  1359. case LG_SHIELDPRESS:
  1360. sc_start(src,bl, SC_STUN, 30 + 8 * skill_lv + (status_get_dex(src) / 10) + (status_get_lv(src) / 4), skill_lv, skill_get_time(skill_id,skill_lv));
  1361. break;
  1362. case LG_PINPOINTATTACK:
  1363. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1364. switch( skill_lv ) {
  1365. case 1:
  1366. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1367. break;
  1368. case 2:
  1369. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1370. break;
  1371. case 3:
  1372. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1373. break;
  1374. case 4:
  1375. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1376. break;
  1377. case 5:
  1378. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1379. break;
  1380. }
  1381. break;
  1382. case LG_MOONSLASHER:
  1383. rate = 32 + 8 * skill_lv;
  1384. if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
  1385. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1386. else if( dstmd )
  1387. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv) + 1000 * (rnd()%3));
  1388. break;
  1389. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1390. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1391. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1392. break;
  1393. case LG_EARTHDRIVE:
  1394. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1395. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1396. break;
  1397. case LG_HESPERUSLIT:
  1398. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1399. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
  1400. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1401. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1402. break;
  1403. case SR_DRAGONCOMBO:
  1404. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1405. break;
  1406. case SR_FALLENEMPIRE:
  1407. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1408. break;
  1409. case SR_WINDMILL:
  1410. if( dstsd )
  1411. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1412. else if( dstmd && !is_boss(bl) )
  1413. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1414. break;
  1415. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1416. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1417. break;
  1418. case SR_EARTHSHAKER:
  1419. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1420. break;
  1421. case SR_HOWLINGOFLION:
  1422. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1423. break;
  1424. case WM_SOUND_OF_DESTRUCTION:
  1425. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1426. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1427. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1428. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1429. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1430. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1431. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * chorusbonus) {
  1432. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOTICKDEF);
  1433. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1434. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1435. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1436. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1437. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1438. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1439. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1440. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1441. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1442. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1443. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1444. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1445. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1446. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1447. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1448. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1449. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1450. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1451. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1452. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1453. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1454. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1455. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1456. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1457. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1458. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1459. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1460. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1461. }
  1462. break;
  1463. case SO_EARTHGRAVE:
  1464. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1465. break;
  1466. case SO_DIAMONDDUST:
  1467. rate = 5 + 5 * skill_lv;
  1468. if( sc && sc->data[SC_COOLER_OPTION] )
  1469. rate += (sd ? sd->status.job_level / 5 : 0);
  1470. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1471. break;
  1472. case SO_VARETYR_SPEAR:
  1473. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1474. break;
  1475. case GN_SLINGITEM_RANGEMELEEATK:
  1476. if( sd ) {
  1477. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1478. case ITEMID_COCONUT_BOMB:
  1479. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1480. sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
  1481. break;
  1482. case ITEMID_MELON_BOMB:
  1483. sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
  1484. break;
  1485. case ITEMID_BANANA_BOMB:
  1486. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, 1000 * sd->status.job_level / 4);
  1487. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1488. break;
  1489. }
  1490. sd->itemid = -1;
  1491. }
  1492. break;
  1493. case GN_HELLS_PLANT_ATK:
  1494. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1495. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1496. break;
  1497. case EL_WIND_SLASH: // Non confirmed rate.
  1498. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1499. break;
  1500. case EL_STONE_HAMMER:
  1501. rate = 10 * skill_lv;
  1502. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1503. break;
  1504. case EL_ROCK_CRUSHER:
  1505. case EL_ROCK_CRUSHER_ATK:
  1506. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1507. break;
  1508. case EL_TYPOON_MIS:
  1509. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1510. break;
  1511. case KO_JYUMONJIKIRI:
  1512. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1513. break;
  1514. case KO_SETSUDAN:
  1515. status_change_end(bl,SC_SPIRIT,INVALID_TIMER);
  1516. break;
  1517. case KO_MAKIBISHI:
  1518. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1519. break;
  1520. case MH_LAVA_SLIDE:
  1521. sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1522. break;
  1523. case MH_STAHL_HORN:
  1524. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1525. break;
  1526. case MH_NEEDLE_OF_PARALYZE:
  1527. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1528. break;
  1529. case MH_SILVERVEIN_RUSH:
  1530. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1531. break;
  1532. case MH_MIDNIGHT_FRENZY:
  1533. {
  1534. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1535. int spiritball = (hd?hd->homunculus.spiritball:1);
  1536. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1537. }
  1538. break;
  1539. case MH_XENO_SLASHER:
  1540. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1541. break;
  1542. case WL_HELLINFERNO:
  1543. sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1544. break;
  1545. case NC_MAGMA_ERUPTION:
  1546. if (attack_type&BF_WEAPON) // Stun effect from 'slam'
  1547. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time(skill_id, skill_lv));
  1548. if (attack_type&BF_MISC) // Burning effect from 'eruption'
  1549. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1550. break;
  1551. case GC_DARKCROW:
  1552. sc_start(src,bl,SC_DARKCROW,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1553. break;
  1554. case GN_ILLUSIONDOPING:
  1555. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1556. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1557. break;
  1558. case RL_MASS_SPIRAL:
  1559. sc_start2(src,bl,SC_BLEEDING,10 * skill_lv + rnd()%50,skill_lv,src->id,skill_get_time2(skill_id,skill_lv)); //(custom)
  1560. break;
  1561. case RL_SLUGSHOT:
  1562. if (bl->type != BL_PC)
  1563. sc_start(src,bl,SC_STUN,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1564. break;
  1565. case RL_BANISHING_BUSTER: {
  1566. uint16 i, n = skill_lv;
  1567. if (!tsc || !tsc->count)
  1568. break;
  1569. if (status_isimmune(bl))
  1570. break;
  1571. if (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  1572. if (sd)
  1573. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1574. break;
  1575. }
  1576. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1577. if (!tsc->data[i])
  1578. continue;
  1579. switch (i) {
  1580. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1581. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1582. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1583. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1584. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1585. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1586. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1587. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  1588. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  1589. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1590. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1591. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1592. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1593. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1594. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1595. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1596. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1597. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1598. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1599. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1600. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1601. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1602. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1603. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1604. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1605. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER:
  1606. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  1607. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  1608. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  1609. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  1610. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  1611. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  1612. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1613. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  1614. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1615. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  1616. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  1617. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  1618. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1619. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  1620. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1621. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  1622. case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN:
  1623. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  1624. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  1625. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE:
  1626. #ifdef RENEWAL
  1627. case SC_EXTREMITYFIST2:
  1628. #endif
  1629. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  1630. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  1631. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  1632. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  1633. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  1634. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  1635. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  1636. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  1637. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  1638. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  1639. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  1640. case SC_SPRITEMABLE: case SC_BITESCAR:
  1641. continue;
  1642. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1643. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1644. case SC_FORTUNE: case SC_SERVICE4U:
  1645. if(tsc->data[i]->val4==0)
  1646. continue; //if in song-area don't end it
  1647. break;
  1648. case SC_ASSUMPTIO:
  1649. if( bl->type == BL_MOB )
  1650. continue;
  1651. break;
  1652. }
  1653. if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
  1654. tsc->data[i]->val2 = 0;
  1655. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1656. n--;
  1657. }
  1658. //Remove bonus_script by Banishing Buster
  1659. if (dstsd)
  1660. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1661. }
  1662. break;
  1663. case RL_S_STORM:
  1664. //kRO update 2014-02-12. Break 1 Equipment by minimum chance 5%/10%/15%/20%/25%
  1665. {
  1666. uint16 pos[] = { EQP_HEAD_LOW, EQP_HEAD_MID, EQP_HEAD_TOP, EQP_HAND_R, EQP_HAND_L, EQP_ARMOR, EQP_SHOES, EQP_GARMENT, EQP_ACC_L, EQP_ACC_R };
  1667. skill_break_equip(src,bl,pos[rnd()%ARRAYLENGTH(pos)],
  1668. max(skill_lv * 500,(sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), //(custom)
  1669. BCT_ENEMY);
  1670. }
  1671. break;
  1672. case RL_AM_BLAST:
  1673. sc_start(src,bl,SC_ANTI_M_BLAST,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1674. break;
  1675. case RL_HAMMER_OF_GOD:
  1676. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1677. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  1678. break;
  1679. case SU_SCRATCH:
  1680. sc_start2(src, bl, SC_BLEEDING, (skill_lv * 3), skill_lv, src->id, skill_get_time(skill_id, skill_lv)); // TODO: What's the chance/time?
  1681. break;
  1682. case SU_SV_STEMSPEAR:
  1683. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1684. break;
  1685. case SU_CN_METEOR:
  1686. if (skill_area_temp[3] == 1)
  1687. sc_start(src, bl, SC_CURSE, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: What's the chance/time?
  1688. break;
  1689. //case SU_SCAROFTAROU:
  1690. // sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: What's the chance/time?
  1691. // break;
  1692. case SU_LUNATICCARROTBEAT:
  1693. if (skill_area_temp[3] == 1)
  1694. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: What's the chance/time?
  1695. break;
  1696. } //end switch skill_id
  1697. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1698. { //Pass heritage to Master for status causing effects. [Skotlex]
  1699. sd = map_id2sd(md->master_id);
  1700. src = sd?&sd->bl:src;
  1701. }
  1702. // Coma
  1703. if (sd && sd->special_state.bonus_coma && (!md || !mob_is_gvg(md) || !mob_is_battleground(md))) {
  1704. rate = 0;
  1705. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1706. if (!skill_id || !(skill_get_nk(skill_id)&NK_NO_DAMAGE)) {
  1707. rate += sd->coma_class[tstatus->class_] + sd->coma_class[CLASS_ALL];
  1708. rate += sd->coma_race[tstatus->race] + sd->coma_race[RC_ALL];
  1709. }
  1710. if (attack_type&BF_WEAPON) {
  1711. rate += sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1712. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1713. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1714. }
  1715. if (rate > 0)
  1716. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1717. }
  1718. if( attack_type&BF_WEAPON )
  1719. { // Breaking Equipment
  1720. if( sd && battle_config.equip_self_break_rate )
  1721. { // Self weapon breaking
  1722. rate = battle_config.equip_natural_break_rate;
  1723. if( sc )
  1724. {
  1725. if(sc->data[SC_GIANTGROWTH])
  1726. rate += 10;
  1727. if(sc->data[SC_OVERTHRUST])
  1728. rate += 10;
  1729. if(sc->data[SC_MAXOVERTHRUST])
  1730. rate += 10;
  1731. }
  1732. if( rate )
  1733. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1734. }
  1735. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1736. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1737. // Target weapon breaking
  1738. rate = 0;
  1739. if( sd )
  1740. rate += sd->bonus.break_weapon_rate;
  1741. if( sc && sc->data[SC_MELTDOWN] )
  1742. rate += sc->data[SC_MELTDOWN]->val2;
  1743. if( rate )
  1744. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1745. // Target armor breaking
  1746. rate = 0;
  1747. if( sd )
  1748. rate += sd->bonus.break_armor_rate;
  1749. if( sc && sc->data[SC_MELTDOWN] )
  1750. rate += sc->data[SC_MELTDOWN]->val3;
  1751. if( rate )
  1752. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1753. }
  1754. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1755. if (sd->def_set_race[tstatus->race].rate)
  1756. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1757. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1758. if (sd->def_set_race[tstatus->race].rate)
  1759. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1760. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1761. if (sd->norecover_state_race[tstatus->race].rate)
  1762. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  1763. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  1764. }
  1765. }
  1766. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1767. struct unit_data *ud = unit_bl2ud(src);
  1768. if( sc->data[SC_WILD_STORM_OPTION] )
  1769. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1770. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1771. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1772. else if( sc->data[SC_TROPIC_OPTION] )
  1773. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1774. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1775. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1776. else
  1777. skill = 0;
  1778. if ( rnd()%100 < 25 && skill ){
  1779. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1780. if (ud) {
  1781. rate = skill_delayfix(src, skill, skill_lv);
  1782. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1783. ud->canact_tick = max(tick + rate, ud->canact_tick);
  1784. if ( battle_config.display_status_timers )
  1785. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1786. }
  1787. }
  1788. }
  1789. }
  1790. // Autospell when attacking
  1791. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1792. {
  1793. struct block_list *tbl;
  1794. struct unit_data *ud;
  1795. int i, autospl_skill_lv, type;
  1796. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1797. if(!( ((sd->autospell[i].flag)&attack_type)&BF_WEAPONMASK &&
  1798. ((sd->autospell[i].flag)&attack_type)&BF_RANGEMASK &&
  1799. ((sd->autospell[i].flag)&attack_type)&BF_SKILLMASK))
  1800. continue; // one or more trigger conditions were not fulfilled
  1801. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1802. sd->state.autocast = 1;
  1803. if ( skill_isNotOk(skill, sd) ) {
  1804. sd->state.autocast = 0;
  1805. continue;
  1806. }
  1807. sd->state.autocast = 0;
  1808. autospl_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1809. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1810. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1811. if (rnd()%1000 >= rate)
  1812. continue;
  1813. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1814. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1815. int maxcount = 0;
  1816. if( !(BL_PC&battle_config.skill_reiteration) &&
  1817. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1818. skill_check_unit_range(src,tbl->x,tbl->y,skill,autospl_skill_lv)
  1819. )
  1820. continue;
  1821. if( BL_PC&battle_config.skill_nofootset &&
  1822. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1823. skill_check_unit_range2(src,tbl->x,tbl->y,skill,autospl_skill_lv,false)
  1824. )
  1825. continue;
  1826. if( BL_PC&battle_config.land_skill_limit &&
  1827. (maxcount = skill_get_maxcount(skill, autospl_skill_lv)) > 0
  1828. ) {
  1829. int v;
  1830. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1831. if(sd->ud.skillunit[v]->skill_id == skill)
  1832. maxcount--;
  1833. }
  1834. if( maxcount == 0 )
  1835. continue;
  1836. }
  1837. }
  1838. if (battle_config.autospell_check_range &&
  1839. !battle_check_range(src, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  1840. continue;
  1841. if (skill == AS_SONICBLOW)
  1842. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1843. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1844. type = CAST_GROUND;
  1845. sd->state.autocast = 1;
  1846. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  1847. skill_toggle_magicpower(src, skill);
  1848. switch (type) {
  1849. case CAST_GROUND:
  1850. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  1851. break;
  1852. case CAST_NODAMAGE:
  1853. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1854. break;
  1855. case CAST_DAMAGE:
  1856. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1857. break;
  1858. }
  1859. sd->state.autocast = 0;
  1860. //Set canact delay. [Skotlex]
  1861. ud = unit_bl2ud(src);
  1862. if (ud) {
  1863. rate = skill_delayfix(src, skill, autospl_skill_lv);
  1864. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1865. ud->canact_tick = max(tick + rate, ud->canact_tick);
  1866. if ( battle_config.display_status_timers && sd )
  1867. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1868. }
  1869. }
  1870. }
  1871. }
  1872. //Autobonus when attacking
  1873. if( sd && sd->autobonus[0].rate )
  1874. {
  1875. int i;
  1876. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1877. {
  1878. if( rnd()%1000 >= sd->autobonus[i].rate )
  1879. continue;
  1880. if( sd->autobonus[i].active != INVALID_TIMER )
  1881. continue;
  1882. if(!( ((sd->autobonus[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1883. ((sd->autobonus[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1884. ((sd->autobonus[i].atk_type)&attack_type)&BF_SKILLMASK))
  1885. continue; // one or more trigger conditions were not fulfilled
  1886. pc_exeautobonus(sd,&sd->autobonus[i]);
  1887. }
  1888. }
  1889. //Polymorph
  1890. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1891. dstmd && !(tstatus->mode&MD_BOSS) &&
  1892. (rnd()%10000 < sd->bonus.classchange))
  1893. {
  1894. int class_ = mob_get_random_id(MOBG_Branch_Of_Dead_Tree, 1, 0);
  1895. if (class_ != 0 && mobdb_checkid(class_))
  1896. mob_class_change(dstmd,class_);
  1897. }
  1898. return 0;
  1899. }
  1900. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1901. uint8 i;
  1902. struct block_list *tbl;
  1903. if( sd == NULL || !skill_id )
  1904. return 0;
  1905. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1906. int skill, skill_lv, type;
  1907. if( sd->autospell3[i].flag != skill_id )
  1908. continue;
  1909. if( sd->autospell3[i].lock )
  1910. continue; // autospell already being executed
  1911. skill = sd->autospell3[i].id;
  1912. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  1913. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) ) {
  1914. sd->state.autocast = 0;
  1915. continue;
  1916. }
  1917. sd->state.autocast = 0;
  1918. if( skill >= 0 && bl == NULL )
  1919. continue; // No target
  1920. if( rnd()%1000 >= sd->autospell3[i].rate )
  1921. continue;
  1922. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1923. if( skill < 0 ) {
  1924. tbl = &sd->bl;
  1925. skill *= -1;
  1926. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  1927. }
  1928. else
  1929. tbl = bl;
  1930. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1931. int maxcount = 0;
  1932. if( !(BL_PC&battle_config.skill_reiteration) &&
  1933. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1934. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  1935. continue;
  1936. if( BL_PC&battle_config.skill_nofootset &&
  1937. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1938. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  1939. continue;
  1940. if( BL_PC&battle_config.land_skill_limit &&
  1941. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
  1942. {
  1943. int v;
  1944. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1945. if(sd->ud.skillunit[v]->skill_id == skill)
  1946. maxcount--;
  1947. }
  1948. if( maxcount == 0 )
  1949. continue;
  1950. }
  1951. }
  1952. if (battle_config.autospell_check_range &&
  1953. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  1954. continue;
  1955. sd->state.autocast = 1;
  1956. sd->autospell3[i].lock = true;
  1957. skill_consume_requirement(sd,skill,skill_lv,1);
  1958. switch( type ) {
  1959. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  1960. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1961. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1962. }
  1963. sd->autospell3[i].lock = false;
  1964. sd->state.autocast = 0;
  1965. }
  1966. if( sd && sd->autobonus3[0].rate ) {
  1967. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  1968. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1969. continue;
  1970. if( sd->autobonus3[i].active != INVALID_TIMER )
  1971. continue;
  1972. if( sd->autobonus3[i].atk_type != skill_id )
  1973. continue;
  1974. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1975. }
  1976. }
  1977. return 1;
  1978. }
  1979. /* Splitted off from skill_additional_effect, which is never called when the
  1980. * attack skill kills the enemy. Place in this function counter status effects
  1981. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1982. * from cards) that will take effect on the source, not the target. [Skotlex]
  1983. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1984. * type of skills, so not every instance of skill_additional_effect needs a call
  1985. * to this one.
  1986. */
  1987. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick)
  1988. {
  1989. int rate;
  1990. struct map_session_data *sd=NULL;
  1991. struct map_session_data *dstsd=NULL;
  1992. nullpo_ret(src);
  1993. nullpo_ret(bl);
  1994. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1995. sd = BL_CAST(BL_PC, src);
  1996. dstsd = BL_CAST(BL_PC, bl);
  1997. if(dstsd && attack_type&BF_WEAPON) { //Counter effects.
  1998. enum sc_type type;
  1999. uint8 i;
  2000. unsigned int time = 0;
  2001. for (i = 0; i < ARRAYLENGTH(dstsd->addeff_atked) && dstsd->addeff_atked[i].flag; i++) {
  2002. rate = dstsd->addeff_atked[i].rate;
  2003. if (attack_type&BF_LONG)
  2004. rate += dstsd->addeff_atked[i].arrow_rate;
  2005. if (!rate)
  2006. continue;
  2007. if ((dstsd->addeff_atked[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2008. if((dstsd->addeff_atked[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2009. (dstsd->addeff_atked[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2010. continue; //Range Failed.
  2011. }
  2012. type = dstsd->addeff_atked[i].sc;
  2013. time = dstsd->addeff_atked[i].duration;
  2014. if (dstsd->addeff_atked[i].flag&ATF_TARGET)
  2015. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  2016. if (dstsd->addeff_atked[i].flag&ATF_SELF && !status_isdead(bl))
  2017. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  2018. }
  2019. }
  2020. switch(skill_id) {
  2021. case MO_EXTREMITYFIST:
  2022. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2023. break;
  2024. case GS_FULLBUSTER:
  2025. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2026. break;
  2027. case HFLI_SBR44: //[orn]
  2028. case HVAN_EXPLOSION:
  2029. if(src->type == BL_HOM){
  2030. TBL_HOM *hd = (TBL_HOM*)src;
  2031. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  2032. if (hd->master)
  2033. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  2034. }
  2035. break;
  2036. case CR_GRANDCROSS:
  2037. case NPC_GRANDDARKNESS:
  2038. attack_type |= BF_WEAPON;
  2039. break;
  2040. case LG_HESPERUSLIT:
  2041. {
  2042. struct status_change *sc = status_get_sc(src);
  2043. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  2044. char i;
  2045. for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2046. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2047. }
  2048. }
  2049. break;
  2050. }
  2051. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2052. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  2053. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
  2054. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2055. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2056. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2057. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2058. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2059. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2060. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2061. }
  2062. if( sd && status_isdead(bl) ) {
  2063. int sp = 0, hp = 0;
  2064. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2065. sp += sd->bonus.sp_gain_value;
  2066. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  2067. hp += sd->bonus.hp_gain_value;
  2068. }
  2069. if( attack_type&BF_MAGIC ) {
  2070. sp += sd->bonus.magic_sp_gain_value;
  2071. hp += sd->bonus.magic_hp_gain_value;
  2072. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2073. struct status_change *sc = NULL;
  2074. if( ( sc = status_get_sc(src) ) ) {
  2075. if(sc->data[SC_SPIRIT] &&
  2076. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2077. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2078. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2079. }
  2080. }
  2081. }
  2082. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2083. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2084. }
  2085. }
  2086. // Trigger counter-spells to retaliate against damage causing skills.
  2087. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  2088. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  2089. {
  2090. struct block_list *tbl;
  2091. struct unit_data *ud;
  2092. int i, autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  2093. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  2094. if(!( ((dstsd->autospell2[i].flag)&attack_type)&BF_WEAPONMASK &&
  2095. ((dstsd->autospell2[i].flag)&attack_type)&BF_RANGEMASK &&
  2096. ((dstsd->autospell2[i].flag)&attack_type)&BF_SKILLMASK))
  2097. continue; // one or more trigger conditions were not fulfilled
  2098. autospl_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  2099. autospl_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  2100. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  2101. autospl_rate = dstsd->autospell2[i].rate;
  2102. //Physical range attacks only trigger autospells half of the time
  2103. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2104. autospl_rate>>=1;
  2105. dstsd->state.autocast = 1;
  2106. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2107. dstsd->state.autocast = 0;
  2108. continue;
  2109. }
  2110. dstsd->state.autocast = 0;
  2111. if (rnd()%1000 >= autospl_rate)
  2112. continue;
  2113. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  2114. if( (type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND ) {
  2115. int maxcount = 0;
  2116. if( !(BL_PC&battle_config.skill_reiteration) &&
  2117. skill_get_unit_flag(autospl_skill_id)&UF_NOREITERATION &&
  2118. skill_check_unit_range(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv)
  2119. )
  2120. continue;
  2121. if( BL_PC&battle_config.skill_nofootset &&
  2122. skill_get_unit_flag(autospl_skill_id)&UF_NOFOOTSET &&
  2123. skill_check_unit_range2(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv,false)
  2124. )
  2125. continue;
  2126. if( BL_PC&battle_config.land_skill_limit &&
  2127. (maxcount = skill_get_maxcount(autospl_skill_id, autospl_skill_lv)) > 0
  2128. ) {
  2129. int v;
  2130. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  2131. if(dstsd->ud.skillunit[v]->skill_id == autospl_skill_id)
  2132. maxcount--;
  2133. }
  2134. if( maxcount == 0 ) {
  2135. continue;
  2136. }
  2137. }
  2138. }
  2139. if (!battle_check_range(src, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2140. continue;
  2141. dstsd->state.autocast = 1;
  2142. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2143. switch (type) {
  2144. case CAST_GROUND:
  2145. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2146. break;
  2147. case CAST_NODAMAGE:
  2148. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2149. break;
  2150. case CAST_DAMAGE:
  2151. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2152. break;
  2153. }
  2154. dstsd->state.autocast = 0;
  2155. //Set canact delay. [Skotlex]
  2156. ud = unit_bl2ud(bl);
  2157. if (ud) {
  2158. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2159. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  2160. ud->canact_tick = max(tick + autospl_rate, ud->canact_tick);
  2161. if ( battle_config.display_status_timers && dstsd )
  2162. clif_status_change(bl, SI_ACTIONDELAY, 1, autospl_rate, 0, 0, 0);
  2163. }
  2164. }
  2165. }
  2166. }
  2167. //Autobonus when attacked
  2168. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  2169. int i;
  2170. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  2171. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  2172. continue;
  2173. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  2174. continue;
  2175. if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  2176. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK &&
  2177. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK))
  2178. continue; // one or more trigger conditions were not fulfilled
  2179. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  2180. }
  2181. }
  2182. return 0;
  2183. }
  2184. /*=========================================================================
  2185. Breaks equipment. On-non players causes the corresponding strip effect.
  2186. - rate goes from 0 to 10000 (100.00%)
  2187. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2188. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2189. --------------------------------------------------------------------------*/
  2190. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2191. {
  2192. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2193. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2194. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2195. struct status_change *sc = status_get_sc(bl);
  2196. int i;
  2197. TBL_PC *sd;
  2198. sd = BL_CAST(BL_PC, bl);
  2199. if (sc && !sc->count)
  2200. sc = NULL;
  2201. if (sd) {
  2202. if (sd->bonus.unbreakable_equip)
  2203. where &= ~sd->bonus.unbreakable_equip;
  2204. if (sd->bonus.unbreakable)
  2205. rate -= rate*sd->bonus.unbreakable/100;
  2206. if (where&EQP_WEAPON) {
  2207. switch (sd->status.weapon) {
  2208. case W_FIST: //Bare fists should not break :P
  2209. case W_1HAXE:
  2210. case W_2HAXE:
  2211. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2212. case W_2HMACE:
  2213. case W_STAFF:
  2214. case W_2HSTAFF:
  2215. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2216. case W_HUUMA:
  2217. where &= ~EQP_WEAPON;
  2218. }
  2219. }
  2220. }
  2221. if (flag&BCT_ENEMY) {
  2222. if (battle_config.equip_skill_break_rate != 100)
  2223. rate = rate*battle_config.equip_skill_break_rate/100;
  2224. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2225. if (battle_config.equip_self_break_rate != 100)
  2226. rate = rate*battle_config.equip_self_break_rate/100;
  2227. }
  2228. for (i = 0; i < 4; i++) {
  2229. if (where&where_list[i]) {
  2230. if (sc && sc->count && sc->data[scdef[i]])
  2231. where&=~where_list[i];
  2232. else if (rnd()%10000 >= rate)
  2233. where&=~where_list[i];
  2234. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  2235. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2236. }
  2237. }
  2238. if (!where) //Nothing to break.
  2239. return 0;
  2240. if (sd) {
  2241. for (i = 0; i < EQI_MAX; i++) {
  2242. short j = sd->equip_index[i];
  2243. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  2244. continue;
  2245. switch(i) {
  2246. case EQI_HEAD_TOP: //Upper Head
  2247. flag = (where&EQP_HELM);
  2248. break;
  2249. case EQI_ARMOR: //Body
  2250. flag = (where&EQP_ARMOR);
  2251. break;
  2252. case EQI_HAND_R: //Left/Right hands
  2253. case EQI_HAND_L:
  2254. flag = (
  2255. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2256. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2257. break;
  2258. case EQI_SHOES:
  2259. flag = (where&EQP_SHOES);
  2260. break;
  2261. case EQI_GARMENT:
  2262. flag = (where&EQP_GARMENT);
  2263. break;
  2264. default:
  2265. continue;
  2266. }
  2267. if (flag) {
  2268. sd->status.inventory[j].attribute = 1;
  2269. pc_unequipitem(sd, j, 3);
  2270. }
  2271. }
  2272. clif_equiplist(sd);
  2273. }
  2274. return where; //Return list of pieces broken.
  2275. }
  2276. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  2277. {
  2278. struct status_change *sc;
  2279. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2280. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2281. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2282. int i;
  2283. if (rnd()%100 >= rate)
  2284. return 0;
  2285. sc = status_get_sc(bl);
  2286. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  2287. return 0;
  2288. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2289. if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
  2290. where&=~pos[i];
  2291. }
  2292. if (!where) return 0;
  2293. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2294. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  2295. where&=~pos[i];
  2296. }
  2297. return where?1:0;
  2298. }
  2299. /**
  2300. Used to knock back players, monsters, traps, etc
  2301. * @param src Object that give knock back
  2302. * @param target Object that receive knock back
  2303. * @param count Number of knock back cell requested
  2304. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2305. * @param flag
  2306. 0x01 - position update packets must not be sent;
  2307. 0x02 - ignores players' special_state.no_knockback;
  2308. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2309. 0x04 - at WOE/BG map;
  2310. 0x08 - if target is MD_KNOCKBACK_IMMUNE|MD_BOSS;
  2311. 0x10 - if target has 'special_state.no_knockback';
  2312. 0x20 - if target is in Basilica area;
  2313. * @return Number of knocked back cells done
  2314. */
  2315. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, unsigned char flag)
  2316. {
  2317. int dx = 0, dy = 0;
  2318. uint8 reason = 0, checkflag = 0;
  2319. struct status_change *tsc = status_get_sc(target);
  2320. nullpo_ret(src);
  2321. nullpo_ret(target);
  2322. if (!count)
  2323. return count; // Actual knockback distance is 0.
  2324. // Create flag needed in unit_blown_immune
  2325. if(src != target)
  2326. checkflag |= 0x1; // Offensive
  2327. if(!(flag&0x2))
  2328. checkflag |= 0x2; // Knockback type
  2329. if(is_boss(src))
  2330. checkflag |= 0x4; // Boss attack
  2331. // Get reason and check for flags
  2332. reason = unit_blown_immune(target, checkflag);
  2333. switch(reason) {
  2334. case 1: return ((flag&0x04) ? count : 0); // No knocking back in WoE / BG
  2335. case 2: return count; // Emperium can't be knocked back
  2336. case 3: return ((flag&0x08) ? count : 0); // Bosses or immune can't be knocked back
  2337. case 4: return ((flag&0x20) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2338. case 5: return ((flag&0x10) ? count : 0); // Target has special_state.no_knockback (equip)
  2339. case 6: return count; // Trap cannot be knocked back
  2340. }
  2341. if (dir == -1) // <optimized>: do the computation here instead of outside
  2342. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2343. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2344. dx = -dirx[dir];
  2345. dy = -diry[dir];
  2346. }
  2347. if (tsc && tsc->data[SC_SU_STOOP]) // Any knockback will cancel it.
  2348. status_change_end(target, SC_SU_STOOP, INVALID_TIMER);
  2349. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2350. }
  2351. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2352. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2353. // In case of success returns type of reflection, otherwise 0
  2354. // 1 - Regular reflection (Maya)
  2355. // 2 - SL_KAITE reflection
  2356. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2357. {
  2358. struct status_change *sc = status_get_sc(bl);
  2359. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2360. if (!sc || !sc->data[SC_KYOMU]) { // Kyomu doesn't reflect
  2361. // Item-based reflection - Bypasses Boss check
  2362. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2363. return 1;
  2364. }
  2365. // Magic Mirror reflection - Bypasses Boss check
  2366. if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2)
  2367. return 1;
  2368. if( is_boss(src) )
  2369. return 0;
  2370. // status-based reflection
  2371. if( !sc || sc->count == 0 )
  2372. return 0;
  2373. // Kaite reflection - Does not bypass Boss check
  2374. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) ) {
  2375. // Kaite only works against non-players if they are low-level.
  2376. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2377. clif_specialeffect(bl, 438, AREA);
  2378. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2379. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2380. return 2;
  2381. }
  2382. return 0;
  2383. }
  2384. /**
  2385. * Checks whether a skill can be used in combos or not
  2386. * @param skill_id: Target skill
  2387. * @return 0: Skill is not a combo
  2388. * 1: Skill is a normal combo
  2389. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2390. * @author Panikon
  2391. */
  2392. int skill_is_combo(uint16 skill_id) {
  2393. switch(skill_id) {
  2394. case MO_CHAINCOMBO:
  2395. case MO_COMBOFINISH:
  2396. case CH_TIGERFIST:
  2397. case CH_CHAINCRUSH:
  2398. case MO_EXTREMITYFIST:
  2399. case TK_TURNKICK:
  2400. case TK_STORMKICK:
  2401. case TK_DOWNKICK:
  2402. case TK_COUNTER:
  2403. case TK_JUMPKICK:
  2404. case HT_POWER:
  2405. case GC_COUNTERSLASH:
  2406. case GC_WEAPONCRUSH:
  2407. case SR_DRAGONCOMBO:
  2408. return 1;
  2409. case SR_FALLENEMPIRE:
  2410. case SR_TIGERCANNON:
  2411. case SR_GATEOFHELL:
  2412. return 2;
  2413. }
  2414. return 0;
  2415. }
  2416. /*
  2417. * Combo handler, start stop combo status
  2418. */
  2419. void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2420. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2421. switch (skill_id) {
  2422. case MH_MIDNIGHT_FRENZY:
  2423. case MH_EQC:
  2424. {
  2425. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2426. short idx = hom_skill_get_index(skill_id2);
  2427. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2428. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2429. if (idx == -1)
  2430. break;
  2431. sd = hd->master;
  2432. hd->homunculus.hskill[idx].flag= flag;
  2433. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2434. }
  2435. break;
  2436. case MO_COMBOFINISH:
  2437. case CH_TIGERFIST:
  2438. case CH_CHAINCRUSH:
  2439. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2440. break;
  2441. case TK_JUMPKICK:
  2442. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2443. break;
  2444. case MO_TRIPLEATTACK:
  2445. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2446. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2447. break;
  2448. case SR_FALLENEMPIRE:
  2449. if (sd){
  2450. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2451. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2452. }
  2453. break;
  2454. }
  2455. }
  2456. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2457. unsigned int duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2458. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2459. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2460. struct status_change_entry *sce;
  2461. TBL_PC *sd = BL_CAST(BL_PC,src);
  2462. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2463. struct status_change *sc = status_get_sc(src);
  2464. if(sc == NULL) return;
  2465. //End previous combo state after skill is invoked
  2466. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2467. switch (skill_id) {
  2468. case TK_TURNKICK:
  2469. case TK_STORMKICK:
  2470. case TK_DOWNKICK:
  2471. case TK_COUNTER:
  2472. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2473. sce->val1 = skill_id; //Update combo-skill
  2474. sce->val3 = skill_id;
  2475. if( sce->timer != INVALID_TIMER )
  2476. delete_timer(sce->timer, status_change_timer);
  2477. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2478. break;
  2479. }
  2480. unit_cancel_combo(src); // Cancel combo wait
  2481. break;
  2482. default:
  2483. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2484. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2485. }
  2486. }
  2487. //start new combo
  2488. if (sd) { //player only
  2489. switch (skill_id) {
  2490. case MO_TRIPLEATTACK:
  2491. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2492. duration = 1;
  2493. target_id = 0; // Will target current auto-target instead
  2494. }
  2495. break;
  2496. case MO_CHAINCOMBO:
  2497. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2498. duration = 1;
  2499. target_id = 0; // Will target current auto-target instead
  2500. }
  2501. break;
  2502. case MO_COMBOFINISH:
  2503. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2504. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2505. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2506. duration = 1;
  2507. target_id = 0; // Will target current auto-target instead
  2508. }
  2509. case CH_TIGERFIST:
  2510. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2511. duration = 1;
  2512. target_id = 0; // Will target current auto-target instead
  2513. }
  2514. case CH_CHAINCRUSH:
  2515. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) {
  2516. duration = 1;
  2517. target_id = 0; // Will target current auto-target instead
  2518. }
  2519. break;
  2520. case AC_DOUBLE:
  2521. if (pc_checkskill(sd, HT_POWER)) {
  2522. duration = 2000;
  2523. nodelay = 1; //Neither gives walk nor attack delay
  2524. target_id = 0; //Does not need to be used on previous target
  2525. }
  2526. break;
  2527. case SR_DRAGONCOMBO:
  2528. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2529. duration = 1;
  2530. break;
  2531. case SR_FALLENEMPIRE:
  2532. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2533. duration = 1;
  2534. break;
  2535. }
  2536. }
  2537. else { //other
  2538. switch(skill_id) {
  2539. case MH_TINDER_BREAKER:
  2540. case MH_CBC:
  2541. case MH_SONIC_CRAW:
  2542. case MH_SILVERVEIN_RUSH:
  2543. if(hd->homunculus.spiritball > 0) duration = 2000;
  2544. nodelay = 1;
  2545. break;
  2546. case MH_EQC:
  2547. case MH_MIDNIGHT_FRENZY:
  2548. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2549. nodelay = 1;
  2550. break;
  2551. }
  2552. }
  2553. if (duration) { //Possible to chain
  2554. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2555. duration = umax(status_get_amotion(src),duration); //Never less than aMotion
  2556. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2557. clif_combo_delay(src, duration);
  2558. }
  2559. }
  2560. /**
  2561. * Copy skill by Plagiarism or Reproduce
  2562. * @param src: The caster
  2563. * @param bl: The target
  2564. * @param skill_id: Skill that casted
  2565. * @param skill_lv: Skill level of the casted skill
  2566. */
  2567. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2568. {
  2569. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2570. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2571. return;
  2572. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2573. else if (&tsd->sc && tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2574. return;
  2575. else {
  2576. uint16 idx;
  2577. unsigned char lv;
  2578. skill_id = skill_dummy2skill_id(skill_id);
  2579. //Use skill index, avoiding out-of-bound array [Cydh]
  2580. if (!(idx = skill_get_index(skill_id)))
  2581. return;
  2582. switch (skill_isCopyable(tsd,idx)) {
  2583. case 1: //Copied by Plagiarism
  2584. {
  2585. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2586. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2587. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2588. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2589. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2590. }
  2591. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2592. tsd->cloneskill_idx = idx;
  2593. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  2594. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  2595. }
  2596. break;
  2597. case 2: //Copied by Reproduce
  2598. {
  2599. struct status_change *tsc = status_get_sc(bl);
  2600. //Already did SC check
  2601. //Skill level copied depends on Reproduce skill that used
  2602. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2603. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2604. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2605. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2606. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2607. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2608. }
  2609. //Level dependent and limitation.
  2610. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2611. lv = min(lv,skill_get_max(skill_id));
  2612. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2613. lv = min(lv,skill_lv);
  2614. tsd->reproduceskill_idx = idx;
  2615. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  2616. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  2617. }
  2618. break;
  2619. default: return;
  2620. }
  2621. tsd->status.skill[idx].id = skill_id;
  2622. tsd->status.skill[idx].lv = lv;
  2623. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2624. clif_addskill(tsd,skill_id);
  2625. }
  2626. }
  2627. /**
  2628. * Knockback the target on skill_attack
  2629. * @param src is the master behind the attack
  2630. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2631. * @param target is the target to be attacked.
  2632. * @param blewcount
  2633. * @param skill_id
  2634. * @param skill_lv
  2635. * @param damage
  2636. * @param tick
  2637. * @param flag can hold a bunch of information:
  2638. */
  2639. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, unsigned int tick, int flag) {
  2640. int8 dir = -1; // Default direction
  2641. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2642. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2643. if (!blewcount || target == dsrc || status_isdead(target))
  2644. return;
  2645. // Skill specific direction
  2646. switch (skill_id) {
  2647. case MG_FIREWALL:
  2648. case GN_WALLOFTHORN:
  2649. case EL_FIRE_MANTLE:
  2650. dir = unit_getdir(target); // Backwards
  2651. break;
  2652. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2653. case WZ_STORMGUST:
  2654. if(!battle_config.stormgust_knockback)
  2655. dir = rnd()%8;
  2656. break;
  2657. case MC_CARTREVOLUTION:
  2658. if (battle_config.cart_revo_knockback)
  2659. dir = 6; // Official servers push target to the West
  2660. break;
  2661. case AC_SHOWER:
  2662. case WL_CRIMSONROCK:
  2663. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  2664. dir = map_calc_dir(target, src->x, src->y);
  2665. else
  2666. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  2667. break;
  2668. }
  2669. // Blown-specific handling
  2670. switch( skill_id ) {
  2671. case LG_OVERBRAND_BRANDISH:
  2672. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2673. if (skill_blown(dsrc,target,blewcount,dir,0x04|0x08|0x10|0x20) < blewcount)
  2674. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2675. break;
  2676. case SR_KNUCKLEARROW:
  2677. {
  2678. short x = target->x, y = target->y;
  2679. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2680. // Boss & Immune Knockback (mode or from bonus bNoKnockBack) target still remains the damage bonus
  2681. // (bugreport:9096)
  2682. if (skill_blown(dsrc, target, blewcount, dir_ka, 0x04) < blewcount)
  2683. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2684. dir_ka = -1;
  2685. // Move attacker to the target position after knocked back
  2686. if ((target->x != x || target->y != y) && skill_check_unit_movepos(5,src,target->x,target->y,1,1))
  2687. clif_blown(src);
  2688. }
  2689. break;
  2690. case RL_R_TRIP:
  2691. if (skill_blown(dsrc,target,blewcount,dir,0) < blewcount)
  2692. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2693. break;
  2694. case RL_SLUGSHOT:
  2695. skill_blown(dsrc,target,blewcount,dir, 0);
  2696. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag|SD_ANIMATION);
  2697. break;
  2698. default:
  2699. skill_blown(dsrc,target,blewcount,dir, 0);
  2700. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2701. TBL_SKILL *su = (TBL_SKILL*)target;
  2702. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2703. skill_blown(src, target, 3, -1, 0);
  2704. }
  2705. break;
  2706. }
  2707. clif_fixpos(target);
  2708. }
  2709. /*
  2710. * =========================================================================
  2711. * Does a skill attack with the given properties.
  2712. * @param src is the master behind the attack (player/mob/pet)
  2713. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2714. * @param bl is the target to be attacked.
  2715. * @param flag can hold a bunch of information:
  2716. * flag&1
  2717. * flag&2 - Disable re-triggered by double casting
  2718. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2719. * flag&8 - Force assume the target is not as is_infinite_defense() on in battle_calc_attack() first.
  2720. * Once it's done, store the damage to skill_area_temp_i64[0] then re-calcuate for real against 'plant'.
  2721. *
  2722. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  2723. * (usually holds number of targets, or just 1 for simple splash attacks)
  2724. *
  2725. * flag&0xF000 - Values from enum e_skill_display
  2726. * flag&0x3F0000 - Values from enum e_battle_check_target
  2727. *
  2728. * flag&0x1000000 - Return 0 if damage was reflected
  2729. *-------------------------------------------------------------------------*/
  2730. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  2731. {
  2732. struct Damage dmg;
  2733. struct status_data *sstatus, *tstatus;
  2734. struct status_change *sc, *tsc;
  2735. struct map_session_data *sd, *tsd;
  2736. int64 damage;
  2737. int8 rmdamage = 0;//magic reflected
  2738. int type;
  2739. bool shadow_flag = false;
  2740. bool additional_effects = true;
  2741. if(skill_id > 0 && !skill_lv)
  2742. return 0;
  2743. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2744. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2745. nullpo_ret(bl); //Target to be attacked.
  2746. if (src != dsrc) {
  2747. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2748. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2749. return 0;
  2750. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2751. //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]
  2752. if (!status_check_skilluse(src, bl, skill_id, 2))
  2753. return 0;
  2754. }
  2755. sd = BL_CAST(BL_PC, src);
  2756. tsd = BL_CAST(BL_PC, bl);
  2757. sstatus = status_get_status_data(src);
  2758. tstatus = status_get_status_data(bl);
  2759. sc= status_get_sc(src);
  2760. tsc= status_get_sc(bl);
  2761. if (tsc && !tsc->count)
  2762. tsc = NULL; //Don't need it.
  2763. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2764. if (tsc && tsc->data[SC_TRICKDEAD])
  2765. return 0;
  2766. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  2767. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  2768. return 0;
  2769. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2770. //If the damage source is a unit, the damage is not delayed
  2771. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  2772. dmg.amotion = 0;
  2773. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  2774. // Adjusted to the new system [Skotlex]
  2775. if( src->type == BL_PET ) { // [Valaris]
  2776. struct pet_data *pd = (TBL_PET*)src;
  2777. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  2778. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  2779. int element = skill_get_ele(skill_id, skill_lv);
  2780. /*if (skill_id == -1) Does it ever worked?
  2781. element = sstatus->rhw.ele;*/
  2782. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2783. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  2784. else
  2785. dmg.damage = pd->a_skill->damage; // Fixed damage
  2786. }
  2787. else
  2788. dmg.damage = 1*pd->a_skill->div_;
  2789. dmg.damage2 = 0;
  2790. dmg.div_= pd->a_skill->div_;
  2791. }
  2792. }
  2793. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2794. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2795. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2796. { //Magic reflection, switch caster/target
  2797. struct block_list *tbl = bl;
  2798. rmdamage = 1;
  2799. bl = src;
  2800. src = tbl;
  2801. dsrc = tbl;
  2802. sd = BL_CAST(BL_PC, src);
  2803. tsd = BL_CAST(BL_PC, bl);
  2804. tsc = status_get_sc(bl);
  2805. if (tsc && !tsc->count)
  2806. tsc = NULL; //Don't need it.
  2807. /* bugreport:2564 flag&2 disables double casting trigger */
  2808. flag |= 2;
  2809. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  2810. flag |= 4;
  2811. //Spirit of Wizard blocks Kaite's reflection
  2812. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2813. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2814. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  2815. if (type >= 0) {
  2816. if ( tsd )
  2817. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2818. dmg.damage = dmg.damage2 = 0;
  2819. dmg.dmg_lv = ATK_MISS;
  2820. tsc->data[SC_SPIRIT]->val3 = skill_id;
  2821. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  2822. }
  2823. } else if( type != 2 ) /* Kaite bypasses */
  2824. additional_effects = false;
  2825. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2826. #if MAGIC_REFLECTION_TYPE
  2827. #ifdef RENEWAL
  2828. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  2829. #else
  2830. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  2831. // regardless of caster's equipment (Aegis 11.1)
  2832. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  2833. #endif
  2834. short s_ele = skill_get_ele(skill_id, skill_lv);
  2835. if (s_ele == -1) // the skill takes the weapon's element
  2836. s_ele = sstatus->rhw.ele;
  2837. else if (s_ele == -2) //Use status element
  2838. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2839. else if( s_ele == -3 ) //Use random element
  2840. s_ele = rnd()%ELE_ALL;
  2841. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2842. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  2843. struct status_data *status = status_get_status_data(bl);
  2844. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2845. per /=20; //Uses 20% SP intervals.
  2846. //SP Cost: 1% + 0.5% per every 20% SP
  2847. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2848. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2849. //Reduction: 6% + 6% every 20%
  2850. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2851. }
  2852. }
  2853. #endif
  2854. }
  2855. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  2856. int sp = skill_get_sp(skill_id,skill_lv);
  2857. dmg.damage = dmg.damage2 = 0;
  2858. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2859. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  2860. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2861. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2862. status_heal(bl, 0, sp, 2);
  2863. }
  2864. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  2865. dmg.damage = dmg.damage2 = 0;
  2866. dmg.dmg_lv = ATK_MISS;
  2867. }
  2868. }
  2869. damage = dmg.damage + dmg.damage2;
  2870. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2871. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2872. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2873. damage = 1;
  2874. if (flag&8) {
  2875. skill_area_temp_i64[0] = damage;
  2876. if (is_infinite_defense(bl, dmg.flag)) {
  2877. dmg = battle_calc_attack_plant(dmg, src, bl, skill_id, skill_lv);
  2878. damage = dmg.damage + dmg.damage2;
  2879. }
  2880. }
  2881. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2882. struct block_list *nbl;
  2883. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2884. if( nbl ){ // Only one target is chosen.
  2885. damage = damage / 2; // Deflect half of the damage to a target nearby
  2886. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
  2887. }
  2888. }
  2889. //Skill hit type
  2890. type = (skill_id == 0) ? 5 : skill_get_hit(skill_id);
  2891. switch( skill_id ) {
  2892. case SC_TRIANGLESHOT:
  2893. if( rnd()%100 > (1 + skill_lv) )
  2894. dmg.blewcount = 0;
  2895. break;
  2896. default:
  2897. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2898. dmg.blewcount = 0; //only pushback when it hit for other
  2899. break;
  2900. }
  2901. switch( skill_id ) {
  2902. case CR_GRANDCROSS:
  2903. case NPC_GRANDDARKNESS:
  2904. if( battle_config.gx_disptype)
  2905. dsrc = src;
  2906. if( src == bl)
  2907. type = 4;
  2908. else
  2909. flag|= SD_ANIMATION;
  2910. break;
  2911. case NJ_TATAMIGAESHI: //For correct knockback.
  2912. dsrc = src;
  2913. flag|= SD_ANIMATION;
  2914. break;
  2915. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  2916. int level;
  2917. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  2918. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2919. }
  2920. break;
  2921. case SL_STIN:
  2922. case SL_STUN:
  2923. if (skill_lv >= 7) {
  2924. struct status_change *sc_cur = status_get_sc(src);
  2925. if (sc_cur && !sc_cur->data[SC_SMA])
  2926. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2927. }
  2928. break;
  2929. case GS_FULLBUSTER:
  2930. if (sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  2931. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2932. break;
  2933. }
  2934. //combo handling
  2935. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  2936. //Display damage.
  2937. switch( skill_id ) {
  2938. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2939. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2940. break;
  2941. //Skills that need be passed as a normal attack for the client to display correctly.
  2942. case HVAN_EXPLOSION:
  2943. case NPC_SELFDESTRUCTION:
  2944. if(src->type == BL_PC)
  2945. dmg.blewcount = 10;
  2946. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2947. // fall through
  2948. case KN_AUTOCOUNTER:
  2949. case NPC_CRITICALSLASH:
  2950. case TF_DOUBLE:
  2951. case GS_CHAINACTION:
  2952. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,(enum e_damage_type)dmg.type,dmg.damage2,false);
  2953. break;
  2954. case AS_SPLASHER:
  2955. if( flag&SD_ANIMATION ) // the surrounding targets
  2956. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
  2957. else // the central target doesn't display an animation
  2958. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
  2959. break;
  2960. case GN_SPORE_EXPLOSION:
  2961. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5);
  2962. break;
  2963. case WL_HELLINFERNO:
  2964. case SR_EARTHSHAKER:
  2965. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
  2966. break;
  2967. case WL_SOULEXPANSION:
  2968. case WL_COMET:
  2969. case KO_MUCHANAGE:
  2970. case NJ_HUUMA:
  2971. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
  2972. break;
  2973. case WL_CHAINLIGHTNING_ATK:
  2974. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,6);
  2975. break;
  2976. case LG_OVERBRAND:
  2977. case LG_OVERBRAND_BRANDISH:
  2978. dmg.amotion = status_get_amotion(src) * 2;
  2979. case LG_OVERBRAND_PLUSATK:
  2980. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2981. break;
  2982. case EL_FIRE_BOMB:
  2983. case EL_FIRE_BOMB_ATK:
  2984. case EL_FIRE_WAVE:
  2985. case EL_FIRE_WAVE_ATK:
  2986. case EL_FIRE_MANTLE:
  2987. case EL_CIRCLE_OF_FIRE:
  2988. case EL_FIRE_ARROW:
  2989. case EL_ICE_NEEDLE:
  2990. case EL_WATER_SCREW:
  2991. case EL_WATER_SCREW_ATK:
  2992. case EL_WIND_SLASH:
  2993. case EL_TIDAL_WEAPON:
  2994. case EL_ROCK_CRUSHER:
  2995. case EL_ROCK_CRUSHER_ATK:
  2996. case EL_HURRICANE:
  2997. case EL_HURRICANE_ATK:
  2998. case KO_BAKURETSU:
  2999. case GN_CRAZYWEED_ATK:
  3000. case NC_MAGMA_ERUPTION:
  3001. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  3002. break;
  3003. case GN_FIRE_EXPANSION_ACID:
  3004. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, 8);
  3005. break;
  3006. case GN_SLINGITEM_RANGEMELEEATK:
  3007. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  3008. break;
  3009. case EL_STONE_RAIN:
  3010. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
  3011. break;
  3012. case WM_SEVERE_RAINSTORM_MELEE:
  3013. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,5);
  3014. break;
  3015. case WM_REVERBERATION_MELEE:
  3016. case WM_REVERBERATION_MAGIC:
  3017. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  3018. break;
  3019. case SR_TIGERCANNON:
  3020. dmg.dmotion = clif_skill_damage(src, bl, tick, status_get_amotion(bl), dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, 6);
  3021. break;
  3022. case HT_CLAYMORETRAP:
  3023. case HT_BLASTMINE:
  3024. case HT_FLASHER:
  3025. case HT_FREEZINGTRAP:
  3026. case RA_CLUSTERBOMB:
  3027. case RA_FIRINGTRAP:
  3028. case RA_ICEBOUNDTRAP:
  3029. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, 5);
  3030. if( dsrc != src ) // avoid damage display redundancy
  3031. break;
  3032. //Fall through
  3033. case HT_LANDMINE:
  3034. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
  3035. break;
  3036. case WZ_SIGHTBLASTER:
  3037. //Sightblaster should never call clif_skill_damage twice
  3038. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, 5);
  3039. break;
  3040. case RL_R_TRIP_PLUSATK:
  3041. case RL_BANISHING_BUSTER:
  3042. case RL_S_STORM:
  3043. case RL_SLUGSHOT:
  3044. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  3045. break;
  3046. case AB_DUPLELIGHT_MELEE:
  3047. case AB_DUPLELIGHT_MAGIC:
  3048. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3049. default:
  3050. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3051. type = 5;
  3052. if (src->type == BL_SKILL) {
  3053. TBL_SKILL *su = (TBL_SKILL*)src;
  3054. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP) { // show damage on trap targets
  3055. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, 5);
  3056. break;
  3057. }
  3058. }
  3059. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
  3060. break;
  3061. }
  3062. map_freeblock_lock();
  3063. if (bl->type == BL_PC && skill_id && skill_get_index(skill_id) > 0 && skill_db[skill_get_index(skill_id)]->copyable.option && //Only copy skill that copyable [Cydh]
  3064. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3065. skill_do_copy(src,bl,skill_id,skill_lv);
  3066. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3067. { //Skills with can't walk delay also stop normal attacking for that
  3068. //duration when the attack connects. [Skotlex]
  3069. struct unit_data *ud = unit_bl2ud(src);
  3070. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3071. ud->attackabletime = tick + type;
  3072. }
  3073. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3074. // Instant damage
  3075. if( !dmg.amotion ) {
  3076. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION]) || skill_id == HW_GRAVITATION || skill_id == NPC_EVILLAND) && !shadow_flag )
  3077. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3078. if( !status_isdead(bl) && additional_effects )
  3079. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3080. if( damage > 0 ) //Counter status effects [Skotlex]
  3081. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3082. }
  3083. // Blow!
  3084. if (!(flag&4))
  3085. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3086. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3087. if( dmg.amotion ) {
  3088. if( shadow_flag ) {
  3089. if( !status_isdead(bl) && additional_effects )
  3090. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3091. if( dmg.flag > ATK_BLOCK )
  3092. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3093. } else
  3094. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3095. }
  3096. if (tsc && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION && skill_id != NPC_EVILLAND) {
  3097. if (tsc->data[SC_DEVOTION]) {
  3098. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3099. struct block_list *d_bl = map_id2bl(sce->val1);
  3100. if (d_bl && (
  3101. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3102. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3103. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3104. {
  3105. if (!rmdamage) {
  3106. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3107. status_fix_damage(NULL, d_bl, damage, 0);
  3108. } else {
  3109. bool isDevotRdamage = false;
  3110. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3111. isDevotRdamage = true;
  3112. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3113. // This check is only for magical skill.
  3114. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3115. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3116. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, damage, 0);
  3117. }
  3118. } else {
  3119. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  3120. if (!dmg.amotion)
  3121. status_fix_damage(src, bl, damage, dmg.dmotion);
  3122. }
  3123. }
  3124. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  3125. struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
  3126. struct block_list *e_bl = map_id2bl(sce->val1);
  3127. if (e_bl) {
  3128. if (!rmdamage) {
  3129. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3130. status_fix_damage(NULL, e_bl, damage, 0);
  3131. } else {
  3132. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3133. status_fix_damage(bl, bl, damage, 0);
  3134. }
  3135. }
  3136. }
  3137. }
  3138. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  3139. if( skill_id == RG_INTIMIDATE ) {
  3140. int rate = 50 + skill_lv * 5;
  3141. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3142. if(rnd()%100 < rate)
  3143. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3144. } else if( skill_id == SC_FATALMENACE )
  3145. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  3146. }
  3147. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3148. dmg.flag |= BF_WEAPON;
  3149. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3150. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3151. {
  3152. if (battle_config.left_cardfix_to_right)
  3153. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3154. else
  3155. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3156. }
  3157. if( damage > 0 ) { // Post-damage effects
  3158. switch( skill_id ) {
  3159. case GC_VENOMPRESSURE: {
  3160. struct status_change *ssc = status_get_sc(src);
  3161. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3162. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  3163. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3164. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3165. }
  3166. }
  3167. break;
  3168. case WM_METALICSOUND:
  3169. status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10)));
  3170. break;
  3171. case SR_TIGERCANNON:
  3172. status_zap(bl, 0, damage * 10 / 100);
  3173. break;
  3174. }
  3175. if( sd )
  3176. skill_onskillusage(sd, bl, skill_id, tick);
  3177. }
  3178. if (!(flag&2) &&
  3179. (
  3180. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  3181. ) &&
  3182. (tsc = status_get_sc(src)) &&
  3183. tsc->data[SC_DOUBLECAST] &&
  3184. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  3185. {
  3186. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3187. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3188. }
  3189. map_freeblock_unlock();
  3190. if ((flag&0x1000000) && rmdamage == 1)
  3191. return 0; //Should return 0 when damage was reflected
  3192. return damage;
  3193. }
  3194. /*==========================================
  3195. * Sub function for recursive skill call.
  3196. * Checking bl battle flag and display damage
  3197. * then call func with source,target,skill_id,skill_lv,tick,flag
  3198. *------------------------------------------*/
  3199. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  3200. int skill_area_sub(struct block_list *bl, va_list ap)
  3201. {
  3202. struct block_list *src;
  3203. uint16 skill_id,skill_lv;
  3204. int flag;
  3205. unsigned int tick;
  3206. SkillFunc func;
  3207. nullpo_ret(bl);
  3208. src = va_arg(ap,struct block_list *);
  3209. skill_id = va_arg(ap,int);
  3210. skill_lv = va_arg(ap,int);
  3211. tick = va_arg(ap,unsigned int);
  3212. flag = va_arg(ap,int);
  3213. func = va_arg(ap,SkillFunc);
  3214. if (flag&BCT_WOS && src == bl)
  3215. return 0;
  3216. if(battle_check_target(src,bl,flag) > 0) {
  3217. // several splash skills need this initial dummy packet to display correctly
  3218. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3219. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  3220. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3221. skill_area_temp[2]++;
  3222. return func(src,bl,skill_id,skill_lv,tick,flag);
  3223. }
  3224. return 0;
  3225. }
  3226. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3227. {
  3228. struct skill_unit *unit;
  3229. uint16 skill_id,g_skill_id;
  3230. unit = (struct skill_unit *)bl;
  3231. if(bl->prev == NULL || bl->type != BL_SKILL)
  3232. return 0;
  3233. if(!unit->alive)
  3234. return 0;
  3235. skill_id = va_arg(ap,int);
  3236. g_skill_id = unit->group->skill_id;
  3237. switch (skill_id) {
  3238. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3239. if(g_skill_id == SA_LANDPROTECTOR)
  3240. break;
  3241. //Fall through
  3242. case MH_STEINWAND:
  3243. case MG_SAFETYWALL:
  3244. case SC_MAELSTROM:
  3245. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3246. return 0;
  3247. break;
  3248. case AL_WARP:
  3249. case HT_SKIDTRAP:
  3250. case MA_SKIDTRAP:
  3251. case HT_LANDMINE:
  3252. case MA_LANDMINE:
  3253. case HT_ANKLESNARE:
  3254. case HT_SHOCKWAVE:
  3255. case HT_SANDMAN:
  3256. case MA_SANDMAN:
  3257. case HT_FLASHER:
  3258. case HT_FREEZINGTRAP:
  3259. case MA_FREEZINGTRAP:
  3260. case HT_BLASTMINE:
  3261. case HT_CLAYMORETRAP:
  3262. case HT_TALKIEBOX:
  3263. case HP_BASILICA:
  3264. case RA_ELECTRICSHOCKER:
  3265. case RA_CLUSTERBOMB:
  3266. case RA_MAGENTATRAP:
  3267. case RA_COBALTTRAP:
  3268. case RA_MAIZETRAP:
  3269. case RA_VERDURETRAP:
  3270. case RA_FIRINGTRAP:
  3271. case RA_ICEBOUNDTRAP:
  3272. case SC_DIMENSIONDOOR:
  3273. case SC_BLOODYLUST:
  3274. case WM_REVERBERATION:
  3275. case GN_THORNS_TRAP:
  3276. case GN_HELLS_PLANT:
  3277. case RL_B_TRAP:
  3278. case SC_ESCAPE:
  3279. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3280. if (skill_id != g_skill_id && !(skill_get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3281. return 0;
  3282. break;
  3283. default: //Avoid stacking with same kind of trap. [Skotlex]
  3284. if (g_skill_id != skill_id)
  3285. return 0;
  3286. break;
  3287. }
  3288. return 1;
  3289. }
  3290. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3291. {
  3292. //Non players do not check for the skill's splash-trigger area.
  3293. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3294. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3295. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3296. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3297. return 0;
  3298. }
  3299. range += layout_type;
  3300. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3301. }
  3302. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3303. {
  3304. uint16 skill_id;
  3305. if(bl->prev == NULL)
  3306. return 0;
  3307. skill_id = va_arg(ap,int);
  3308. if( status_isdead(bl) && skill_id != AL_WARP )
  3309. return 0;
  3310. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3311. return 0;
  3312. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3313. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3314. return 1;
  3315. }
  3316. /**
  3317. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC
  3318. * @param bl Object that casted skill
  3319. * @param x Position x of the target
  3320. * @param y Position y of the target
  3321. * @param skill_id The casted skill
  3322. * @param skill_lv The skill Lv
  3323. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3324. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3325. */
  3326. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3327. {
  3328. int range = 0, type;
  3329. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  3330. if (isNearNPC)
  3331. range = skill_get_splash(skill_id,skill_lv);
  3332. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3333. if (!isNearNPC || !range) {
  3334. switch (skill_id) { // to be expanded later
  3335. case WZ_ICEWALL:
  3336. range = 2;
  3337. break;
  3338. case SC_MANHOLE:
  3339. case GN_HELLS_PLANT:
  3340. range = 0;
  3341. break;
  3342. default: {
  3343. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3344. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3345. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3346. return 0;
  3347. }
  3348. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3349. }
  3350. break;
  3351. }
  3352. }
  3353. //Check the additional range [Cydh]
  3354. if (isNearNPC && skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range)
  3355. range += skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range;
  3356. if (!isNearNPC) { //Doesn't check the NPC range
  3357. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3358. if (bl->type == BL_PC)
  3359. type = BL_CHAR;
  3360. else
  3361. type = BL_PC;
  3362. } else
  3363. type = BL_NPC;
  3364. return (!isNearNPC) ?
  3365. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3366. map_foreachinarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3367. //isNearNPC is used to check range from NPC
  3368. map_foreachinarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3369. }
  3370. /*==========================================
  3371. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3372. * Flag:
  3373. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3374. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3375. *------------------------------------------*/
  3376. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  3377. {
  3378. struct status_data *status;
  3379. struct map_session_data *sd = NULL;
  3380. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3381. uint16 idx;
  3382. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3383. nullpo_ret(bl);
  3384. switch( bl->type )
  3385. {
  3386. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3387. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3388. }
  3389. status = status_get_status_data(bl);
  3390. if( (idx = skill_get_index(skill)) == 0 )
  3391. return 0;
  3392. lv = cap_value(lv, 1, MAX_SKILL_LEVEL);
  3393. // Requirements
  3394. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3395. {
  3396. itemid[i] = skill_db[idx]->require.itemid[i];
  3397. amount[i] = skill_db[idx]->require.amount[i];
  3398. }
  3399. hp = skill_db[idx]->require.hp[lv-1];
  3400. sp = skill_db[idx]->require.sp[lv-1];
  3401. hp_rate = skill_db[idx]->require.hp_rate[lv-1];
  3402. sp_rate = skill_db[idx]->require.sp_rate[lv-1];
  3403. state = skill_db[idx]->require.state;
  3404. if( (mhp = skill_db[idx]->require.mhp[lv-1]) > 0 )
  3405. hp += (status->max_hp * mhp) / 100;
  3406. if( hp_rate > 0 )
  3407. hp += (status->hp * hp_rate) / 100;
  3408. else
  3409. hp += (status->max_hp * (-hp_rate)) / 100;
  3410. if( sp_rate > 0 )
  3411. sp += (status->sp * sp_rate) / 100;
  3412. else
  3413. sp += (status->max_sp * (-sp_rate)) / 100;
  3414. if( bl->type == BL_HOM )
  3415. { // Intimacy Requeriments
  3416. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  3417. switch( skill )
  3418. {
  3419. case HFLI_SBR44:
  3420. if( hd->homunculus.intimacy <= 200 ) // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  3421. return 0;
  3422. break;
  3423. case HVAN_EXPLOSION:
  3424. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  3425. return 0;
  3426. break;
  3427. }
  3428. }
  3429. if( !(type&2) )
  3430. {
  3431. if( hp > 0 && status->hp <= (unsigned int)hp )
  3432. {
  3433. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3434. return 0;
  3435. }
  3436. if( sp > 0 && status->sp <= (unsigned int)sp )
  3437. {
  3438. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3439. return 0;
  3440. }
  3441. }
  3442. if( !type )
  3443. switch( state )
  3444. {
  3445. case ST_MOVE_ENABLE:
  3446. if( !unit_can_move(bl) )
  3447. {
  3448. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3449. return 0;
  3450. }
  3451. break;
  3452. }
  3453. if( !(type&1) )
  3454. return 1;
  3455. // Check item existences
  3456. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3457. {
  3458. index[i] = -1;
  3459. if( itemid[i] < 1 ) continue; // No item
  3460. index[i] = pc_search_inventory(sd, itemid[i]);
  3461. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  3462. {
  3463. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3464. return 0;
  3465. }
  3466. }
  3467. // Consume items
  3468. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3469. {
  3470. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3471. }
  3472. if( type&2 )
  3473. return 1;
  3474. if( sp || hp )
  3475. status_zap(bl, hp, sp);
  3476. return 1;
  3477. }
  3478. /*==========================================
  3479. *
  3480. *------------------------------------------*/
  3481. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3482. {
  3483. switch (skill_id) {
  3484. case RL_QD_SHOT:
  3485. {
  3486. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3487. struct unit_data *ud = unit_bl2ud(src);
  3488. if (ud && ud->target == target->id)
  3489. return 1;
  3490. }
  3491. }
  3492. case RL_D_TAIL:
  3493. case RL_HAMMER_OF_GOD:
  3494. if (src->type != BL_PC)
  3495. return 0;
  3496. {
  3497. struct status_change *tsc = status_get_sc(target);
  3498. // Only counts marked target with SC_C_MARKER by caster
  3499. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  3500. return 0;
  3501. }
  3502. break;
  3503. }
  3504. return 1;
  3505. }
  3506. /*==========================================
  3507. *
  3508. *------------------------------------------*/
  3509. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  3510. {
  3511. struct block_list *src = map_id2bl(id),*target;
  3512. struct unit_data *ud = unit_bl2ud(src);
  3513. struct skill_timerskill *skl;
  3514. struct skill_unit *unit = NULL;
  3515. int range;
  3516. nullpo_ret(src);
  3517. nullpo_ret(ud);
  3518. skl = ud->skilltimerskill[data];
  3519. nullpo_ret(skl);
  3520. ud->skilltimerskill[data] = NULL;
  3521. do {
  3522. if(src->prev == NULL)
  3523. break; // Source not on Map
  3524. if(skl->target_id) {
  3525. target = map_id2bl(skl->target_id);
  3526. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3527. target = src; //Required since it has to warp.
  3528. if (skl->skill_id == SR_SKYNETBLOW) {
  3529. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SKILL);
  3530. skill_area_temp[1] = 0;
  3531. map_foreachinrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  3532. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  3533. break;
  3534. }
  3535. if(target == NULL)
  3536. break; // Target offline?
  3537. if(target->prev == NULL)
  3538. break; // Target not on Map
  3539. if(src->m != target->m)
  3540. break; // Different Maps
  3541. if(status_isdead(src)) {
  3542. switch(skl->skill_id) {
  3543. case WL_CHAINLIGHTNING_ATK:
  3544. case WL_TETRAVORTEX_FIRE:
  3545. case WL_TETRAVORTEX_WATER:
  3546. case WL_TETRAVORTEX_WIND:
  3547. case WL_TETRAVORTEX_GROUND:
  3548. // For SR_FLASHCOMBO
  3549. case SR_DRAGONCOMBO:
  3550. case SR_FALLENEMPIRE:
  3551. case SR_TIGERCANNON:
  3552. case SR_SKYNETBLOW:
  3553. break; // Exceptions
  3554. default:
  3555. continue; // Caster is Dead
  3556. }
  3557. }
  3558. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3559. break;
  3560. switch(skl->skill_id) {
  3561. case KN_AUTOCOUNTER:
  3562. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3563. break;
  3564. case RG_INTIMIDATE:
  3565. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3566. short x,y;
  3567. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3568. if (target != src && !status_isdead(target))
  3569. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3570. }
  3571. break;
  3572. case BA_FROSTJOKER:
  3573. case DC_SCREAM:
  3574. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3575. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3576. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3577. break;
  3578. case PR_LEXDIVINA:
  3579. if (src->type == BL_MOB) {
  3580. // Monsters use the default duration when casting Lex Divina
  3581. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(status_sc2skill(status_skill2sc(skl->skill_id)), 1));
  3582. break;
  3583. }
  3584. // Fall through
  3585. case PR_STRECOVERY:
  3586. case BS_HAMMERFALL:
  3587. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  3588. break;
  3589. case NPC_EARTHQUAKE:
  3590. if( skl->type > 1 )
  3591. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3592. 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);
  3593. skill_area_temp[1] = src->id;
  3594. skill_area_temp[2] = 0;
  3595. 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);
  3596. break;
  3597. case WZ_WATERBALL:
  3598. {
  3599. //Get the next waterball cell to consume
  3600. struct s_skill_unit_layout *layout;
  3601. int i;
  3602. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  3603. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  3604. int ux = skl->x + layout->dx[i];
  3605. int uy = skl->y + layout->dy[i];
  3606. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  3607. if (unit)
  3608. break;
  3609. }
  3610. } // Fall through
  3611. case WZ_JUPITEL:
  3612. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3613. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  3614. // Apply canact delay here to prevent hacks (unlimited casting)
  3615. ud->canact_tick = max(tick + status_get_amotion(src), ud->canact_tick);
  3616. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3617. }
  3618. if (unit && !status_isdead(target) && !status_isdead(src)) {
  3619. if(skl->type > 0)
  3620. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3621. skill_delunit(unit); // Consume unit for next waterball
  3622. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3623. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  3624. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  3625. } else {
  3626. struct status_change *sc = status_get_sc(src);
  3627. if(sc) {
  3628. if(sc->data[SC_SPIRIT] &&
  3629. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3630. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3631. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3632. }
  3633. }
  3634. break;
  3635. case WL_CHAINLIGHTNING_ATK: {
  3636. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  3637. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3638. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3639. { // Remaining Chains Hit
  3640. struct block_list *nbl = NULL; // Next Target of Chain
  3641. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  3642. BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one...
  3643. if( nbl == NULL )
  3644. skl->x++;
  3645. else
  3646. skl->x = 0;
  3647. skill_addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
  3648. }
  3649. }
  3650. break;
  3651. case WL_TETRAVORTEX_FIRE:
  3652. case WL_TETRAVORTEX_WATER:
  3653. case WL_TETRAVORTEX_WIND:
  3654. case WL_TETRAVORTEX_GROUND:
  3655. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3656. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3657. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3658. if (skl->type >= 3) { // Final Hit
  3659. if (!status_isdead(target)) { // Final Status Effect
  3660. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3661. applyeffects[4] = { 0, 0, 0, 0 },
  3662. i, j = 0, k = 0;
  3663. for(i = 1; i <= 8; i = i + i) {
  3664. if (skl->x&i) {
  3665. applyeffects[j] = effects[k];
  3666. j++;
  3667. }
  3668. k++;
  3669. }
  3670. if (j) {
  3671. i = applyeffects[rnd()%j];
  3672. status_change_start(src, target, i, 10000, skl->skill_lv,
  3673. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3674. (i == SC_BURNING ? src->id : 0), 0,
  3675. (i == SC_BURNING ? 15000 : (i == SC_FREEZING ? 40000 :
  3676. (i == SC_BLEEDING ? 120000 : 5000))), SCSTART_NONE);
  3677. }
  3678. }
  3679. }
  3680. break;
  3681. case WM_REVERBERATION_MELEE:
  3682. case WM_REVERBERATION_MAGIC:
  3683. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3684. break;
  3685. case SC_FATALMENACE:
  3686. if( src == target ) // Casters Part
  3687. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3688. else { // Target's Part
  3689. short x = skl->x, y = skl->y;
  3690. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  3691. unit_warp(target,-1,x,y,CLR_TELEPORT);
  3692. }
  3693. break;
  3694. case LG_MOONSLASHER:
  3695. case SR_WINDMILL:
  3696. if( target->type == BL_PC ) {
  3697. struct map_session_data *tsd = NULL;
  3698. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3699. pc_setsit(tsd);
  3700. skill_sit(tsd, 1);
  3701. clif_sitting(&tsd->bl);
  3702. }
  3703. }
  3704. break;
  3705. case SR_KNUCKLEARROW:
  3706. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3707. break;
  3708. case GN_SPORE_EXPLOSION:
  3709. clif_skill_damage(src, target, tick, status_get_amotion(src), 0, -30000, 1, skl->skill_id, skl->skill_lv, DMG_SKILL);
  3710. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3711. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3712. break;
  3713. case CH_PALMSTRIKE:
  3714. {
  3715. struct status_change* tsc = status_get_sc(target);
  3716. struct status_change* sc = status_get_sc(src);
  3717. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3718. ( sc && sc->option&OPTION_HIDE ) ){
  3719. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0);
  3720. break;
  3721. }
  3722. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3723. break;
  3724. }
  3725. // For SR_FLASHCOMBO
  3726. case SR_DRAGONCOMBO:
  3727. case SR_FALLENEMPIRE:
  3728. case SR_TIGERCANNON:
  3729. case SR_SKYNETBLOW:
  3730. if( src->type == BL_PC ) {
  3731. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  3732. break;
  3733. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  3734. }
  3735. break;
  3736. case RL_SLUGSHOT:
  3737. if (target->type == BL_PC)
  3738. sc_start(src, target, SC_SITDOWN_FORCE, 100, skl->skill_lv, skill_get_time(skl->skill_id, skl->skill_lv));
  3739. break;
  3740. default:
  3741. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3742. break;
  3743. }
  3744. }
  3745. else {
  3746. if(src->m != skl->map)
  3747. break;
  3748. switch( skl->skill_id )
  3749. {
  3750. case GN_CRAZYWEED_ATK:
  3751. {
  3752. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3753. map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
  3754. }
  3755. case WL_EARTHSTRAIN:
  3756. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3757. break;
  3758. case LG_OVERBRAND_BRANDISH: {
  3759. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3760. int x = src->x, y = src->y;
  3761. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3762. for( i = 0; i < layout->count; i++ )
  3763. map_foreachincell(skill_area_sub,src->m,x+layout->dx[i],y+layout->dy[i],BL_CHAR,src,skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  3764. }
  3765. break;
  3766. case RL_FIRE_RAIN: {
  3767. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3768. map_foreachinarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  3769. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3770. }
  3771. break;
  3772. case RL_FALLEN_ANGEL:
  3773. {
  3774. struct map_session_data *sd = (src->type == BL_PC) ? map_id2sd(src->id): NULL;
  3775. if (sd) {
  3776. if (!skill_check_condition_castend(sd,GS_DESPERADO,skl->skill_lv))
  3777. break;
  3778. sd->state.autocast = 1;
  3779. }
  3780. skill_castend_pos2(src,skl->x,skl->y,GS_DESPERADO,skl->skill_lv,tick,skl->flag);
  3781. if (sd) {
  3782. battle_consume_ammo(sd,GS_DESPERADO,skl->skill_lv);
  3783. sd->state.autocast = 0;
  3784. }
  3785. }
  3786. break;
  3787. case NC_MAGMA_ERUPTION:
  3788. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3789. break;
  3790. }
  3791. }
  3792. } while (0);
  3793. //Free skl now that it is no longer needed.
  3794. ers_free(skill_timer_ers, skl);
  3795. return 0;
  3796. }
  3797. /*==========================================
  3798. *
  3799. *------------------------------------------*/
  3800. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  3801. {
  3802. int i;
  3803. struct unit_data *ud;
  3804. nullpo_retr(1, src);
  3805. if (src->prev == NULL)
  3806. return 0;
  3807. ud = unit_bl2ud(src);
  3808. nullpo_retr(1, ud);
  3809. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3810. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3811. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3812. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3813. ud->skilltimerskill[i]->src_id = src->id;
  3814. ud->skilltimerskill[i]->target_id = target;
  3815. ud->skilltimerskill[i]->skill_id = skill_id;
  3816. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3817. ud->skilltimerskill[i]->map = src->m;
  3818. ud->skilltimerskill[i]->x = x;
  3819. ud->skilltimerskill[i]->y = y;
  3820. ud->skilltimerskill[i]->type = type;
  3821. ud->skilltimerskill[i]->flag = flag;
  3822. return 0;
  3823. }
  3824. /*==========================================
  3825. *
  3826. *------------------------------------------*/
  3827. int skill_cleartimerskill (struct block_list *src)
  3828. {
  3829. int i;
  3830. struct unit_data *ud;
  3831. nullpo_ret(src);
  3832. ud = unit_bl2ud(src);
  3833. nullpo_ret(ud);
  3834. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3835. if(ud->skilltimerskill[i]) {
  3836. switch(ud->skilltimerskill[i]->skill_id) {
  3837. case WL_TETRAVORTEX_FIRE:
  3838. case WL_TETRAVORTEX_WATER:
  3839. case WL_TETRAVORTEX_WIND:
  3840. case WL_TETRAVORTEX_GROUND:
  3841. // For SR_FLASHCOMBO
  3842. case SR_DRAGONCOMBO:
  3843. case SR_FALLENEMPIRE:
  3844. case SR_TIGERCANNON:
  3845. case SR_SKYNETBLOW:
  3846. continue;
  3847. }
  3848. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3849. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3850. ud->skilltimerskill[i]=NULL;
  3851. }
  3852. }
  3853. return 1;
  3854. }
  3855. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  3856. struct skill_unit *su = (TBL_SKILL*)bl;
  3857. struct skill_unit_group *sg = NULL;
  3858. nullpo_ret(su);
  3859. if (bl->type != BL_SKILL)
  3860. return 0;
  3861. if (su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION) {
  3862. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3863. su->limit = DIFF_TICK(gettick(), sg->tick);
  3864. sg->unit_id = UNT_USED_TRAPS;
  3865. }
  3866. return 1;
  3867. }
  3868. /**
  3869. * Reveal hidden trap
  3870. **/
  3871. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  3872. {
  3873. TBL_SKILL *su = (TBL_SKILL*)bl;
  3874. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id)&INF2_TRAP) {
  3875. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3876. //clif_changetraplook(bl, su->group->unit_id);
  3877. su->hidden = false;
  3878. skill_getareachar_skillunit_visibilty(su, AREA);
  3879. return 1;
  3880. }
  3881. return 0;
  3882. }
  3883. /**
  3884. * Attempt to reaveal trap in area
  3885. * @param src Skill caster
  3886. * @param range Affected range
  3887. * @param x
  3888. * @param y
  3889. * TODO: Remove hardcode usages for this function
  3890. **/
  3891. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  3892. if (!battle_config.traps_setting)
  3893. return;
  3894. nullpo_retv(src);
  3895. map_foreachinarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  3896. }
  3897. /*==========================================
  3898. *
  3899. *
  3900. *------------------------------------------*/
  3901. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3902. {
  3903. struct map_session_data *sd = NULL;
  3904. struct status_data *tstatus;
  3905. struct status_change *sc, *tsc;
  3906. if (skill_id > 0 && !skill_lv) return 0;
  3907. nullpo_retr(1, src);
  3908. nullpo_retr(1, bl);
  3909. if (src->m != bl->m)
  3910. return 1;
  3911. if (bl->prev == NULL)
  3912. return 1;
  3913. sd = BL_CAST(BL_PC, src);
  3914. if (status_isdead(bl))
  3915. return 1;
  3916. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  3917. { //GTB makes all targetted magic display miss with a single bolt.
  3918. sc_type sct = status_skill2sc(skill_id);
  3919. if(sct != SC_NONE)
  3920. status_change_end(bl, sct, INVALID_TIMER);
  3921. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
  3922. return 1;
  3923. }
  3924. sc = status_get_sc(src);
  3925. tsc = status_get_sc(bl);
  3926. if (sc && !sc->count)
  3927. sc = NULL; //Unneeded
  3928. if (tsc && !tsc->count)
  3929. tsc = NULL;
  3930. tstatus = status_get_status_data(bl);
  3931. map_freeblock_lock();
  3932. switch(skill_id) {
  3933. case MER_CRASH:
  3934. case SM_BASH:
  3935. case MS_BASH:
  3936. case MC_MAMMONITE:
  3937. case TF_DOUBLE:
  3938. case AC_DOUBLE:
  3939. case MA_DOUBLE:
  3940. case AS_SONICBLOW:
  3941. case KN_PIERCE:
  3942. case ML_PIERCE:
  3943. case KN_SPEARBOOMERANG:
  3944. case TF_POISON:
  3945. case TF_SPRINKLESAND:
  3946. case AC_CHARGEARROW:
  3947. case MA_CHARGEARROW:
  3948. case RG_INTIMIDATE:
  3949. case AM_ACIDTERROR:
  3950. case BA_MUSICALSTRIKE:
  3951. case DC_THROWARROW:
  3952. case BA_DISSONANCE:
  3953. case CR_HOLYCROSS:
  3954. case NPC_DARKCROSS:
  3955. case CR_SHIELDCHARGE:
  3956. case CR_SHIELDBOOMERANG:
  3957. case NPC_PIERCINGATT:
  3958. case NPC_MENTALBREAKER:
  3959. case NPC_RANGEATTACK:
  3960. case NPC_CRITICALSLASH:
  3961. case NPC_COMBOATTACK:
  3962. case NPC_GUIDEDATTACK:
  3963. case NPC_POISON:
  3964. case NPC_RANDOMATTACK:
  3965. case NPC_WATERATTACK:
  3966. case NPC_GROUNDATTACK:
  3967. case NPC_FIREATTACK:
  3968. case NPC_WINDATTACK:
  3969. case NPC_POISONATTACK:
  3970. case NPC_HOLYATTACK:
  3971. case NPC_DARKNESSATTACK:
  3972. case NPC_TELEKINESISATTACK:
  3973. case NPC_UNDEADATTACK:
  3974. case NPC_ARMORBRAKE:
  3975. case NPC_WEAPONBRAKER:
  3976. case NPC_HELMBRAKE:
  3977. case NPC_SHIELDBRAKE:
  3978. case NPC_BLINDATTACK:
  3979. case NPC_SILENCEATTACK:
  3980. case NPC_STUNATTACK:
  3981. case NPC_PETRIFYATTACK:
  3982. case NPC_CURSEATTACK:
  3983. case NPC_SLEEPATTACK:
  3984. case LK_AURABLADE:
  3985. case LK_SPIRALPIERCE:
  3986. case ML_SPIRALPIERCE:
  3987. case LK_HEADCRUSH:
  3988. case CG_ARROWVULCAN:
  3989. case HW_MAGICCRASHER:
  3990. case ITM_TOMAHAWK:
  3991. case CH_CHAINCRUSH:
  3992. case CH_TIGERFIST:
  3993. case PA_SHIELDCHAIN: // Shield Chain
  3994. case PA_SACRIFICE:
  3995. case WS_CARTTERMINATION: // Cart Termination
  3996. case AS_VENOMKNIFE:
  3997. case HT_PHANTASMIC:
  3998. case TK_DOWNKICK:
  3999. case TK_COUNTER:
  4000. case GS_CHAINACTION:
  4001. case GS_TRIPLEACTION:
  4002. #ifndef RENEWAL
  4003. case GS_MAGICALBULLET:
  4004. #endif
  4005. case GS_TRACKING:
  4006. case GS_PIERCINGSHOT:
  4007. case GS_RAPIDSHOWER:
  4008. case GS_DUST:
  4009. case GS_DISARM: // Added disarm. [Reddozen]
  4010. case GS_FULLBUSTER:
  4011. case NJ_SYURIKEN:
  4012. case NJ_KUNAI:
  4013. #ifndef RENEWAL
  4014. case ASC_BREAKER:
  4015. #endif
  4016. case HFLI_MOON: //[orn]
  4017. case HFLI_SBR44: //[orn]
  4018. case NPC_BLEEDING:
  4019. case NPC_CRITICALWOUND:
  4020. case NPC_HELLPOWER:
  4021. case RK_SONICWAVE:
  4022. case AB_DUPLELIGHT_MELEE:
  4023. case RA_AIMEDBOLT:
  4024. case NC_AXEBOOMERANG:
  4025. case NC_POWERSWING:
  4026. case NC_MAGMA_ERUPTION:
  4027. case GC_CROSSIMPACT:
  4028. case GC_VENOMPRESSURE:
  4029. case SC_TRIANGLESHOT:
  4030. case SC_FEINTBOMB:
  4031. case LG_BANISHINGPOINT:
  4032. case LG_SHIELDPRESS:
  4033. case LG_RAGEBURST:
  4034. case LG_RAYOFGENESIS:
  4035. case LG_HESPERUSLIT:
  4036. case LG_OVERBRAND:
  4037. case LG_OVERBRAND_BRANDISH:
  4038. case SR_FALLENEMPIRE:
  4039. case SR_CRESCENTELBOW_AUTOSPELL:
  4040. case SR_GATEOFHELL:
  4041. case SR_GENTLETOUCH_QUIET:
  4042. case WM_SEVERE_RAINSTORM_MELEE:
  4043. case WM_GREAT_ECHO:
  4044. case GN_SLINGITEM_RANGEMELEEATK:
  4045. case KO_SETSUDAN:
  4046. case GC_DARKCROW:
  4047. case RL_MASS_SPIRAL:
  4048. case RL_SLUGSHOT:
  4049. case RL_AM_BLAST:
  4050. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4051. break;
  4052. case NC_BOOSTKNUCKLE:
  4053. case NC_PILEBUNKER:
  4054. case NC_COLDSLOWER:
  4055. if (sd)
  4056. pc_overheat(sd, 1);
  4057. case MO_TRIPLEATTACK:
  4058. case RK_WINDCUTTER:
  4059. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4060. break;
  4061. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  4062. switch( rnd()%6 ){
  4063. case 0: flag |= BREAK_ANKLE; break;
  4064. case 1: flag |= BREAK_WRIST; break;
  4065. case 2: flag |= BREAK_KNEE; break;
  4066. case 3: flag |= BREAK_SHOULDER; break;
  4067. case 4: flag |= BREAK_WAIST; break;
  4068. case 5: flag |= BREAK_NECK; break;
  4069. }
  4070. //TODO: is there really no cleaner way to do this?
  4071. sc = status_get_sc(bl);
  4072. if (sc) sc->jb_flag = flag;
  4073. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4074. break;
  4075. case MO_COMBOFINISH:
  4076. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  4077. { //Becomes a splash attack when Soul Linked.
  4078. map_foreachinshootrange(skill_area_sub, bl,
  4079. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4080. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4081. skill_castend_damage_id);
  4082. } else
  4083. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4084. break;
  4085. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4086. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4087. skill_area_temp[1] = 0;
  4088. map_foreachinshootrange(skill_attack_area, src,
  4089. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4090. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4091. break;
  4092. case KN_CHARGEATK:
  4093. {
  4094. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4095. unsigned int dist = distance_bl(src, bl);
  4096. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4097. // teleport to target (if not on WoE grounds)
  4098. if (skill_check_unit_movepos(3, src, bl->x, bl->y, 0, 1))
  4099. skill_blown(src, src, 1, (dir+4)%8, 0); //Target position is actually one cell next to the target
  4100. // cause damage and knockback if the path to target was a straight one
  4101. if (path) {
  4102. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist))
  4103. skill_blown(src, bl, dist, dir, 0);
  4104. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4105. // make the caster look in the direction of the target
  4106. unit_setdir(src, (dir+4)%8);
  4107. }
  4108. }
  4109. break;
  4110. case NC_FLAMELAUNCHER:
  4111. if (sd) pc_overheat(sd,1);
  4112. case LG_CANNONSPEAR:
  4113. if(skill_id == LG_CANNONSPEAR)
  4114. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4115. skill_area_temp[1] = bl->id;
  4116. if (battle_config.skill_eightpath_algorithm) {
  4117. //Use official AoE algorithm
  4118. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4119. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4120. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4121. } else {
  4122. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4123. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4124. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4125. }
  4126. break;
  4127. case SN_SHARPSHOOTING:
  4128. case MA_SHARPSHOOTING:
  4129. case NJ_KAMAITACHI:
  4130. case NPC_ACIDBREATH:
  4131. case NPC_DARKNESSBREATH:
  4132. case NPC_FIREBREATH:
  4133. case NPC_ICEBREATH:
  4134. case NPC_THUNDERBREATH:
  4135. skill_area_temp[1] = bl->id;
  4136. if (battle_config.skill_eightpath_algorithm) {
  4137. //Use official AoE algorithm
  4138. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4139. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4140. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4141. //These skills hit at least the target if the AoE doesn't hit
  4142. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4143. }
  4144. } else {
  4145. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4146. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4147. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4148. }
  4149. break;
  4150. case MO_INVESTIGATE:
  4151. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4152. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4153. break;
  4154. case RG_BACKSTAP:
  4155. {
  4156. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4157. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  4158. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4159. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4160. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4161. unit_setdir(bl,dir);
  4162. }
  4163. else if (sd)
  4164. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4165. }
  4166. break;
  4167. case MO_FINGEROFFENSIVE:
  4168. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4169. if (battle_config.finger_offensive_type && sd) {
  4170. int i;
  4171. for (i = 1; i < sd->spiritball_old; i++)
  4172. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4173. }
  4174. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4175. break;
  4176. case MO_CHAINCOMBO:
  4177. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4178. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4179. break;
  4180. #ifndef RENEWAL
  4181. case NJ_ISSEN:
  4182. #endif
  4183. case MO_EXTREMITYFIST:
  4184. {
  4185. struct block_list *mbl = bl; // For NJ_ISSEN
  4186. short x, y, i = 2; // Move 2 cells (From target)
  4187. short dir = map_calc_dir(src,bl->x,bl->y);
  4188. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4189. if (skill_id == MO_EXTREMITYFIST) {
  4190. status_set_sp(src, 0, 0);
  4191. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  4192. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4193. #ifdef RENEWAL
  4194. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4195. #endif
  4196. } else {
  4197. status_set_hp(src, 1, 0);
  4198. status_change_end(src, SC_NEN, INVALID_TIMER);
  4199. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4200. }
  4201. if (skill_id == MO_EXTREMITYFIST) {
  4202. mbl = src; // For MO_EXTREMITYFIST
  4203. i = 3; // Move 3 cells (From caster)
  4204. }
  4205. if (dir > 0 && dir < 4)
  4206. x = -i;
  4207. else if (dir > 4)
  4208. x = i;
  4209. else
  4210. x = 0;
  4211. if (dir > 2 && dir < 6)
  4212. y = -i;
  4213. else if (dir == 7 || dir < 2)
  4214. y = i;
  4215. else
  4216. y = 0;
  4217. // Ashura Strike still has slide effect in GVG
  4218. if ((mbl == src || (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground)) &&
  4219. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4220. clif_blown(src);
  4221. clif_spiritball(src);
  4222. }
  4223. }
  4224. break;
  4225. case HT_POWER:
  4226. if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT )
  4227. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4228. break;
  4229. case SU_PICKYPECK:
  4230. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4231. case SU_BITE:
  4232. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4233. if (status_get_lv(src) >= 30 && (rnd() % 100 < (int)(status_get_lv(src) / 30) + 10)) // TODO: Need activation chance.
  4234. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4235. break;
  4236. //Splash attack skills.
  4237. case AS_GRIMTOOTH:
  4238. case MC_CARTREVOLUTION:
  4239. case NPC_SPLASHATTACK:
  4240. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4241. case AS_SPLASHER:
  4242. case HT_BLITZBEAT:
  4243. case AC_SHOWER:
  4244. case MA_SHOWER:
  4245. case MG_NAPALMBEAT:
  4246. case MG_FIREBALL:
  4247. case RG_RAID:
  4248. case HW_NAPALMVULCAN:
  4249. case NJ_HUUMA:
  4250. case ASC_METEORASSAULT:
  4251. case GS_SPREADATTACK:
  4252. case NPC_EARTHQUAKE:
  4253. case NPC_PULSESTRIKE:
  4254. case NPC_HELLJUDGEMENT:
  4255. case NPC_VAMPIRE_GIFT:
  4256. case RK_IGNITIONBREAK:
  4257. case AB_JUDEX:
  4258. case WL_SOULEXPANSION:
  4259. case WL_CRIMSONROCK:
  4260. case WL_JACKFROST:
  4261. case RA_ARROWSTORM:
  4262. case RA_WUGDASH:
  4263. case NC_VULCANARM:
  4264. case NC_SELFDESTRUCTION:
  4265. case NC_AXETORNADO:
  4266. case GC_ROLLINGCUTTER:
  4267. case GC_COUNTERSLASH:
  4268. case LG_MOONSLASHER:
  4269. case LG_EARTHDRIVE:
  4270. case SR_RAMPAGEBLASTER:
  4271. case SR_SKYNETBLOW:
  4272. case SR_WINDMILL:
  4273. case SR_RIDEINLIGHTNING:
  4274. case WM_REVERBERATION_MELEE:
  4275. case WM_REVERBERATION_MAGIC:
  4276. case SO_VARETYR_SPEAR:
  4277. case GN_CART_TORNADO:
  4278. case GN_CARTCANNON:
  4279. case KO_HAPPOKUNAI:
  4280. case KO_HUUMARANKA:
  4281. case KO_MUCHANAGE:
  4282. case KO_BAKURETSU:
  4283. case GN_ILLUSIONDOPING:
  4284. case RL_FIREDANCE:
  4285. case RL_BANISHING_BUSTER:
  4286. case RL_S_STORM:
  4287. case RL_R_TRIP:
  4288. case MH_XENO_SLASHER:
  4289. case NC_ARMSCANNON:
  4290. case SU_SCRATCH:
  4291. case SU_LUNATICCARROTBEAT:
  4292. if( flag&1 ) {//Recursive invocation
  4293. int sflag = skill_area_temp[0] & 0xFFF;
  4294. int heal = 0;
  4295. struct status_change *tsc = status_get_sc(bl);
  4296. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  4297. break; // Under Hovering characters are immune to select trap and ground target skills.
  4298. if( flag&SD_LEVEL )
  4299. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4300. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  4301. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4302. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4303. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  4304. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4305. status_heal(src,heal,0,0);
  4306. }
  4307. if (skill_id == SU_SCRATCH && status_get_lv(src) >= 30 && (rnd() % 100 < (int)(status_get_lv(src) / 30) + 10)) // TODO: Need activation chance.
  4308. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4309. } else {
  4310. int starget = BL_CHAR|BL_SKILL;
  4311. skill_area_temp[0] = 0;
  4312. skill_area_temp[1] = bl->id;
  4313. skill_area_temp[2] = 0;
  4314. switch ( skill_id ) {
  4315. case SU_LUNATICCARROTBEAT:
  4316. skill_area_temp[3] = 0;
  4317. case LG_EARTHDRIVE:
  4318. case GN_CARTCANNON:
  4319. case SU_SCRATCH:
  4320. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4321. break;
  4322. case LG_MOONSLASHER:
  4323. case MH_XENO_SLASHER:
  4324. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4325. break;
  4326. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  4327. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  4328. break;
  4329. case WM_REVERBERATION_MELEE:
  4330. case WM_REVERBERATION_MAGIC:
  4331. skill_area_temp[1] = 0;
  4332. starget = splash_target(src);
  4333. break;
  4334. case WL_CRIMSONROCK:
  4335. skill_area_temp[4] = bl->x;
  4336. skill_area_temp[5] = bl->y;
  4337. break;
  4338. case NC_ARMSCANNON:
  4339. starget = splash_target(src);
  4340. case NC_VULCANARM:
  4341. if (sd)
  4342. pc_overheat(sd, 1);
  4343. break;
  4344. }
  4345. // if skill damage should be split among targets, count them
  4346. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4347. //special case: Venom Splasher uses a different range for searching than for splashing
  4348. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  4349. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  4350. // recursive invocation of skill_castend_damage_id() with flag|1
  4351. if (battle_config.skill_wall_check && skill_id != NPC_EARTHQUAKE)
  4352. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4353. else
  4354. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4355. if (sd && skill_id == SU_LUNATICCARROTBEAT) {
  4356. short item_idx = pc_search_inventory(sd, ITEMID_CARROT);
  4357. if (item_idx >= 0) {
  4358. pc_delitem(sd, item_idx, 1, 0, 1, LOG_TYPE_CONSUME);
  4359. skill_area_temp[3] = 1;
  4360. }
  4361. }
  4362. if( skill_id == AS_SPLASHER ) {
  4363. map_freeblock_unlock(); // Don't consume a second gemstone.
  4364. return 0;
  4365. }
  4366. }
  4367. break;
  4368. //Place units around target
  4369. case NJ_BAKUENRYU:
  4370. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4371. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  4372. break;
  4373. case WL_COMET:
  4374. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  4375. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4376. break;
  4377. case SM_MAGNUM:
  4378. case MS_MAGNUM:
  4379. if( flag&1 ) {
  4380. // For players, damage depends on distance, so add it to flag if it is > 1
  4381. // Cannot hit hidden targets
  4382. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  4383. }
  4384. break;
  4385. case KN_BRANDISHSPEAR:
  4386. case ML_BRANDISH:
  4387. //Coded apart for it needs the flag passed to the damage calculation.
  4388. if (skill_area_temp[1] != bl->id)
  4389. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4390. else
  4391. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4392. break;
  4393. case KN_BOWLINGBASH:
  4394. case MS_BOWLINGBASH:
  4395. {
  4396. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4397. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4398. c = (skill_lv-(flag&0xFFF)+1)/2;
  4399. // Determine the Bowling Bash area depending on configuration
  4400. if (battle_config.bowling_bash_area == 0) {
  4401. // Gutter line system
  4402. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4403. if(min_x < 0) min_x = 0;
  4404. max_x = min_x + 39;
  4405. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4406. if(min_y < 0) min_y = 0;
  4407. max_y = min_y + 39;
  4408. } else if (battle_config.bowling_bash_area == 1) {
  4409. // Gutter line system without demi gutter bug
  4410. min_x = src->x - (src->x)%40;
  4411. max_x = min_x + 39;
  4412. min_y = src->y - (src->y)%40;
  4413. max_y = min_y + 39;
  4414. } else {
  4415. // Area around caster
  4416. min_x = src->x - battle_config.bowling_bash_area;
  4417. max_x = src->x + battle_config.bowling_bash_area;
  4418. min_y = src->y - battle_config.bowling_bash_area;
  4419. max_y = src->y + battle_config.bowling_bash_area;
  4420. }
  4421. // Initialization, break checks, direction
  4422. if((flag&0xFFF) > 0) {
  4423. // Ignore monsters outside area
  4424. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4425. break;
  4426. // Ignore monsters already in list
  4427. if(idb_exists(bowling_db, bl->id))
  4428. break;
  4429. // Random direction
  4430. dir = rnd()%8;
  4431. } else {
  4432. // Create an empty list of already hit targets
  4433. db_clear(bowling_db);
  4434. // Direction is walkpath
  4435. dir = (unit_getdir(src)+4)%8;
  4436. }
  4437. // Add current target to the list of already hit targets
  4438. idb_put(bowling_db, bl->id, bl);
  4439. // Keep moving target in direction square by square
  4440. tx = bl->x;
  4441. ty = bl->y;
  4442. for(i=0;i<c;i++) {
  4443. // Target coordinates (get changed even if knockback fails)
  4444. tx -= dirx[dir];
  4445. ty -= diry[dir];
  4446. // If target cell is a wall then break
  4447. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4448. break;
  4449. skill_blown(src,bl,1,dir,0);
  4450. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4451. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4452. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4453. (map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  4454. // Recursive call
  4455. map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  4456. // Self-collision
  4457. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4458. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4459. break;
  4460. }
  4461. }
  4462. // Original hit or chain hit depending on flag
  4463. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4464. }
  4465. break;
  4466. case KN_SPEARSTAB:
  4467. if(flag&1) {
  4468. if (bl->id==skill_area_temp[1])
  4469. break;
  4470. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4471. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4472. } else {
  4473. int x=bl->x,y=bl->y,i,dir;
  4474. dir = map_calc_dir(bl,src->x,src->y);
  4475. skill_area_temp[1] = bl->id;
  4476. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4477. // all the enemies between the caster and the target are hit, as well as the target
  4478. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4479. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4480. for (i=0;i<4;i++) {
  4481. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4482. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4483. x += dirx[dir];
  4484. y += diry[dir];
  4485. }
  4486. }
  4487. break;
  4488. case TK_TURNKICK:
  4489. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4490. {
  4491. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4492. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4493. map_foreachinrange(skill_area_sub,bl,
  4494. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4495. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4496. skill_castend_nodamage_id);
  4497. }
  4498. break;
  4499. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4500. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4501. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  4502. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4503. break;
  4504. case PR_TURNUNDEAD:
  4505. case ALL_RESURRECTION:
  4506. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4507. break;
  4508. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4509. break;
  4510. case MG_SOULSTRIKE:
  4511. case NPC_DARKSTRIKE:
  4512. case MG_COLDBOLT:
  4513. case MG_FIREBOLT:
  4514. case MG_LIGHTNINGBOLT:
  4515. case WZ_EARTHSPIKE:
  4516. case AL_HEAL:
  4517. case AL_HOLYLIGHT:
  4518. case NPC_DARKTHUNDER:
  4519. case PR_ASPERSIO:
  4520. case MG_FROSTDIVER:
  4521. case WZ_SIGHTBLASTER:
  4522. case WZ_SIGHTRASHER:
  4523. case NJ_KOUENKA:
  4524. case NJ_HYOUSENSOU:
  4525. case NJ_HUUJIN:
  4526. case AB_ADORAMUS:
  4527. case AB_RENOVATIO:
  4528. case AB_HIGHNESSHEAL:
  4529. case AB_DUPLELIGHT_MAGIC:
  4530. case WM_METALICSOUND:
  4531. case KO_KAIHOU:
  4532. case MH_ERASER_CUTTER:
  4533. case RL_B_TRAP:
  4534. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4535. break;
  4536. case NPC_MAGICALATTACK:
  4537. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4538. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4539. break;
  4540. case HVAN_CAPRICE: //[blackhole89]
  4541. {
  4542. int ran=rnd()%4;
  4543. int sid = 0;
  4544. switch(ran)
  4545. {
  4546. case 0: sid=MG_COLDBOLT; break;
  4547. case 1: sid=MG_FIREBOLT; break;
  4548. case 2: sid=MG_LIGHTNINGBOLT; break;
  4549. case 3: sid=WZ_EARTHSPIKE; break;
  4550. }
  4551. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4552. }
  4553. break;
  4554. case WZ_WATERBALL:
  4555. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  4556. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  4557. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  4558. break;
  4559. case WZ_JUPITEL:
  4560. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  4561. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  4562. break;
  4563. case PR_BENEDICTIO:
  4564. //Should attack undead and demons. [Skotlex]
  4565. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4566. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4567. break;
  4568. case SL_SMA:
  4569. status_change_end(src, SC_SMA, INVALID_TIMER);
  4570. case SL_STIN:
  4571. case SL_STUN:
  4572. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4573. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4574. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4575. break;
  4576. }
  4577. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4578. break;
  4579. case NPC_DARKBREATH:
  4580. clif_emotion(src,E_AG);
  4581. case SN_FALCONASSAULT:
  4582. case PA_PRESSURE:
  4583. case CR_ACIDDEMONSTRATION:
  4584. case TF_THROWSTONE:
  4585. #ifdef RENEWAL
  4586. case ASC_BREAKER:
  4587. case GS_MAGICALBULLET:
  4588. #endif
  4589. case NPC_SMOKING:
  4590. case GS_FLING:
  4591. case NJ_ZENYNAGE:
  4592. case GN_THORNS_TRAP:
  4593. case GN_HELLS_PLANT_ATK:
  4594. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4595. break;
  4596. #ifdef RENEWAL
  4597. case NJ_ISSEN: {
  4598. short x, y;
  4599. short dir = map_calc_dir(src, bl->x, bl->y);
  4600. // Move 2 cells (From target)
  4601. if (dir > 0 && dir < 4)
  4602. x = -2;
  4603. else if (dir > 4)
  4604. x = 2;
  4605. else
  4606. x = 0;
  4607. if (dir > 2 && dir < 6)
  4608. y = -2;
  4609. else if (dir == 7 || dir < 2)
  4610. y = 2;
  4611. else
  4612. y = 0;
  4613. // Doesn't have slide effect in GVG
  4614. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  4615. clif_blown(src);
  4616. clif_spiritball(src);
  4617. }
  4618. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4619. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  4620. status_change_end(src, SC_NEN, INVALID_TIMER);
  4621. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4622. }
  4623. break;
  4624. #endif
  4625. case RK_DRAGONBREATH_WATER:
  4626. case RK_DRAGONBREATH: {
  4627. struct status_change *tsc2 = NULL;
  4628. if( (tsc2 = status_get_sc(bl)) && (tsc2->data[SC_HIDING] )) {
  4629. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4630. } else
  4631. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4632. }
  4633. break;
  4634. case NPC_SELFDESTRUCTION: {
  4635. struct status_change *tsc2 = NULL;
  4636. if( (tsc2 = status_get_sc(bl)) && tsc2->data[SC_HIDING] )
  4637. break;
  4638. }
  4639. case HVAN_EXPLOSION:
  4640. if (src != bl)
  4641. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4642. break;
  4643. // Celest
  4644. case PF_SOULBURN:
  4645. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4646. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4647. if (skill_lv == 5)
  4648. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4649. status_percent_damage(src, bl, 0, 100, false);
  4650. } else {
  4651. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4652. if (skill_lv == 5)
  4653. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4654. status_percent_damage(src, src, 0, 100, false);
  4655. }
  4656. break;
  4657. case NPC_BLOODDRAIN:
  4658. case NPC_ENERGYDRAIN:
  4659. {
  4660. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4661. src, src, bl, skill_id, skill_lv, tick, flag);
  4662. if (heal > 0){
  4663. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4664. status_heal(src, heal, 0, 0);
  4665. }
  4666. }
  4667. break;
  4668. case GS_BULLSEYE:
  4669. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4670. break;
  4671. case NJ_KASUMIKIRI:
  4672. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4673. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4674. break;
  4675. case NJ_KIRIKAGE:
  4676. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  4677. { //You don't move on GVG grounds.
  4678. short x, y;
  4679. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4680. if (unit_movepos(src, x, y, 0, 0)) {
  4681. clif_blown(src);
  4682. }
  4683. }
  4684. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4685. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4686. break;
  4687. case RK_HUNDREDSPEAR:
  4688. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4689. if(rnd()%100 < (10 + 3*skill_lv)) {
  4690. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  4691. if( !skill_req )
  4692. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4693. skill_blown(src,bl,6,-1,0);
  4694. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4695. }
  4696. break;
  4697. case RK_PHANTOMTHRUST:
  4698. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  4699. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4700. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  4701. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  4702. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4703. break;
  4704. case RK_STORMBLAST:
  4705. if( flag&1 )
  4706. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4707. else {
  4708. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4709. map_foreachinrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  4710. }
  4711. break;
  4712. case GC_DARKILLUSION:
  4713. {
  4714. short x, y;
  4715. short dir = map_calc_dir(src,bl->x,bl->y);
  4716. if( dir > 0 && dir < 4) x = 2;
  4717. else if( dir > 4 ) x = -2;
  4718. else x = 0;
  4719. if( dir > 2 && dir < 6 ) y = 2;
  4720. else if( dir == 7 || dir < 2 ) y = -2;
  4721. else y = 0;
  4722. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  4723. clif_blown(src);
  4724. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4725. if( rnd()%100 < 4 * skill_lv )
  4726. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  4727. }
  4728. }
  4729. break;
  4730. case GC_WEAPONCRUSH:
  4731. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  4732. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4733. else if( sd )
  4734. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  4735. break;
  4736. case GC_CROSSRIPPERSLASHER:
  4737. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  4738. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  4739. else
  4740. {
  4741. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4742. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  4743. }
  4744. break;
  4745. case GC_PHANTOMMENACE:
  4746. if (flag&1) { // Only Hits Invisible Targets
  4747. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  4748. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4749. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4750. }
  4751. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  4752. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  4753. }
  4754. break;
  4755. case WL_CHAINLIGHTNING:
  4756. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4757. skill_addtimerskill(src,tick + status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
  4758. break;
  4759. case WL_DRAINLIFE:
  4760. {
  4761. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4762. int rate = 70 + 5 * skill_lv;
  4763. heal = heal * (5 + 5 * skill_lv) / 100;
  4764. if( bl->type == BL_SKILL )
  4765. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4766. if( heal && rnd()%100 < rate )
  4767. {
  4768. status_heal(src, heal, 0, 0);
  4769. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4770. }
  4771. }
  4772. break;
  4773. case WL_TETRAVORTEX:
  4774. if( sd && sc ) { // No SC? No spheres
  4775. int spheres[5] = { 0, 0, 0, 0, 0 },
  4776. positions[5] = {-1,-1,-1,-1,-1 },
  4777. i, j = 0, k, subskill = 0;
  4778. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4779. if( sc->data[i] ) {
  4780. spheres[j] = i;
  4781. positions[j] = sc->data[i]->val2;
  4782. j++;
  4783. }
  4784. // Sphere Sort, this time from new to old
  4785. for( i = 0; i <= j - 2; i++ )
  4786. for( k = i + 1; k <= j - 1; k++ )
  4787. if( positions[i] < positions[k] ) {
  4788. swap(positions[i],positions[k]);
  4789. swap(spheres[i],spheres[k]);
  4790. }
  4791. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  4792. status_change_end(src, spheres[4], INVALID_TIMER);
  4793. j = 4;
  4794. }
  4795. k = 0;
  4796. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  4797. switch( sc->data[spheres[i]]->val1 ) {
  4798. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  4799. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  4800. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  4801. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  4802. }
  4803. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  4804. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  4805. status_change_end(src, spheres[i], INVALID_TIMER);
  4806. }
  4807. }
  4808. break;
  4809. case WL_RELEASE:
  4810. if( sd )
  4811. {
  4812. int i;
  4813. // Priority is to release SpellBook
  4814. if( sc && sc->data[SC_FREEZE_SP] )
  4815. { // SpellBook
  4816. uint16 pres_skill_id, pres_skill_lv, point, s = 0;
  4817. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  4818. int cooldown;
  4819. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  4820. if( sc->data[i] ) spell[s++] = i;
  4821. if ( s == 0 )
  4822. break;
  4823. i = spell[s==1?0:rnd()%s];// Random select of spell to be released.
  4824. if(sc->data[i] ){// Now extract the data from the preserved spell
  4825. pres_skill_id = sc->data[i]->val1;
  4826. pres_skill_lv = sc->data[i]->val2;
  4827. point = sc->data[i]->val3;
  4828. status_change_end(src, (sc_type)i, INVALID_TIMER);
  4829. }else //something went wrong :(
  4830. break;
  4831. if( sc->data[SC_FREEZE_SP]->val2 > point )
  4832. sc->data[SC_FREEZE_SP]->val2 -= point;
  4833. else // Last spell to be released
  4834. status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
  4835. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  4836. clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
  4837. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  4838. break;
  4839. // Get the requirement for the preserved skill
  4840. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  4841. switch( skill_get_casttype(pres_skill_id) )
  4842. {
  4843. case CAST_GROUND:
  4844. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  4845. break;
  4846. case CAST_NODAMAGE:
  4847. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4848. break;
  4849. case CAST_DAMAGE:
  4850. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4851. break;
  4852. }
  4853. sd->ud.canact_tick = max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  4854. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  4855. cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  4856. if( cooldown )
  4857. skill_blockpc_start(sd, pres_skill_id, cooldown);
  4858. }
  4859. else
  4860. { // Summon Balls
  4861. int j = 0, k;
  4862. int spheres[5] = { 0, 0, 0, 0, 0 },
  4863. positions[5] = {-1,-1,-1,-1,-1 };
  4864. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4865. if( sc && sc->data[i] )
  4866. {
  4867. spheres[j] = i;
  4868. positions[j] = sc->data[i]->val2;
  4869. sc->data[i]->val2--; // Prepares for next position
  4870. j++;
  4871. }
  4872. if( j == 0 )
  4873. { // No Spheres
  4874. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  4875. break;
  4876. }
  4877. // Sphere Sort
  4878. for( i = 0; i <= j - 2; i++ )
  4879. for( k = i + 1; k <= j - 1; k++ )
  4880. if( positions[i] > positions[k] )
  4881. {
  4882. swap(positions[i],positions[k]);
  4883. swap(spheres[i],spheres[k]);
  4884. }
  4885. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  4886. for( i = 0; i < j; i++ )
  4887. {
  4888. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  4889. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  4890. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  4891. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  4892. }
  4893. clif_skill_nodamage(src,bl,skill_id,0,1);
  4894. }
  4895. }
  4896. break;
  4897. case WL_FROSTMISTY:
  4898. // Causes Freezing status through walls.
  4899. sc_start(src,bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
  4900. // Doesn't deal damage through non-shootable walls.
  4901. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  4902. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4903. break;
  4904. case WL_HELLINFERNO:
  4905. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4906. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  4907. break;
  4908. case RA_WUGSTRIKE:
  4909. if( sd && pc_isridingwug(sd) ){
  4910. short x[8]={0,-1,-1,-1,0,1,1,1};
  4911. short y[8]={1,1,0,-1,-1,-1,0,1};
  4912. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4913. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  4914. clif_blown(src);
  4915. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4916. }
  4917. break;
  4918. }
  4919. case RA_WUGBITE:
  4920. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  4921. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4922. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  4923. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4924. break;
  4925. case RA_SENSITIVEKEEN:
  4926. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  4927. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  4928. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4929. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4930. }
  4931. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  4932. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  4933. } else {
  4934. struct skill_unit *su = NULL;
  4935. struct skill_unit_group* sg;
  4936. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  4937. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4938. {
  4939. struct item item_tmp;
  4940. memset(&item_tmp,0,sizeof(item_tmp));
  4941. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  4942. item_tmp.identify = 1;
  4943. if( item_tmp.nameid )
  4944. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  4945. }
  4946. skill_delunit(su);
  4947. }
  4948. }
  4949. break;
  4950. case NC_INFRAREDSCAN:
  4951. if( flag&1 ) {
  4952. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4953. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  4954. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4955. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  4956. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  4957. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  4958. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  4959. } else {
  4960. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4961. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4962. if( sd ) pc_overheat(sd,1);
  4963. }
  4964. break;
  4965. case NC_MAGNETICFIELD:
  4966. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  4967. break;
  4968. case SC_FATALMENACE:
  4969. if( flag&1 )
  4970. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4971. else
  4972. {
  4973. short x, y;
  4974. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4975. // Destination area
  4976. skill_area_temp[4] = x;
  4977. skill_area_temp[5] = y;
  4978. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4979. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  4980. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  4981. }
  4982. break;
  4983. case LG_PINPOINTATTACK:
  4984. if (skill_check_unit_movepos(3, src, bl->x, bl->y, 1, 1))
  4985. clif_blown(src);
  4986. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4987. break;
  4988. case LG_SHIELDSPELL:
  4989. if (skill_lv == 1)
  4990. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4991. else if (skill_lv == 2)
  4992. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4993. break;
  4994. case SR_DRAGONCOMBO:
  4995. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4996. break;
  4997. case SR_KNUCKLEARROW:
  4998. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  4999. dir_ka = map_calc_dir(bl, src->x, src->y);
  5000. // Has slide effect
  5001. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5002. clif_blown(src);
  5003. if( flag&1 )
  5004. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  5005. else
  5006. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  5007. break;
  5008. case SR_HOWLINGOFLION:
  5009. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  5010. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  5011. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  5012. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  5013. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  5014. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  5015. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  5016. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  5017. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  5018. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  5019. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  5020. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  5021. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  5022. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  5023. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  5024. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  5025. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  5026. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  5027. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  5028. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5029. break;
  5030. case SR_EARTHSHAKER:
  5031. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  5032. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5033. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5034. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5035. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5036. } else {
  5037. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5038. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5039. }
  5040. break;
  5041. case SR_TIGERCANNON:
  5042. if (flag&1) {
  5043. if (skill_area_temp[3] == skill_id && skill_area_temp_i64[0]) { // Safe check
  5044. if (skill_area_temp[1] != bl->id)
  5045. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5046. }
  5047. } else if (sd) {
  5048. skill_area_temp[1] = bl->id;
  5049. skill_area_temp[3] = skill_id;
  5050. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|8); // Only do attack calculation once
  5051. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5052. }
  5053. break;
  5054. case SO_POISON_BUSTER: {
  5055. struct status_change *tsc2 = status_get_sc(bl);
  5056. if( tsc2 && tsc2->data[SC_POISON] ) {
  5057. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5058. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5059. }
  5060. else if( sd )
  5061. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5062. }
  5063. break;
  5064. case GN_SPORE_EXPLOSION:
  5065. if( flag&1 )
  5066. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5067. else {
  5068. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5069. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  5070. }
  5071. break;
  5072. case GN_DEMONIC_FIRE:
  5073. case GN_FIRE_EXPANSION_ACID:
  5074. if (flag&1)
  5075. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5076. break;
  5077. case KO_JYUMONJIKIRI: {
  5078. short x, y;
  5079. short dir = map_calc_dir(src,bl->x,bl->y);
  5080. if (dir > 0 && dir < 4)
  5081. x = 2;
  5082. else if (dir > 4)
  5083. x = -2;
  5084. else
  5085. x = 0;
  5086. if (dir > 2 && dir < 6)
  5087. y = 2;
  5088. else if (dir == 7 || dir < 2)
  5089. y = -2;
  5090. else
  5091. y = 0;
  5092. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  5093. clif_blown(src);
  5094. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5095. }
  5096. }
  5097. break;
  5098. case EL_FIRE_BOMB:
  5099. case EL_FIRE_WAVE:
  5100. case EL_WATER_SCREW:
  5101. case EL_HURRICANE:
  5102. case EL_TYPOON_MIS:
  5103. if( flag&1 )
  5104. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  5105. else {
  5106. int i = skill_get_splash(skill_id,skill_lv);
  5107. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5108. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5109. if( rnd()%100 < 30 )
  5110. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5111. else
  5112. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5113. }
  5114. break;
  5115. case EL_ROCK_CRUSHER:
  5116. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5117. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5118. if( rnd()%100 < 50 )
  5119. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5120. else
  5121. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  5122. break;
  5123. case EL_STONE_RAIN:
  5124. if( flag&1 )
  5125. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5126. else {
  5127. int i = skill_get_splash(skill_id,skill_lv);
  5128. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5129. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5130. if( rnd()%100 < 30 )
  5131. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5132. else
  5133. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5134. }
  5135. break;
  5136. case EL_FIRE_ARROW:
  5137. case EL_ICE_NEEDLE:
  5138. case EL_WIND_SLASH:
  5139. case EL_STONE_HAMMER:
  5140. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5141. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5142. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5143. break;
  5144. case EL_TIDAL_WEAPON:
  5145. if( src->type == BL_ELEM ) {
  5146. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  5147. struct status_change *sc2 = status_get_sc(&ele->bl);
  5148. struct status_change *tsc2 = status_get_sc(bl);
  5149. sc_type type = status_skill2sc(skill_id), type2;
  5150. type2 = type-1;
  5151. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5152. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5153. if( (sc2 && sc2->data[type2]) || (tsc2 && tsc2->data[type]) ) {
  5154. elemental_clean_single_effect(ele, skill_id);
  5155. }
  5156. if( rnd()%100 < 50 )
  5157. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5158. else {
  5159. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5160. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  5161. }
  5162. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5163. }
  5164. break;
  5165. //recursive homon skill
  5166. case MH_MAGMA_FLOW:
  5167. case MH_HEILIGE_STANGE:
  5168. if(flag&1){
  5169. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  5170. break;//chance to not trigger atk for magma
  5171. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5172. }
  5173. else
  5174. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5175. break;
  5176. case MH_STAHL_HORN:
  5177. case MH_NEEDLE_OF_PARALYZE:
  5178. case MH_SONIC_CRAW:
  5179. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5180. break;
  5181. case MH_MIDNIGHT_FRENZY:
  5182. case MH_SILVERVEIN_RUSH:
  5183. {
  5184. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5185. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5186. hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0);
  5187. }
  5188. break;
  5189. case MH_TINDER_BREAKER:
  5190. case MH_CBC:
  5191. case MH_EQC:
  5192. {
  5193. int duration = 0;
  5194. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5195. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  5196. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  5197. clif_blown(src);
  5198. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  5199. }
  5200. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5201. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  5202. hom_delspiritball(hd,skill_id==MH_EQC?3:2,0); //only EQC consume 3 in grp 2
  5203. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5204. }
  5205. break;
  5206. case RL_H_MINE:
  5207. if (!(flag&1)) {
  5208. // Direct attack
  5209. if (!sd || !sd->flicker) {
  5210. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  5211. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5212. break;
  5213. }
  5214. // Triggered by RL_FLICKER
  5215. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  5216. // Splash damage around it!
  5217. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  5218. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5219. flag |= 1; // Don't consume requirement
  5220. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  5221. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  5222. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  5223. }
  5224. }
  5225. else
  5226. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5227. if (sd && sd->flicker)
  5228. flag |= 1; // Don't consume requirement
  5229. break;
  5230. case RL_HAMMER_OF_GOD:
  5231. if (!(flag&1)) {
  5232. if (!sd) {
  5233. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5234. break;
  5235. }
  5236. // First attack. If target is marked by SC_C_MARKER, do another splash damage!
  5237. if (tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id) {
  5238. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  5239. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5240. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5241. }
  5242. }
  5243. else
  5244. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5245. if ((flag&8))
  5246. flag |= 1;
  5247. break;
  5248. case RL_QD_SHOT:
  5249. case RL_D_TAIL:
  5250. if (!sd || (sd && tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id)) {
  5251. int sflag = flag;
  5252. if (skill_id == RL_QD_SHOT && skill_area_temp[1] == bl->id )
  5253. break;
  5254. if (flag&1)
  5255. sflag = (skill_area_temp[0]&0xFFF)|(flag&SD_LEVEL ? SD_LEVEL : 0)|(flag&SD_ANIMATION ? SD_ANIMATION : 0);
  5256. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5257. if (sd) {
  5258. if (skill_id != RL_D_TAIL)
  5259. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5260. }
  5261. }
  5262. break;
  5263. case SU_SCAROFTAROU:
  5264. sc_start(src, bl, status_skill2sc(skill_id), 10, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: What's the activation chance for the Bite effect?
  5265. case SU_SV_STEMSPEAR:
  5266. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5267. if (status_get_lv(src) >= 30 && (rnd() % 100 < (int)(status_get_lv(src) / 30) + 10)) // TODO: Need activation chance.
  5268. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, (skill_id == SU_SV_STEMSPEAR) ? BF_MAGIC : BF_WEAPON, flag);
  5269. break;
  5270. case 0:/* no skill - basic/normal attack */
  5271. if(sd) {
  5272. if (flag & 3){
  5273. if (bl->id != skill_area_temp[1])
  5274. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5275. } else {
  5276. skill_area_temp[1] = bl->id;
  5277. map_foreachinrange(skill_area_sub, bl,
  5278. sd->bonus.splash_range, BL_CHAR,
  5279. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5280. skill_castend_damage_id);
  5281. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5282. }
  5283. }
  5284. break;
  5285. default:
  5286. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5287. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5288. 0, abs(skill_get_num(skill_id, skill_lv)),
  5289. skill_id, skill_lv, skill_get_hit(skill_id));
  5290. map_freeblock_unlock();
  5291. return 1;
  5292. }
  5293. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5294. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5295. map_freeblock_unlock();
  5296. if( sd && !(flag&1) )
  5297. {// ensure that the skill last-cast tick is recorded
  5298. sd->canskill_tick = gettick();
  5299. if( sd->state.arrow_atk )
  5300. {// consume arrow on last invocation to this skill.
  5301. battle_consume_ammo(sd, skill_id, skill_lv);
  5302. }
  5303. // perform skill requirement consumption
  5304. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5305. }
  5306. return 0;
  5307. }
  5308. /**
  5309. * Use no-damage skill from 'src' to 'bl
  5310. * @param src Caster
  5311. * @param bl Target of the skill, bl maybe same with src for self skill
  5312. * @param skill_id
  5313. * @param skill_lv
  5314. * @param tick
  5315. * @param flag Various value, &1: Recursive effect
  5316. **/
  5317. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  5318. {
  5319. struct map_session_data *sd, *dstsd;
  5320. struct mob_data *md, *dstmd;
  5321. struct homun_data *hd;
  5322. struct mercenary_data *mer;
  5323. struct status_data *sstatus, *tstatus;
  5324. struct status_change *tsc;
  5325. struct status_change_entry *tsce;
  5326. int chorusbonus = 0;
  5327. int i = 0;
  5328. enum sc_type type;
  5329. if(skill_id > 0 && !skill_lv) return 0; // celest
  5330. nullpo_retr(1, src);
  5331. nullpo_retr(1, bl);
  5332. if (src->m != bl->m)
  5333. return 1;
  5334. sd = BL_CAST(BL_PC, src);
  5335. hd = BL_CAST(BL_HOM, src);
  5336. md = BL_CAST(BL_MOB, src);
  5337. mer = BL_CAST(BL_MER, src);
  5338. dstsd = BL_CAST(BL_PC, bl);
  5339. dstmd = BL_CAST(BL_MOB, bl);
  5340. if(bl->prev == NULL)
  5341. return 1;
  5342. if(status_isdead(src))
  5343. return 1;
  5344. if( src != bl && status_isdead(bl) ) {
  5345. switch( skill_id ) { // Skills that may be cast on dead targets
  5346. case NPC_WIDESOULDRAIN:
  5347. case PR_REDEMPTIO:
  5348. case ALL_RESURRECTION:
  5349. case WM_DEADHILLHERE:
  5350. break;
  5351. default:
  5352. return 1;
  5353. }
  5354. }
  5355. tstatus = status_get_status_data(bl);
  5356. sstatus = status_get_status_data(src);
  5357. // Minstrel/Wanderer number check for chorus skills.
  5358. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  5359. if( sd && sd->status.party_id ) {
  5360. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  5361. if( chorusbonus > 7 )
  5362. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  5363. else if( chorusbonus > 2 )
  5364. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  5365. }
  5366. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5367. switch (skill_id) {
  5368. case HLIF_HEAL: //[orn]
  5369. if (bl->type != BL_HOM) {
  5370. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5371. break ;
  5372. }
  5373. case AL_HEAL:
  5374. case ALL_RESURRECTION:
  5375. case PR_ASPERSIO:
  5376. case AB_RENOVATIO:
  5377. case AB_HIGHNESSHEAL:
  5378. //Apparently only player casted skills can be offensive like this.
  5379. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5380. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5381. //Offensive heal does not works on non-enemies. [Skotlex]
  5382. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5383. return 0;
  5384. }
  5385. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5386. }
  5387. break;
  5388. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5389. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5390. case MH_STEINWAND: {
  5391. struct block_list *s_src = battle_get_master(src);
  5392. short ret = 0;
  5393. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5394. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5395. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5396. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5397. if (hd)
  5398. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5399. return ret;
  5400. }
  5401. break;
  5402. default:
  5403. //Skill is actually ground placed.
  5404. if (src == bl && skill_get_unit_id(skill_id,0))
  5405. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5406. }
  5407. type = status_skill2sc(skill_id);
  5408. tsc = status_get_sc(bl);
  5409. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5410. if (src!=bl && type > -1 &&
  5411. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  5412. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5413. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5414. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5415. map_freeblock_lock();
  5416. switch(skill_id)
  5417. {
  5418. case HLIF_HEAL: //[orn]
  5419. case AL_HEAL:
  5420. case AB_HIGHNESSHEAL:
  5421. {
  5422. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5423. int heal_get_jobexp;
  5424. if (status_isimmune(bl) || (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || mob_is_battleground(dstmd))))
  5425. heal = 0;
  5426. if( tsc && tsc->count ) {
  5427. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) { //Bounce back heal
  5428. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5429. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5430. if (src == bl)
  5431. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5432. else {
  5433. bl = src;
  5434. dstsd = sd;
  5435. }
  5436. }
  5437. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5438. heal = 0; //Needed so that it actually displays 0 when healing.
  5439. }
  5440. if (skill_id == AL_HEAL)
  5441. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  5442. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5443. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5444. heal = ~heal + 1;
  5445. heal_get_jobexp = status_heal(bl,heal,0,0);
  5446. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5447. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5448. if (heal_get_jobexp <= 0)
  5449. heal_get_jobexp = 1;
  5450. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  5451. }
  5452. }
  5453. break;
  5454. case PR_REDEMPTIO:
  5455. if (sd && !(flag&1)) {
  5456. if (sd->status.party_id == 0) {
  5457. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5458. break;
  5459. }
  5460. skill_area_temp[0] = 0;
  5461. party_foreachsamemap(skill_area_sub,
  5462. sd,skill_get_splash(skill_id, skill_lv),
  5463. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5464. skill_castend_nodamage_id);
  5465. if (skill_area_temp[0] == 0) {
  5466. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5467. break;
  5468. }
  5469. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  5470. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty && battle_config.exp_cost_redemptio) { //Apply penalty
  5471. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  5472. pc_lostexp(sd, u32min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  5473. }
  5474. status_set_hp(src, 1, 0);
  5475. status_set_sp(src, 0, 0);
  5476. break;
  5477. } else if (status_isdead(bl) && flag&1) { //Revive
  5478. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5479. skill_lv = 3; //Resurrection level 3 is used
  5480. } else //Invalid target, skip resurrection.
  5481. break;
  5482. case ALL_RESURRECTION:
  5483. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  5484. { //No reviving in WoE grounds!
  5485. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5486. break;
  5487. }
  5488. if (!status_isdead(bl))
  5489. break;
  5490. {
  5491. int per = 0, sper = 0;
  5492. if (tsc && tsc->data[SC_HELLPOWER])
  5493. break;
  5494. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  5495. break;
  5496. switch(skill_lv){
  5497. case 1: per=10; break;
  5498. case 2: per=30; break;
  5499. case 3: per=50; break;
  5500. case 4: per=80; break;
  5501. }
  5502. if(dstsd && dstsd->special_state.restart_full_recover)
  5503. per = sper = 100;
  5504. if (status_revive(bl, per, sper))
  5505. {
  5506. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5507. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5508. {
  5509. int exp = 0,jexp = 0;
  5510. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5511. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5512. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5513. if (exp < 1) exp = 1;
  5514. }
  5515. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5516. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5517. if (jexp < 1) jexp = 1;
  5518. }
  5519. if(exp > 0 || jexp > 0)
  5520. pc_gainexp (sd, bl, exp, jexp, 0);
  5521. }
  5522. }
  5523. }
  5524. break;
  5525. case AL_DECAGI:
  5526. case MER_DECAGI:
  5527. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5528. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  5529. break;
  5530. case AL_CRUCIS:
  5531. if (flag&1)
  5532. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  5533. else {
  5534. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5535. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5536. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5537. }
  5538. break;
  5539. case PR_LEXDIVINA:
  5540. case MER_LEXDIVINA:
  5541. if (tsce)
  5542. status_change_end(bl, type, INVALID_TIMER);
  5543. else
  5544. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  5545. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5546. break;
  5547. case SA_ABRACADABRA:
  5548. if (!skill_abra_count) {
  5549. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5550. break;
  5551. }
  5552. else {
  5553. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = MAX_SKILL_ABRA_DB * 3;
  5554. do {
  5555. i = rnd() % MAX_SKILL_ABRA_DB;
  5556. abra_skill_id = skill_abra_db[i].skill_id;
  5557. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  5558. } while ( checked++ < checked_max &&
  5559. (abra_skill_id == 0 ||
  5560. rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]) );
  5561. if (!skill_get_index(abra_skill_id))
  5562. break;
  5563. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5564. if( sd )
  5565. {// player-casted
  5566. sd->state.abra_flag = 1;
  5567. sd->skillitem = abra_skill_id;
  5568. sd->skillitemlv = abra_skill_lv;
  5569. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  5570. }
  5571. else
  5572. {// mob-casted
  5573. struct unit_data *ud = unit_bl2ud(src);
  5574. int inf = skill_get_inf(abra_skill_id);
  5575. if (!ud) break;
  5576. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  5577. if (src->type == BL_PET)
  5578. bl = (struct block_list*)((TBL_PET*)src)->master;
  5579. if (!bl) bl = src;
  5580. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  5581. } else { //Assume offensive skills
  5582. int target_id = 0;
  5583. if (ud->target)
  5584. target_id = ud->target;
  5585. else switch (src->type) {
  5586. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  5587. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  5588. }
  5589. if (!target_id)
  5590. break;
  5591. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  5592. bl = map_id2bl(target_id);
  5593. if (!bl) bl = src;
  5594. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  5595. } else
  5596. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  5597. }
  5598. }
  5599. }
  5600. break;
  5601. case SA_COMA:
  5602. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5603. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  5604. break;
  5605. case SA_FULLRECOVERY:
  5606. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5607. if (status_isimmune(bl))
  5608. break;
  5609. status_percent_heal(bl, 100, 100);
  5610. break;
  5611. case NPC_ALLHEAL:
  5612. {
  5613. int heal;
  5614. if( status_isimmune(bl) )
  5615. break;
  5616. heal = status_percent_heal(bl, 100, 0);
  5617. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  5618. if( dstmd )
  5619. { // Reset Damage Logs
  5620. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  5621. dstmd->tdmg = 0;
  5622. }
  5623. }
  5624. break;
  5625. case SA_SUMMONMONSTER:
  5626. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5627. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  5628. break;
  5629. case SA_LEVELUP:
  5630. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5631. if (sd && pc_nextbaseexp(sd))
  5632. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  5633. break;
  5634. case SA_INSTANTDEATH:
  5635. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5636. status_kill(src);
  5637. break;
  5638. case SA_QUESTION:
  5639. clif_emotion(src,E_WHAT);
  5640. case SA_GRAVITY:
  5641. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5642. break;
  5643. case SA_CLASSCHANGE:
  5644. case SA_MONOCELL:
  5645. if (dstmd)
  5646. {
  5647. int class_;
  5648. if ( sd && dstmd->status.mode&MD_BOSS )
  5649. {
  5650. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5651. break;
  5652. }
  5653. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_ClassChange, 1, 0));
  5654. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5655. mob_class_change(dstmd,class_);
  5656. if( tsc && dstmd->status.mode&MD_BOSS )
  5657. {
  5658. 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 };
  5659. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  5660. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5661. for (i = 0; i < ARRAYLENGTH(scs); i++)
  5662. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  5663. }
  5664. }
  5665. break;
  5666. case SA_DEATH:
  5667. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  5668. {
  5669. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5670. break;
  5671. }
  5672. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5673. status_kill(bl);
  5674. break;
  5675. case SA_REVERSEORCISH:
  5676. case ALL_REVERSEORCISH:
  5677. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5678. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5679. break;
  5680. case SA_FORTUNE:
  5681. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5682. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5683. break;
  5684. case SA_TAMINGMONSTER:
  5685. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5686. if (sd && dstmd) {
  5687. ARR_FIND( 0, MAX_PET_DB, i, dstmd->mob_id == pet_db[i].class_ );
  5688. if( i < MAX_PET_DB )
  5689. pet_catch_process1(sd, dstmd->mob_id);
  5690. }
  5691. break;
  5692. case CR_PROVIDENCE:
  5693. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5694. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5695. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5696. map_freeblock_unlock();
  5697. return 1;
  5698. }
  5699. }
  5700. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5701. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5702. break;
  5703. case CG_MARIONETTE:
  5704. {
  5705. struct status_change* sc = status_get_sc(src);
  5706. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5707. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5708. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5709. map_freeblock_unlock();
  5710. return 1;
  5711. }
  5712. if( sc && tsc )
  5713. {
  5714. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5715. {
  5716. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5717. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5718. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5719. }
  5720. else
  5721. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5722. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5723. {
  5724. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5725. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5726. }
  5727. else
  5728. {
  5729. if( sd )
  5730. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5731. map_freeblock_unlock();
  5732. return 1;
  5733. }
  5734. }
  5735. }
  5736. break;
  5737. case RG_CLOSECONFINE:
  5738. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5739. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5740. break;
  5741. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5742. case SA_FROSTWEAPON:
  5743. case SA_LIGHTNINGLOADER:
  5744. case SA_SEISMICWEAPON:
  5745. if (dstsd) {
  5746. if(dstsd->status.weapon == W_FIST ||
  5747. (dstsd->sc.count && !dstsd->sc.data[type] &&
  5748. ( //Allow re-enchanting to lenghten time. [Skotlex]
  5749. dstsd->sc.data[SC_FIREWEAPON] ||
  5750. dstsd->sc.data[SC_WATERWEAPON] ||
  5751. dstsd->sc.data[SC_WINDWEAPON] ||
  5752. dstsd->sc.data[SC_EARTHWEAPON] ||
  5753. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5754. dstsd->sc.data[SC_GHOSTWEAPON] ||
  5755. dstsd->sc.data[SC_ENCPOISON]
  5756. ))
  5757. ) {
  5758. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5759. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5760. break;
  5761. }
  5762. }
  5763. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5764. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  5765. if (sd)
  5766. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5767. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  5768. clif_displaymessage(sd->fd, msg_txt(sd,669));
  5769. }
  5770. break;
  5771. case PR_ASPERSIO:
  5772. if (sd && dstmd) {
  5773. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5774. break;
  5775. }
  5776. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5777. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5778. break;
  5779. case ITEM_ENCHANTARMS:
  5780. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5781. sc_start2(src,bl,type,100,skill_lv,
  5782. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  5783. break;
  5784. case TK_SEVENWIND:
  5785. switch(skill_get_ele(skill_id,skill_lv)) {
  5786. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  5787. case ELE_WIND : type = SC_WINDWEAPON; break;
  5788. case ELE_WATER : type = SC_WATERWEAPON; break;
  5789. case ELE_FIRE : type = SC_FIREWEAPON; break;
  5790. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  5791. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  5792. case ELE_HOLY : type = SC_ASPERSIO; break;
  5793. }
  5794. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5795. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5796. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5797. break;
  5798. case PR_KYRIE:
  5799. case MER_KYRIE:
  5800. case SU_TUNAPARTY:
  5801. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5802. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5803. break;
  5804. //Passive Magnum, should had been casted on yourself.
  5805. case SM_MAGNUM:
  5806. case MS_MAGNUM:
  5807. skill_area_temp[1] = 0;
  5808. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  5809. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5810. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  5811. // Initiate 20% of your damage becomes fire element.
  5812. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  5813. if( sd )
  5814. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  5815. else if( bl->type == BL_MER )
  5816. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  5817. break;
  5818. case TK_JUMPKICK:
  5819. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  5820. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  5821. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  5822. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5823. clif_blown(src);
  5824. }
  5825. } else
  5826. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5827. break;
  5828. case AL_INCAGI:
  5829. case AL_BLESSING:
  5830. case MER_INCAGI:
  5831. case MER_BLESSING:
  5832. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  5833. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5834. break;
  5835. }
  5836. case PR_SLOWPOISON:
  5837. case PR_IMPOSITIO:
  5838. case PR_LEXAETERNA:
  5839. case PR_SUFFRAGIUM:
  5840. case PR_BENEDICTIO:
  5841. case LK_BERSERK:
  5842. case MS_BERSERK:
  5843. case KN_TWOHANDQUICKEN:
  5844. case KN_ONEHAND:
  5845. case MER_QUICKEN:
  5846. case CR_SPEARQUICKEN:
  5847. case CR_REFLECTSHIELD:
  5848. case MS_REFLECTSHIELD:
  5849. case AS_POISONREACT:
  5850. case MC_LOUD:
  5851. case MG_ENERGYCOAT:
  5852. case MO_EXPLOSIONSPIRITS:
  5853. case MO_STEELBODY:
  5854. case MO_BLADESTOP:
  5855. case LK_AURABLADE:
  5856. case LK_PARRYING:
  5857. case MS_PARRYING:
  5858. case LK_CONCENTRATION:
  5859. case WS_CARTBOOST:
  5860. case SN_SIGHT:
  5861. case WS_MELTDOWN:
  5862. case WS_OVERTHRUSTMAX:
  5863. case ST_REJECTSWORD:
  5864. case HW_MAGICPOWER:
  5865. case PF_MEMORIZE:
  5866. case PA_SACRIFICE:
  5867. case ASC_EDP:
  5868. case PF_DOUBLECASTING:
  5869. case SG_SUN_COMFORT:
  5870. case SG_MOON_COMFORT:
  5871. case SG_STAR_COMFORT:
  5872. case NPC_HALLUCINATION:
  5873. case GS_MADNESSCANCEL:
  5874. case GS_ADJUSTMENT:
  5875. case GS_INCREASING:
  5876. case NJ_KASUMIKIRI:
  5877. case NJ_UTSUSEMI:
  5878. case NJ_NEN:
  5879. case NPC_DEFENDER:
  5880. case NPC_MAGICMIRROR:
  5881. case ST_PRESERVE:
  5882. case NPC_INVINCIBLE:
  5883. case NPC_INVINCIBLEOFF:
  5884. case RK_DEATHBOUND:
  5885. case AB_RENOVATIO:
  5886. case AB_EXPIATIO:
  5887. case AB_DUPLELIGHT:
  5888. case AB_SECRAMENT:
  5889. case AB_OFFERTORIUM:
  5890. case NC_ACCELERATION:
  5891. case NC_HOVERING:
  5892. case NC_SHAPESHIFT:
  5893. case WL_MARSHOFABYSS:
  5894. case WL_RECOGNIZEDSPELL:
  5895. case GC_VENOMIMPRESS:
  5896. case SC_DEADLYINFECT:
  5897. case LG_EXEEDBREAK:
  5898. case LG_PRESTIGE:
  5899. case SR_CRESCENTELBOW:
  5900. case SR_LIGHTNINGWALK:
  5901. case GN_CARTBOOST:
  5902. case KO_MEIKYOUSISUI:
  5903. case ALL_ODINS_POWER:
  5904. case ALL_FULL_THROTTLE:
  5905. case RA_UNLIMIT:
  5906. case WL_TELEKINESIS_INTENSE:
  5907. case RL_HEAT_BARREL:
  5908. case RL_P_ALTER:
  5909. case RL_E_CHAIN:
  5910. case SU_FRESHSHRIMP:
  5911. case SU_ARCLOUSEDASH:
  5912. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5913. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5914. break;
  5915. case SU_STOOP:
  5916. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5917. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5918. break;
  5919. case KN_AUTOCOUNTER:
  5920. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5921. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  5922. break;
  5923. case SO_STRIKING:
  5924. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  5925. int bonus = 0;
  5926. if (dstsd) {
  5927. short index = dstsd->equip_index[EQI_HAND_R];
  5928. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  5929. bonus = (8 + 2 * skill_lv) * dstsd->inventory_data[index]->wlv;
  5930. }
  5931. if (sd)
  5932. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER) + pc_checkskill(sd, SA_FROSTWEAPON) + pc_checkskill(sd, SA_LIGHTNINGLOADER) + pc_checkskill(sd, SA_SEISMICWEAPON)) * 5;
  5933. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
  5934. } else if (sd)
  5935. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  5936. break;
  5937. case NPC_STOP:
  5938. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5939. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  5940. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  5941. break;
  5942. case HP_ASSUMPTIO:
  5943. if( sd && dstmd )
  5944. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5945. else
  5946. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5947. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5948. break;
  5949. case MG_SIGHT:
  5950. case MER_SIGHT:
  5951. case AL_RUWACH:
  5952. case WZ_SIGHTBLASTER:
  5953. case NPC_WIDESIGHT:
  5954. case NPC_STONESKIN:
  5955. case NPC_ANTIMAGIC:
  5956. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5957. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  5958. break;
  5959. case HLIF_AVOID:
  5960. case HAMI_DEFENCE:
  5961. i = skill_get_time(skill_id,skill_lv);
  5962. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  5963. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  5964. break;
  5965. case NJ_BUNSINJYUTSU:
  5966. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  5967. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5968. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5969. status_change_end(bl, SC_NEN, INVALID_TIMER);
  5970. break;
  5971. /* Was modified to only affect targetted char. [Skotlex]
  5972. case HP_ASSUMPTIO:
  5973. if (flag&1)
  5974. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5975. else
  5976. {
  5977. map_foreachinrange(skill_area_sub, bl,
  5978. skill_get_splash(skill_id, skill_lv), BL_PC,
  5979. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  5980. skill_castend_nodamage_id);
  5981. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5982. }
  5983. break;
  5984. */
  5985. case SM_ENDURE:
  5986. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5987. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5988. break;
  5989. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  5990. if (sd && dstsd && dstsd->sc.count) {
  5991. if (dstsd->sc.data[SC_FIREWEAPON] ||
  5992. dstsd->sc.data[SC_WATERWEAPON] ||
  5993. dstsd->sc.data[SC_WINDWEAPON] ||
  5994. dstsd->sc.data[SC_EARTHWEAPON] ||
  5995. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5996. dstsd->sc.data[SC_GHOSTWEAPON]
  5997. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  5998. ) {
  5999. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6000. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6001. break;
  6002. }
  6003. }
  6004. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6005. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6006. break;
  6007. case LK_TENSIONRELAX:
  6008. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6009. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  6010. skill_get_time(skill_id,skill_lv)));
  6011. break;
  6012. case MC_CHANGECART:
  6013. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6014. break;
  6015. case MC_CARTDECORATE:
  6016. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6017. if( sd ) {
  6018. clif_SelectCart(sd);
  6019. }
  6020. break;
  6021. case TK_MISSION:
  6022. if (sd) {
  6023. int id;
  6024. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  6025. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  6026. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6027. break;
  6028. }
  6029. id = mob_get_random_id(MOBG_Branch_Of_Dead_Tree,0xF, sd->status.base_level);
  6030. if (!id) {
  6031. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6032. break;
  6033. }
  6034. sd->mission_mobid = id;
  6035. sd->mission_count = 0;
  6036. pc_setglobalreg(sd, add_str("TK_MISSION_ID"), id);
  6037. clif_mission_info(sd, id, 0);
  6038. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6039. }
  6040. break;
  6041. case AC_CONCENTRATION:
  6042. {
  6043. int splash = skill_get_splash(skill_id, skill_lv);
  6044. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6045. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6046. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  6047. map_foreachinrange( status_change_timer_sub, src,
  6048. splash, BL_CHAR, src, NULL, type, tick);
  6049. }
  6050. break;
  6051. case SM_PROVOKE:
  6052. case SM_SELFPROVOKE:
  6053. case MER_PROVOKE:
  6054. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  6055. {
  6056. map_freeblock_unlock();
  6057. return 1;
  6058. }
  6059. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  6060. if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
  6061. {
  6062. if( sd )
  6063. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6064. map_freeblock_unlock();
  6065. return 0;
  6066. }
  6067. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  6068. unit_skillcastcancel(bl, 2);
  6069. if( tsc && tsc->count )
  6070. {
  6071. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6072. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  6073. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6074. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6075. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  6076. }
  6077. if( dstmd )
  6078. {
  6079. dstmd->state.provoke_flag = src->id;
  6080. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  6081. }
  6082. break;
  6083. case ML_DEVOTION:
  6084. case CR_DEVOTION:
  6085. {
  6086. int count, lv;
  6087. if( !dstsd || (!sd && !mer) )
  6088. { // Only players can be devoted
  6089. if( sd )
  6090. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6091. break;
  6092. }
  6093. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  6094. lv = -lv;
  6095. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  6096. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  6097. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  6098. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  6099. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  6100. {
  6101. if( sd )
  6102. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6103. map_freeblock_unlock();
  6104. return 1;
  6105. }
  6106. i = 0;
  6107. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  6108. if( sd )
  6109. { // Player Devoting Player
  6110. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  6111. if( i == count )
  6112. {
  6113. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  6114. if( i == count )
  6115. { // No free slots, skill Fail
  6116. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6117. map_freeblock_unlock();
  6118. return 1;
  6119. }
  6120. }
  6121. sd->devotion[i] = bl->id;
  6122. }
  6123. else
  6124. mer->devotion_flag = 1; // Mercenary Devoting Owner
  6125. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6126. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
  6127. clif_devotion(src, NULL);
  6128. }
  6129. break;
  6130. case MO_CALLSPIRITS:
  6131. if(sd) {
  6132. int limit = skill_lv;
  6133. if( sd->sc.data[SC_RAISINGDRAGON] )
  6134. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6135. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6136. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6137. }
  6138. break;
  6139. case CH_SOULCOLLECT:
  6140. if(sd) {
  6141. int limit = 5;
  6142. if( sd->sc.data[SC_RAISINGDRAGON] )
  6143. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6144. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6145. for (i = 0; i < limit; i++)
  6146. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6147. }
  6148. break;
  6149. case MO_KITRANSLATION:
  6150. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  6151. //Require will define how many spiritballs will be transferred
  6152. struct skill_condition require;
  6153. require = skill_get_requirement(sd,skill_id,skill_lv);
  6154. pc_delspiritball(sd,require.spiritball,0);
  6155. for (i = 0; i < require.spiritball; i++)
  6156. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  6157. } else {
  6158. if(sd)
  6159. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6160. map_freeblock_unlock();
  6161. return 0;
  6162. }
  6163. break;
  6164. case TK_TURNKICK:
  6165. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  6166. if (skill_area_temp[1] != bl->id) {
  6167. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  6168. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  6169. }
  6170. break;
  6171. case MO_ABSORBSPIRITS:
  6172. i = 0;
  6173. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)) &&
  6174. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  6175. if (dstsd->spiritball > 0) {
  6176. i = dstsd->spiritball * 7;
  6177. pc_delspiritball(dstsd,dstsd->spiritball,0);
  6178. }
  6179. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  6180. i += dstsd->spiritcharm * 7;
  6181. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  6182. }
  6183. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20) { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  6184. i = 2 * dstmd->level;
  6185. mob_target(dstmd,src,0);
  6186. }
  6187. if (i) status_heal(src, 0, i, 3);
  6188. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  6189. break;
  6190. case AC_MAKINGARROW:
  6191. if(sd) {
  6192. clif_arrow_create_list(sd);
  6193. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6194. }
  6195. break;
  6196. case AM_PHARMACY:
  6197. if(sd) {
  6198. clif_skill_produce_mix_list(sd,skill_id,22);
  6199. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6200. }
  6201. break;
  6202. case SA_CREATECON:
  6203. if(sd) {
  6204. clif_elementalconverter_list(sd);
  6205. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6206. }
  6207. break;
  6208. case BS_HAMMERFALL:
  6209. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  6210. break;
  6211. case RG_RAID:
  6212. skill_area_temp[1] = 0;
  6213. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6214. map_foreachinrange(skill_area_sub, bl,
  6215. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6216. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6217. skill_castend_damage_id);
  6218. status_change_end(src, SC_HIDING, INVALID_TIMER);
  6219. break;
  6220. //List of self skills that give damage around caster
  6221. case ASC_METEORASSAULT:
  6222. case GS_SPREADATTACK:
  6223. case RK_STORMBLAST:
  6224. case NC_AXETORNADO:
  6225. case GC_COUNTERSLASH:
  6226. case SR_SKYNETBLOW:
  6227. case SR_RAMPAGEBLASTER:
  6228. case SR_HOWLINGOFLION:
  6229. case KO_HAPPOKUNAI:
  6230. case RL_FIREDANCE:
  6231. case RL_R_TRIP:
  6232. {
  6233. int starget = BL_CHAR|BL_SKILL;
  6234. if (skill_id == SR_HOWLINGOFLION)
  6235. starget = splash_target(src);
  6236. skill_area_temp[1] = 0;
  6237. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6238. if (battle_config.skill_wall_check)
  6239. i = map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  6240. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6241. else
  6242. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  6243. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6244. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6245. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  6246. }
  6247. break;
  6248. case NC_EMERGENCYCOOL:
  6249. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6250. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  6251. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  6252. break;
  6253. case SR_WINDMILL:
  6254. case GN_CART_TORNADO:
  6255. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6256. case SR_EARTHSHAKER:
  6257. case NC_INFRAREDSCAN:
  6258. case NPC_EARTHQUAKE:
  6259. case NPC_VAMPIRE_GIFT:
  6260. case NPC_HELLJUDGEMENT:
  6261. case NPC_PULSESTRIKE:
  6262. case LG_MOONSLASHER:
  6263. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6264. break;
  6265. case KN_BRANDISHSPEAR:
  6266. case ML_BRANDISH:
  6267. {
  6268. skill_area_temp[1] = bl->id;
  6269. if(skill_lv >= 10)
  6270. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6271. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  6272. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  6273. skill_castend_damage_id);
  6274. if(skill_lv >= 7)
  6275. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6276. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  6277. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  6278. skill_castend_damage_id);
  6279. if(skill_lv >= 4)
  6280. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6281. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  6282. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  6283. skill_castend_damage_id);
  6284. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6285. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  6286. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6287. skill_castend_damage_id);
  6288. }
  6289. break;
  6290. case WZ_SIGHTRASHER:
  6291. //Passive side of the attack.
  6292. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6293. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6294. map_foreachinshootrange(skill_area_sub,src,
  6295. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6296. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  6297. skill_castend_damage_id);
  6298. break;
  6299. case WZ_FROSTNOVA:
  6300. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6301. skill_area_temp[1] = 0;
  6302. map_foreachinshootrange(skill_attack_area, src,
  6303. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6304. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6305. break;
  6306. case HVAN_EXPLOSION: //[orn]
  6307. case NPC_SELFDESTRUCTION:
  6308. //Self Destruction hits everyone in range (allies+enemies)
  6309. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6310. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6311. BCT_ENEMY:BCT_ALL;
  6312. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6313. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6314. map_foreachinshootrange(skill_area_sub, bl,
  6315. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6316. src, skill_id, skill_lv, tick, flag|i,
  6317. skill_castend_damage_id);
  6318. if(map_addblock(src))
  6319. return 1;
  6320. status_damage(src, src, sstatus->max_hp,0,0,1);
  6321. break;
  6322. case AL_ANGELUS:
  6323. case PR_MAGNIFICAT:
  6324. case PR_GLORIA:
  6325. case SN_WINDWALK:
  6326. case CASH_BLESSING:
  6327. case CASH_INCAGI:
  6328. case CASH_ASSUMPTIO:
  6329. case WM_FRIGG_SONG:
  6330. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6331. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6332. else if( sd )
  6333. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6334. break;
  6335. case MER_MAGNIFICAT:
  6336. if( mer != NULL )
  6337. {
  6338. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6339. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6340. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6341. else if( mer->master && !(flag&1) )
  6342. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6343. }
  6344. break;
  6345. case BS_ADRENALINE:
  6346. case BS_ADRENALINE2:
  6347. case BS_WEAPONPERFECT:
  6348. case BS_OVERTHRUST:
  6349. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6350. int weapontype = skill_get_weapontype(skill_id);
  6351. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  6352. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  6353. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  6354. }
  6355. } else if (sd) {
  6356. party_foreachsamemap(skill_area_sub,
  6357. sd,skill_get_splash(skill_id, skill_lv),
  6358. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6359. skill_castend_nodamage_id);
  6360. }
  6361. break;
  6362. case BS_MAXIMIZE:
  6363. case NV_TRICKDEAD:
  6364. case CR_DEFENDER:
  6365. case ML_DEFENDER:
  6366. case CR_AUTOGUARD:
  6367. case ML_AUTOGUARD:
  6368. case TK_READYSTORM:
  6369. case TK_READYDOWN:
  6370. case TK_READYTURN:
  6371. case TK_READYCOUNTER:
  6372. case TK_DODGE:
  6373. case CR_SHRINK:
  6374. case SG_FUSION:
  6375. case GS_GATLINGFEVER:
  6376. if( tsce )
  6377. {
  6378. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6379. map_freeblock_unlock();
  6380. return 0;
  6381. }
  6382. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6383. break;
  6384. case SL_KAITE:
  6385. case SL_KAAHI:
  6386. case SL_KAIZEL:
  6387. case SL_KAUPE:
  6388. if (sd) {
  6389. if (!dstsd || !(
  6390. (&sd->sc && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  6391. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  6392. dstsd->status.char_id == sd->status.char_id ||
  6393. dstsd->status.char_id == sd->status.partner_id ||
  6394. dstsd->status.char_id == sd->status.child
  6395. )) {
  6396. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  6397. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6398. break;
  6399. }
  6400. }
  6401. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6402. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6403. break;
  6404. case SM_AUTOBERSERK:
  6405. case MER_AUTOBERSERK:
  6406. if( tsce )
  6407. i = status_change_end(bl, type, INVALID_TIMER);
  6408. else
  6409. i = sc_start(src,bl,type,100,skill_lv,60000);
  6410. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6411. break;
  6412. case TF_HIDING:
  6413. case ST_CHASEWALK:
  6414. case KO_YAMIKUMO:
  6415. if (tsce)
  6416. {
  6417. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  6418. map_freeblock_unlock();
  6419. return 0;
  6420. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  6421. //Mado Gear cannot hide
  6422. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6423. map_freeblock_unlock();
  6424. return 0;
  6425. }
  6426. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6427. break;
  6428. case TK_RUN:
  6429. if (tsce)
  6430. {
  6431. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6432. map_freeblock_unlock();
  6433. return 0;
  6434. }
  6435. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  6436. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  6437. clif_walkok(sd); // So aegis has to resend the walk ok.
  6438. break;
  6439. case AS_CLOAKING:
  6440. case GC_CLOAKINGEXCEED:
  6441. case LG_FORCEOFVANGUARD:
  6442. case SC_REPRODUCE:
  6443. case SC_INVISIBILITY:
  6444. case RA_CAMOUFLAGE:
  6445. if (tsce) {
  6446. i = status_change_end(bl, type, INVALID_TIMER);
  6447. if( i )
  6448. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6449. else if( sd )
  6450. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6451. map_freeblock_unlock();
  6452. return 0;
  6453. }
  6454. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6455. if( i )
  6456. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6457. else if( sd )
  6458. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6459. break;
  6460. case BD_ADAPTATION:
  6461. if(tsc && tsc->data[SC_DANCING]){
  6462. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6463. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  6464. }
  6465. break;
  6466. case BA_FROSTJOKER:
  6467. case DC_SCREAM:
  6468. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6469. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  6470. if (md) {
  6471. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  6472. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  6473. char temp[70];
  6474. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)]->desc);
  6475. clif_disp_overhead(&md->bl,temp);
  6476. }
  6477. break;
  6478. case BA_PANGVOICE:
  6479. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  6480. break;
  6481. case DC_WINKCHARM:
  6482. if( dstsd )
  6483. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  6484. else
  6485. if( dstmd )
  6486. {
  6487. if( status_get_lv(src) > status_get_lv(bl)
  6488. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  6489. && !(tstatus->mode&MD_BOSS) )
  6490. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  6491. else
  6492. {
  6493. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6494. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6495. }
  6496. }
  6497. break;
  6498. case TF_STEAL:
  6499. if(sd) {
  6500. if(pc_steal_item(sd,bl,skill_lv))
  6501. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6502. else
  6503. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6504. }
  6505. break;
  6506. case RG_STEALCOIN:
  6507. if(sd) {
  6508. if(pc_steal_coin(sd,bl))
  6509. {
  6510. dstmd->state.provoke_flag = src->id;
  6511. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  6512. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6513. }
  6514. else
  6515. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6516. }
  6517. break;
  6518. case MG_STONECURSE:
  6519. {
  6520. int brate = 0;
  6521. if (tstatus->mode&MD_BOSS) {
  6522. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6523. break;
  6524. }
  6525. if(status_isimmune(bl) || !tsc)
  6526. break;
  6527. if (sd && &sd->sc && sd->sc.data[SC_PETROLOGY_OPTION])
  6528. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  6529. if (tsc && tsc->data[type]) {
  6530. status_change_end(bl, type, INVALID_TIMER);
  6531. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6532. break;
  6533. }
  6534. if (sc_start4(src,bl,type,(skill_lv*4+20)+brate,
  6535. skill_lv, src->id, skill_get_time(skill_id, skill_lv), 0,
  6536. skill_get_time2(skill_id,skill_lv)))
  6537. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6538. else if(sd) {
  6539. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6540. // Level 6-10 doesn't consume a red gem if it fails [celest]
  6541. if (skill_lv > 5)
  6542. { // not to consume items
  6543. map_freeblock_unlock();
  6544. return 0;
  6545. }
  6546. }
  6547. }
  6548. break;
  6549. case NV_FIRSTAID:
  6550. clif_skill_nodamage(src,bl,skill_id,5,1);
  6551. status_heal(bl,5,0,0);
  6552. break;
  6553. case AL_CURE:
  6554. if(status_isimmune(bl)) {
  6555. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6556. break;
  6557. }
  6558. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6559. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6560. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6561. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  6562. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6563. break;
  6564. case TF_DETOXIFY:
  6565. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6566. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6567. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6568. break;
  6569. case PR_STRECOVERY:
  6570. if(status_isimmune(bl)) {
  6571. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6572. break;
  6573. }
  6574. if (tsc && tsc->opt1) {
  6575. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6576. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6577. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6578. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6579. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6580. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  6581. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6582. }
  6583. status_change_end(bl, SC_STASIS, INVALID_TIMER);
  6584. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  6585. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6586. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6587. if(dstmd)
  6588. mob_unlocktarget(dstmd,tick);
  6589. break;
  6590. // Mercenary Supportive Skills
  6591. case MER_BENEDICTION:
  6592. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6593. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6594. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6595. break;
  6596. case MER_COMPRESS:
  6597. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  6598. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6599. break;
  6600. case MER_MENTALCURE:
  6601. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6602. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6603. break;
  6604. case MER_RECUPERATE:
  6605. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6606. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6607. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6608. break;
  6609. case MER_REGAIN:
  6610. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6611. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6612. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6613. break;
  6614. case MER_TENDER:
  6615. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6616. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6617. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6618. break;
  6619. case MER_SCAPEGOAT:
  6620. if( mer && mer->master )
  6621. {
  6622. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  6623. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  6624. }
  6625. break;
  6626. case MER_ESTIMATION:
  6627. if( !mer )
  6628. break;
  6629. sd = mer->master;
  6630. case WZ_ESTIMATION:
  6631. if( sd == NULL )
  6632. break;
  6633. if( dstsd )
  6634. { // Fail on Players
  6635. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6636. break;
  6637. }
  6638. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM )
  6639. break; // Cannot be Used on Emperium
  6640. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6641. clif_skill_estimation(sd, bl);
  6642. if( skill_id == MER_ESTIMATION )
  6643. sd = NULL;
  6644. break;
  6645. case BS_REPAIRWEAPON:
  6646. if(sd && dstsd)
  6647. clif_item_repair_list(sd,dstsd,skill_lv);
  6648. break;
  6649. case MC_IDENTIFY:
  6650. if(sd) {
  6651. clif_item_identify_list(sd);
  6652. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  6653. map_freeblock_unlock();
  6654. return 1;
  6655. }
  6656. else { // consume sp only if succeeded
  6657. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  6658. status_zap(src,0,req.sp);
  6659. }
  6660. }
  6661. break;
  6662. // Weapon Refining [Celest]
  6663. case WS_WEAPONREFINE:
  6664. if(sd)
  6665. clif_item_refine_list(sd);
  6666. break;
  6667. case MC_VENDING:
  6668. if(sd)
  6669. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  6670. if ( !pc_can_give_items(sd) )
  6671. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6672. else {
  6673. sd->state.prevend = 1;
  6674. clif_openvendingreq(sd,2+skill_lv);
  6675. }
  6676. }
  6677. break;
  6678. case AL_TELEPORT:
  6679. case ALL_ODINS_RECALL:
  6680. if(sd)
  6681. {
  6682. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  6683. clif_skill_teleportmessage(sd,0);
  6684. break;
  6685. }
  6686. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  6687. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  6688. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  6689. break;
  6690. }
  6691. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED)
  6692. memset(sd->hd->blockskill, 0, sizeof(hd->blockskill));
  6693. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  6694. {
  6695. if( skill_lv == 1 )
  6696. pc_randomwarp(sd,CLR_TELEPORT);
  6697. else
  6698. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6699. break;
  6700. }
  6701. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6702. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  6703. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  6704. else
  6705. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  6706. } else
  6707. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6708. break;
  6709. case NPC_EXPULSION:
  6710. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6711. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6712. break;
  6713. case AL_HOLYWATER:
  6714. if(sd) {
  6715. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1))
  6716. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6717. else
  6718. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6719. }
  6720. break;
  6721. case TF_PICKSTONE:
  6722. if(sd) {
  6723. unsigned char eflag;
  6724. struct item item_tmp;
  6725. struct block_list tbl;
  6726. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6727. memset(&item_tmp,0,sizeof(item_tmp));
  6728. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  6729. item_tmp.nameid = ITEMID_STONE;
  6730. item_tmp.identify = 1;
  6731. tbl.id = 0;
  6732. // Commented because of duplicate animation [Lemongrass]
  6733. // At the moment this displays the pickup animation a second time
  6734. // If this is required in older clients, we need to add a version check here
  6735. //clif_takeitem(&sd->bl,&tbl);
  6736. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6737. if(eflag) {
  6738. clif_additem(sd,0,0,eflag);
  6739. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  6740. }
  6741. }
  6742. break;
  6743. case ASC_CDP:
  6744. if(sd) {
  6745. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6746. skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1); //Produce a Poison Bottle.
  6747. }
  6748. break;
  6749. case RG_STRIPWEAPON:
  6750. case RG_STRIPSHIELD:
  6751. case RG_STRIPARMOR:
  6752. case RG_STRIPHELM:
  6753. case ST_FULLSTRIP:
  6754. case GC_WEAPONCRUSH:
  6755. case SC_STRIPACCESSARY: {
  6756. unsigned short location = 0;
  6757. int d = 0;
  6758. //Rate in percent
  6759. if ( skill_id == ST_FULLSTRIP ) {
  6760. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6761. } else if( skill_id == SC_STRIPACCESSARY ) {
  6762. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  6763. } else {
  6764. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6765. }
  6766. if (i < 5) i = 5; //Minimum rate 5%
  6767. //Duration in ms
  6768. if( skill_id == GC_WEAPONCRUSH){
  6769. d = skill_get_time(skill_id,skill_lv);
  6770. if(bl->type == BL_PC)
  6771. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  6772. else
  6773. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  6774. }else
  6775. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  6776. if (d < 0) d = 0; //Minimum duration 0ms
  6777. switch (skill_id) {
  6778. case RG_STRIPWEAPON:
  6779. case GC_WEAPONCRUSH:
  6780. location = EQP_WEAPON;
  6781. break;
  6782. case RG_STRIPSHIELD:
  6783. location = EQP_SHIELD;
  6784. break;
  6785. case RG_STRIPARMOR:
  6786. location = EQP_ARMOR;
  6787. break;
  6788. case RG_STRIPHELM:
  6789. location = EQP_HELM;
  6790. break;
  6791. case ST_FULLSTRIP:
  6792. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  6793. break;
  6794. case SC_STRIPACCESSARY:
  6795. location = EQP_ACC;
  6796. break;
  6797. }
  6798. //Special message when trying to use strip on FCP [Jobbie]
  6799. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  6800. {
  6801. clif_gospel_info(sd, 0x28);
  6802. break;
  6803. }
  6804. //Attempts to strip at rate i and duration d
  6805. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  6806. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6807. //Nothing stripped.
  6808. if( sd && !i )
  6809. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6810. break;
  6811. }
  6812. case AM_BERSERKPITCHER:
  6813. case AM_POTIONPITCHER:
  6814. {
  6815. int j,hp = 0,sp = 0;
  6816. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  6817. map_freeblock_unlock();
  6818. return 1;
  6819. }
  6820. if( sd ) {
  6821. int x,bonus=100;
  6822. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  6823. x = skill_lv%11 - 1;
  6824. j = pc_search_inventory(sd, require.itemid[x]);
  6825. if (j < 0 || require.itemid[x] <= 0) {
  6826. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6827. map_freeblock_unlock();
  6828. return 1;
  6829. }
  6830. if (sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[x]) {
  6831. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6832. map_freeblock_unlock();
  6833. return 1;
  6834. }
  6835. if( skill_id == AM_BERSERKPITCHER ) {
  6836. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  6837. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6838. map_freeblock_unlock();
  6839. return 1;
  6840. }
  6841. }
  6842. potion_flag = 1;
  6843. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  6844. potion_target = bl->id;
  6845. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  6846. potion_flag = potion_target = 0;
  6847. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  6848. bonus += sd->status.base_level;
  6849. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  6850. hp = tstatus->max_hp * potion_per_hp / 100;
  6851. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6852. if( dstsd ) {
  6853. sp = dstsd->status.max_sp * potion_per_sp / 100;
  6854. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6855. }
  6856. } else {
  6857. if( potion_hp > 0 ) {
  6858. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6859. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6860. if( dstsd )
  6861. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6862. }
  6863. if( potion_sp > 0 ) {
  6864. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6865. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  6866. if( dstsd )
  6867. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  6868. }
  6869. }
  6870. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  6871. hp += hp * bonus / 100;
  6872. sp += sp * bonus / 100;
  6873. }
  6874. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  6875. hp += hp * j / 100;
  6876. sp += sp * j / 100;
  6877. }
  6878. } else {
  6879. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  6880. switch (skill_lv) {
  6881. case 1: hp = 45; break;
  6882. case 2: hp = 105; break;
  6883. case 3: hp = 175; break;
  6884. default: hp = 325; break;
  6885. }
  6886. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  6887. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6888. if( dstsd )
  6889. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6890. }
  6891. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  6892. hp += hp * j / 100;
  6893. sp += sp * j / 100;
  6894. }
  6895. if (tsc && tsc->count) {
  6896. uint8 penalty = 0;
  6897. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  6898. hp += hp / 10;
  6899. sp += sp / 10;
  6900. }
  6901. if (tsc->data[SC_CRITICALWOUND])
  6902. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  6903. if (tsc->data[SC_DEATHHURT])
  6904. penalty += 20;
  6905. if (tsc->data[SC_NORECOVER_STATE])
  6906. penalty = 100;
  6907. if (penalty > 0) {
  6908. hp -= hp * penalty / 100;
  6909. sp -= sp * penalty / 100;
  6910. }
  6911. }
  6912. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6913. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  6914. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6915. if( sp > 0 )
  6916. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6917. if (tsc) {
  6918. #ifdef RENEWAL
  6919. if (tsc->data[SC_EXTREMITYFIST2])
  6920. sp = 0;
  6921. #endif
  6922. if (tsc->data[SC_NORECOVER_STATE]) {
  6923. hp = 0;
  6924. sp = 0;
  6925. }
  6926. }
  6927. status_heal(bl,hp,sp,0);
  6928. }
  6929. break;
  6930. case AM_CP_WEAPON:
  6931. case AM_CP_SHIELD:
  6932. case AM_CP_ARMOR:
  6933. case AM_CP_HELM:
  6934. {
  6935. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6936. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  6937. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6938. map_freeblock_unlock(); // Don't consume item requirements
  6939. return 0;
  6940. }
  6941. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6942. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6943. }
  6944. break;
  6945. case AM_TWILIGHT1:
  6946. if (sd) {
  6947. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6948. //Prepare 200 White Potions.
  6949. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  6950. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6951. }
  6952. break;
  6953. case AM_TWILIGHT2:
  6954. if (sd) {
  6955. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6956. //Prepare 200 Slim White Potions.
  6957. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  6958. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6959. }
  6960. break;
  6961. case AM_TWILIGHT3:
  6962. if (sd) {
  6963. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  6964. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  6965. if( ebottle >= 0 )
  6966. ebottle = sd->status.inventory[ebottle].amount;
  6967. //check if you can produce all three, if not, then fail:
  6968. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  6969. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  6970. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  6971. || ebottle < 200 //200 empty bottle are required at total.
  6972. ) {
  6973. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6974. break;
  6975. }
  6976. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6977. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  6978. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  6979. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  6980. }
  6981. break;
  6982. case SA_DISPELL:
  6983. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  6984. if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
  6985. break; // Outside PvP it should only affect party members and no skill fail message
  6986. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6987. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  6988. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  6989. || rnd()%100 >= 50+10*skill_lv)
  6990. {
  6991. if (sd)
  6992. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6993. break;
  6994. }
  6995. if(status_isimmune(bl))
  6996. break;
  6997. //Remove bonus_script by Dispell
  6998. if (dstsd)
  6999. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  7000. if(!tsc || !tsc->count)
  7001. break;
  7002. for(i=0;i<SC_MAX;i++) {
  7003. if (!tsc->data[i])
  7004. continue;
  7005. switch (i) {
  7006. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7007. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7008. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7009. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7010. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7011. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7012. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7013. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  7014. case SC_DANCING: case SC_EDP: case SC_AUTOBERSERK:
  7015. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7016. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7017. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7018. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7019. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7020. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7021. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7022. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  7023. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7024. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7025. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7026. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7027. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7028. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7029. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  7030. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  7031. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  7032. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  7033. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  7034. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  7035. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7036. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  7037. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  7038. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  7039. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  7040. case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS:
  7041. case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION:
  7042. case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN:
  7043. case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE:
  7044. case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD:
  7045. case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO:
  7046. case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER:
  7047. case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  7048. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  7049. case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR:
  7050. case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD:
  7051. case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED:
  7052. case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER:
  7053. case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER:
  7054. case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS:
  7055. case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2:
  7056. #ifdef RENEWAL
  7057. case SC_EXTREMITYFIST2:
  7058. #endif
  7059. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  7060. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  7061. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  7062. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  7063. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  7064. case SC_ATTHASTE_CASH: case SC_ARMOR_ELEMENT: case SC_REUSE_REFRESH:
  7065. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  7066. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  7067. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  7068. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  7069. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  7070. case SC_SPRITEMABLE: case SC_BITESCAR:
  7071. continue;
  7072. //bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  7073. case SC_WHISTLE:
  7074. case SC_ASSNCROS:
  7075. case SC_POEMBRAGI:
  7076. case SC_APPLEIDUN:
  7077. case SC_HUMMING:
  7078. case SC_DONTFORGETME:
  7079. case SC_FORTUNE:
  7080. case SC_SERVICE4U:
  7081. if(tsc->data[i]->val4==0)
  7082. continue; //if in song-area don't end it
  7083. break;
  7084. case SC_ASSUMPTIO:
  7085. if( bl->type == BL_MOB )
  7086. continue;
  7087. break;
  7088. }
  7089. 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.
  7090. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  7091. }
  7092. break;
  7093. }
  7094. //Affect all targets on splash area.
  7095. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  7096. src, skill_id, skill_lv, tick, flag|1,
  7097. skill_castend_damage_id);
  7098. break;
  7099. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  7100. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7101. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),2);
  7102. break;
  7103. case TK_HIGHJUMP:
  7104. {
  7105. int x,y, dir = unit_getdir(src);
  7106. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  7107. if( map[src->m].flag.noteleport &&
  7108. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  7109. ) {
  7110. x = src->x;
  7111. y = src->y;
  7112. } else if(dir%2) {
  7113. //Diagonal
  7114. x = src->x + dirx[dir]*(skill_lv*4)/3;
  7115. y = src->y + diry[dir]*(skill_lv*4)/3;
  7116. } else {
  7117. x = src->x + dirx[dir]*skill_lv*2;
  7118. y = src->y + diry[dir]*skill_lv*2;
  7119. }
  7120. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  7121. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  7122. clif_blown(src);
  7123. }
  7124. break;
  7125. case SA_CASTCANCEL:
  7126. case SO_SPELLFIST:
  7127. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7128. unit_skillcastcancel(src,1);
  7129. if(sd) {
  7130. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  7131. if( skill_id == SO_SPELLFIST ){
  7132. sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
  7133. sd->skill_id_old = sd->skill_lv_old = 0;
  7134. break;
  7135. }
  7136. sp = sp * (90 - (skill_lv-1)*20) / 100;
  7137. if(sp < 0) sp = 0;
  7138. status_zap(src, 0, sp);
  7139. }
  7140. break;
  7141. case SA_SPELLBREAKER:
  7142. {
  7143. int sp;
  7144. if(tsc && tsc->data[SC_MAGICROD]) {
  7145. sp = skill_get_sp(skill_id,skill_lv);
  7146. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  7147. if(sp < 1) sp = 1;
  7148. status_heal(bl,0,sp,2);
  7149. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  7150. } else {
  7151. struct unit_data *ud = unit_bl2ud(bl);
  7152. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  7153. if (!ud || ud->skilltimer == INVALID_TIMER)
  7154. break; //Nothing to cancel.
  7155. bl_skill_id = ud->skill_id;
  7156. bl_skill_lv = ud->skill_lv;
  7157. if (tstatus->mode & MD_BOSS)
  7158. { //Only 10% success chance against bosses. [Skotlex]
  7159. if (rnd()%100 < 90)
  7160. {
  7161. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7162. break;
  7163. }
  7164. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  7165. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  7166. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7167. unit_skillcastcancel(bl,0);
  7168. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  7169. status_zap(bl, hp, sp);
  7170. if (hp && skill_lv >= 5)
  7171. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  7172. else
  7173. hp = 0;
  7174. if (sp) //Recover some of the SP used
  7175. sp = sp*(25*(skill_lv-1))/100;
  7176. if(hp || sp)
  7177. status_heal(src, hp, sp, 2);
  7178. }
  7179. }
  7180. break;
  7181. case SA_MAGICROD:
  7182. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  7183. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7184. break;
  7185. case SA_AUTOSPELL:
  7186. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7187. if(sd)
  7188. clif_autospell(sd,skill_lv);
  7189. else {
  7190. int maxlv=1,spellid=0;
  7191. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  7192. if(skill_lv >= 10) {
  7193. spellid = MG_FROSTDIVER;
  7194. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  7195. // maxlv = 10;
  7196. // else
  7197. maxlv = skill_lv - 9;
  7198. }
  7199. else if(skill_lv >=8) {
  7200. spellid = MG_FIREBALL;
  7201. maxlv = skill_lv - 7;
  7202. }
  7203. else if(skill_lv >=5) {
  7204. spellid = MG_SOULSTRIKE;
  7205. maxlv = skill_lv - 4;
  7206. }
  7207. else if(skill_lv >=2) {
  7208. int i_rnd = rnd()%3;
  7209. spellid = spellarray[i_rnd];
  7210. maxlv = skill_lv - 1;
  7211. }
  7212. else if(skill_lv > 0) {
  7213. spellid = MG_NAPALMBEAT;
  7214. maxlv = 3;
  7215. }
  7216. if(spellid > 0)
  7217. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  7218. skill_get_time(SA_AUTOSPELL,skill_lv));
  7219. }
  7220. break;
  7221. case BS_GREED:
  7222. if(sd){
  7223. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7224. map_foreachinrange(skill_greed,bl,
  7225. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  7226. }
  7227. break;
  7228. case SA_ELEMENTWATER:
  7229. case SA_ELEMENTFIRE:
  7230. case SA_ELEMENTGROUND:
  7231. case SA_ELEMENTWIND:
  7232. if(sd && !dstmd) //Only works on monsters.
  7233. break;
  7234. if(tstatus->mode&MD_BOSS)
  7235. break;
  7236. case NPC_ATTRICHANGE:
  7237. case NPC_CHANGEWATER:
  7238. case NPC_CHANGEGROUND:
  7239. case NPC_CHANGEFIRE:
  7240. case NPC_CHANGEWIND:
  7241. case NPC_CHANGEPOISON:
  7242. case NPC_CHANGEHOLY:
  7243. case NPC_CHANGEDARKNESS:
  7244. case NPC_CHANGETELEKINESIS:
  7245. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7246. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7247. skill_get_time(skill_id, skill_lv)));
  7248. break;
  7249. case NPC_CHANGEUNDEAD:
  7250. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  7251. //TO-DO This is ugly, fix it
  7252. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  7253. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7254. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7255. skill_get_time(skill_id, skill_lv)));
  7256. break;
  7257. case NPC_PROVOCATION:
  7258. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7259. if (md) mob_unlocktarget(md, tick);
  7260. break;
  7261. case NPC_KEEPING:
  7262. case NPC_BARRIER:
  7263. {
  7264. int skill_time = skill_get_time(skill_id,skill_lv);
  7265. struct unit_data *ud = unit_bl2ud(bl);
  7266. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7267. sc_start(src,bl,type,100,skill_lv,skill_time))
  7268. && ud) { //Disable attacking/acting/moving for skill's duration.
  7269. ud->attackabletime =
  7270. ud->canact_tick =
  7271. ud->canmove_tick = tick + skill_time;
  7272. }
  7273. }
  7274. break;
  7275. case NPC_REBIRTH:
  7276. if( md && md->state.rebirth )
  7277. break; // only works once
  7278. sc_start(src,bl,type,100,skill_lv,-1);
  7279. break;
  7280. case NPC_DARKBLESSING:
  7281. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7282. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7283. break;
  7284. case NPC_LICK:
  7285. status_zap(bl, 0, 100);
  7286. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7287. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  7288. break;
  7289. case NPC_SUICIDE:
  7290. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7291. status_kill(src); //When suiciding, neither exp nor drops is given.
  7292. break;
  7293. case NPC_SUMMONSLAVE:
  7294. case NPC_SUMMONMONSTER:
  7295. if(md && md->skill_idx >= 0)
  7296. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  7297. break;
  7298. case NPC_CALLSLAVE:
  7299. mob_warpslave(src,MOB_SLAVEDISTANCE);
  7300. break;
  7301. case NPC_RANDOMMOVE:
  7302. if (md) {
  7303. md->next_walktime = tick - 1;
  7304. mob_randomwalk(md,tick);
  7305. }
  7306. break;
  7307. case NPC_SPEEDUP:
  7308. {
  7309. // or does it increase casting rate? just a guess xD
  7310. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  7311. if (i_type > SC_ASPDPOTION3)
  7312. i_type = SC_ASPDPOTION3;
  7313. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7314. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  7315. }
  7316. break;
  7317. case NPC_REVENGE:
  7318. // not really needed... but adding here anyway ^^
  7319. if (md && md->master_id > 0) {
  7320. struct block_list *mbl, *tbl;
  7321. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  7322. (tbl = battle_gettargeted(mbl)) == NULL)
  7323. break;
  7324. md->state.provoke_flag = tbl->id;
  7325. mob_target(md, tbl, sstatus->rhw.range);
  7326. }
  7327. break;
  7328. case NPC_RUN:
  7329. if (md && unit_escape(src, bl, rnd()%10 + 1))
  7330. mob_unlocktarget(md, tick);
  7331. break;
  7332. case NPC_TRANSFORMATION:
  7333. case NPC_METAMORPHOSIS:
  7334. if(md && md->skill_idx >= 0) {
  7335. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  7336. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  7337. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  7338. if (class_) mob_class_change(md, class_);
  7339. }
  7340. break;
  7341. case NPC_EMOTION_ON:
  7342. case NPC_EMOTION:
  7343. //val[0] is the emotion to use.
  7344. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  7345. //val[1] 'sets' the mode
  7346. //val[2] adds to the current mode
  7347. //val[3] removes from the current mode
  7348. //val[4] if set, asks to delete the previous mode change.
  7349. if(md && md->skill_idx >= 0 && tsc)
  7350. {
  7351. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  7352. if(md->db->skill[md->skill_idx].val[4] && tsce)
  7353. status_change_end(bl, type, INVALID_TIMER);
  7354. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  7355. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  7356. mob_unlocktarget(md,tick);
  7357. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  7358. sc_start4(src,src, type, 100, skill_lv,
  7359. md->db->skill[md->skill_idx].val[1],
  7360. md->db->skill[md->skill_idx].val[2],
  7361. md->db->skill[md->skill_idx].val[3],
  7362. skill_get_time(skill_id, skill_lv));
  7363. //Reset aggressive state depending on resulting mode
  7364. md->state.aggressive = md->status.mode&MD_ANGRY?1:0;
  7365. }
  7366. break;
  7367. case NPC_POWERUP:
  7368. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  7369. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7370. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7371. break;
  7372. case NPC_AGIUP:
  7373. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  7374. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7375. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7376. break;
  7377. case NPC_INVISIBLE:
  7378. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  7379. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7380. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  7381. break;
  7382. case NPC_SIEGEMODE:
  7383. // not sure what it does
  7384. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7385. break;
  7386. case WE_MALE: {
  7387. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  7388. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  7389. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  7390. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  7391. }
  7392. }
  7393. break;
  7394. case WE_FEMALE: {
  7395. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  7396. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  7397. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  7398. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  7399. }
  7400. }
  7401. break;
  7402. // parent-baby skills
  7403. case WE_BABY:
  7404. if(sd){
  7405. struct map_session_data *f_sd = pc_get_father(sd);
  7406. struct map_session_data *m_sd = pc_get_mother(sd);
  7407. if( (!f_sd && !m_sd) // if neither was found
  7408. || (sd->status.party_id != 0 && //not in same party
  7409. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  7410. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  7411. ))
  7412. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  7413. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  7414. ) {
  7415. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7416. map_freeblock_unlock();
  7417. return 0;
  7418. }
  7419. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  7420. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7421. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7422. }
  7423. break;
  7424. case PF_HPCONVERSION:
  7425. {
  7426. int hp, sp;
  7427. hp = sstatus->max_hp/10;
  7428. sp = hp * 10 * skill_lv / 100;
  7429. if (!status_charge(src,hp,0)) {
  7430. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7431. break;
  7432. }
  7433. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7434. status_heal(bl,0,sp,2);
  7435. }
  7436. break;
  7437. case MA_REMOVETRAP:
  7438. case HT_REMOVETRAP:
  7439. {
  7440. struct skill_unit* su;
  7441. struct skill_unit_group* sg = NULL;
  7442. su = BL_CAST(BL_SKILL, bl);
  7443. // Mercenaries can remove any trap
  7444. // Players can only remove their own traps or traps on Vs maps.
  7445. 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) )
  7446. {
  7447. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7448. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  7449. { // prevent picking up expired traps
  7450. if( battle_config.skill_removetrap_type )
  7451. { // get back all items used to deploy the trap
  7452. for( i = 0; i < 10; i++ )
  7453. {
  7454. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  7455. {
  7456. int flag2;
  7457. struct item item_tmp;
  7458. memset(&item_tmp,0,sizeof(item_tmp));
  7459. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  7460. item_tmp.identify = 1;
  7461. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  7462. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  7463. clif_additem(sd,0,0,flag2);
  7464. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7465. }
  7466. }
  7467. }
  7468. }
  7469. else
  7470. { // get back 1 trap
  7471. struct item item_tmp;
  7472. memset(&item_tmp,0,sizeof(item_tmp));
  7473. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  7474. item_tmp.identify = 1;
  7475. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  7476. {
  7477. clif_additem(sd,0,0,flag);
  7478. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7479. }
  7480. }
  7481. }
  7482. skill_delunit(su);
  7483. }else if(sd)
  7484. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7485. }
  7486. break;
  7487. case HT_SPRINGTRAP:
  7488. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7489. {
  7490. struct skill_unit *su=NULL;
  7491. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  7492. switch(su->group->unit_id){
  7493. case UNT_ANKLESNARE: // ankle snare
  7494. if (su->group->val2 != 0)
  7495. // if it is already trapping something don't spring it,
  7496. // remove trap should be used instead
  7497. break;
  7498. // otherwise fallthrough to below
  7499. case UNT_BLASTMINE:
  7500. case UNT_SKIDTRAP:
  7501. case UNT_LANDMINE:
  7502. case UNT_SHOCKWAVE:
  7503. case UNT_SANDMAN:
  7504. case UNT_FLASHER:
  7505. case UNT_FREEZINGTRAP:
  7506. case UNT_CLAYMORETRAP:
  7507. case UNT_TALKIEBOX:
  7508. su->group->unit_id = UNT_USED_TRAPS;
  7509. clif_changetraplook(bl, UNT_USED_TRAPS);
  7510. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  7511. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  7512. }
  7513. }
  7514. }
  7515. break;
  7516. case BD_ENCORE:
  7517. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7518. if(sd)
  7519. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  7520. break;
  7521. case AS_SPLASHER:
  7522. if(tstatus->mode&MD_BOSS
  7523. // Renewal dropped the 3/4 hp requirement
  7524. #ifndef RENEWAL
  7525. || tstatus-> hp > tstatus->max_hp*3/4
  7526. #endif
  7527. ) {
  7528. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7529. map_freeblock_unlock();
  7530. return 1;
  7531. }
  7532. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7533. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  7534. #ifndef RENEWAL
  7535. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  7536. #endif
  7537. break;
  7538. case PF_MINDBREAKER:
  7539. {
  7540. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  7541. {
  7542. map_freeblock_unlock();
  7543. return 1;
  7544. }
  7545. if (tsce)
  7546. { //HelloKitty2 (?) explained that this silently fails when target is
  7547. //already inflicted. [Skotlex]
  7548. map_freeblock_unlock();
  7549. return 1;
  7550. }
  7551. //Has a 55% + skill_lv*5% success chance.
  7552. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7553. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  7554. {
  7555. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7556. map_freeblock_unlock();
  7557. return 0;
  7558. }
  7559. unit_skillcastcancel(bl,0);
  7560. if(tsc && tsc->count){
  7561. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7562. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  7563. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7564. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7565. }
  7566. if (dstmd)
  7567. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7568. }
  7569. break;
  7570. case PF_SOULCHANGE:
  7571. {
  7572. unsigned int sp1 = 0, sp2 = 0;
  7573. if (dstmd) {
  7574. if (dstmd->state.soul_change_flag) {
  7575. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7576. break;
  7577. }
  7578. dstmd->state.soul_change_flag = 1;
  7579. sp2 = sstatus->max_sp * 3 /100;
  7580. status_heal(src, 0, sp2, 2);
  7581. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7582. break;
  7583. }
  7584. sp1 = sstatus->sp;
  7585. sp2 = tstatus->sp;
  7586. #ifdef RENEWAL
  7587. sp1 = sp1 / 2;
  7588. sp2 = sp2 / 2;
  7589. if (tsc && tsc->data[SC_EXTREMITYFIST2])
  7590. sp1 = tstatus->sp;
  7591. #endif
  7592. if (tsc && tsc->data[SC_NORECOVER_STATE])
  7593. sp1 = tstatus->sp;
  7594. status_set_sp(src, sp2, 3);
  7595. status_set_sp(bl, sp1, 3);
  7596. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7597. }
  7598. break;
  7599. // Slim Pitcher
  7600. case CR_SLIMPITCHER:
  7601. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  7602. if( dstmd && (dstmd->mob_id == MOBID_EMPERIUM || (dstmd->mob_id >= MOBID_BARRICADE1 && dstmd->mob_id <= MOBID_GUARDIAN_STONE2)) )
  7603. break;
  7604. if (potion_hp || potion_sp) {
  7605. int hp = potion_hp, sp = potion_sp;
  7606. hp = hp * (100 + (tstatus->vit<<1))/100;
  7607. sp = sp * (100 + (tstatus->int_<<1))/100;
  7608. if (dstsd) {
  7609. if (hp)
  7610. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7611. if (sp)
  7612. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7613. }
  7614. if (tsc && tsc->count) {
  7615. uint8 penalty = 0;
  7616. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7617. hp += hp / 10;
  7618. sp += sp / 10;
  7619. }
  7620. if (tsc->data[SC_CRITICALWOUND])
  7621. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7622. if (tsc->data[SC_DEATHHURT])
  7623. penalty += 20;
  7624. if (tsc->data[SC_NORECOVER_STATE])
  7625. penalty = 100;
  7626. if (penalty > 0) {
  7627. hp -= hp * penalty / 100;
  7628. sp -= sp * penalty / 100;
  7629. }
  7630. }
  7631. if(hp > 0)
  7632. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7633. if(sp > 0)
  7634. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7635. status_heal(bl,hp,sp,0);
  7636. }
  7637. break;
  7638. // Full Chemical Protection
  7639. case CR_FULLPROTECTION:
  7640. {
  7641. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7642. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  7643. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  7644. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  7645. continue;
  7646. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  7647. s++;
  7648. }
  7649. if( sd && !s ){
  7650. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7651. map_freeblock_unlock(); // Don't consume item requirements
  7652. return 0;
  7653. }
  7654. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7655. }
  7656. break;
  7657. case RG_CLEANER: //AppleGirl
  7658. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7659. break;
  7660. case CG_LONGINGFREEDOM:
  7661. {
  7662. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  7663. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  7664. {
  7665. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7666. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7667. }
  7668. }
  7669. break;
  7670. case CG_TAROTCARD:
  7671. {
  7672. int count = -1;
  7673. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  7674. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) {
  7675. if( sd )
  7676. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7677. map_freeblock_unlock();
  7678. return 0;
  7679. }
  7680. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  7681. do {
  7682. int eff = rnd() % 14;
  7683. clif_specialeffect(bl, 523 + eff, AREA);
  7684. switch (eff)
  7685. {
  7686. case 0: // heals SP to 0
  7687. status_percent_damage(src, bl, 0, 100, false);
  7688. break;
  7689. case 1: // matk halved
  7690. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7691. break;
  7692. case 2: // all buffs removed
  7693. status_change_clear_buffs(bl,9);
  7694. break;
  7695. case 3: // 1000 damage, random armor destroyed
  7696. {
  7697. status_fix_damage(src, bl, 1000, 0);
  7698. clif_damage(src,bl,tick,0,0,1000,0,DMG_NORMAL,0,false);
  7699. if( !status_isdead(bl) ) {
  7700. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  7701. skill_break_equip(src,bl, where[rnd()%5], 10000, BCT_ENEMY);
  7702. }
  7703. }
  7704. break;
  7705. case 4: // atk halved
  7706. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7707. break;
  7708. case 5: // 2000HP heal, random teleported
  7709. status_heal(src, 2000, 0, 0);
  7710. if( !map_flag_vs(bl->m) )
  7711. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  7712. break;
  7713. case 6: // random 2 other effects
  7714. if (count == -1)
  7715. count = 3;
  7716. else
  7717. count++; //Should not retrigger this one.
  7718. break;
  7719. case 7: // stop freeze or stoned
  7720. {
  7721. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  7722. uint8 rand_eff = rnd()%3;
  7723. sc_start2(src,bl,sc[rand_eff],100,skill_lv,(rand_eff == 2 ? src->id : 0),skill_get_time2(skill_id,skill_lv));
  7724. }
  7725. break;
  7726. case 8: // curse coma and poison
  7727. status_change_start(src, bl, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  7728. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7729. sc_start2(src,bl,SC_POISON,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7730. break;
  7731. case 9: // confusion
  7732. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7733. break;
  7734. case 10: // 6666 damage, atk matk halved, cursed
  7735. status_fix_damage(src, bl, 6666, 0);
  7736. clif_damage(src,bl,tick,0,0,6666,0,DMG_NORMAL,0,false);
  7737. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7738. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7739. sc_start(src,bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
  7740. break;
  7741. case 11: // 4444 damage
  7742. status_fix_damage(src, bl, 4444, 0);
  7743. clif_damage(src,bl,tick,0,0,4444,0,DMG_NORMAL,0,false);
  7744. break;
  7745. case 12: // stun
  7746. sc_start(src,bl,SC_STUN,100,skill_lv,5000);
  7747. break;
  7748. case 13: // atk,matk,hit,flee,def reduced
  7749. sc_start(src,bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7750. sc_start(src,bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7751. sc_start(src,bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7752. sc_start(src,bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7753. sc_start(src,bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7754. break;
  7755. default:
  7756. break;
  7757. }
  7758. } while ((--count) > 0);
  7759. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7760. }
  7761. break;
  7762. case SL_ALCHEMIST:
  7763. case SL_ASSASIN:
  7764. case SL_BARDDANCER:
  7765. case SL_BLACKSMITH:
  7766. case SL_CRUSADER:
  7767. case SL_HUNTER:
  7768. case SL_KNIGHT:
  7769. case SL_MONK:
  7770. case SL_PRIEST:
  7771. case SL_ROGUE:
  7772. case SL_SAGE:
  7773. case SL_SOULLINKER:
  7774. case SL_STAR:
  7775. case SL_SUPERNOVICE:
  7776. case SL_WIZARD:
  7777. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7778. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
  7779. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7780. break;
  7781. }
  7782. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7783. { //Erase death count 1% of the casts
  7784. dstsd->die_counter = 0;
  7785. pc_setglobalreg(dstsd, add_str("PC_DIE_COUNTER"), 0);
  7786. clif_specialeffect(bl, 0x152, AREA);
  7787. //SC_SPIRIT invokes status_calc_pc for us.
  7788. }
  7789. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7790. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7791. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7792. break;
  7793. case SL_HIGH:
  7794. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  7795. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7796. break;
  7797. }
  7798. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7799. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7800. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7801. break;
  7802. case SL_SWOO:
  7803. if (tsce) {
  7804. if(sd)
  7805. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7806. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  7807. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  7808. break;
  7809. }
  7810. case SL_SKA: // [marquis007]
  7811. case SL_SKE:
  7812. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  7813. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7814. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7815. break;
  7816. }
  7817. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7818. if (skill_id == SL_SKE)
  7819. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7820. break;
  7821. // New guild skills [Celest]
  7822. case GD_BATTLEORDER:
  7823. if(flag&1) {
  7824. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7825. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7826. } else if (status_get_guild_id(src)) {
  7827. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7828. map_foreachinrange(skill_area_sub, src,
  7829. skill_get_splash(skill_id, skill_lv), BL_PC,
  7830. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7831. skill_castend_nodamage_id);
  7832. if (sd)
  7833. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7834. }
  7835. break;
  7836. case GD_REGENERATION:
  7837. if(flag&1) {
  7838. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7839. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7840. } else if (status_get_guild_id(src)) {
  7841. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7842. map_foreachinrange(skill_area_sub, src,
  7843. skill_get_splash(skill_id, skill_lv), BL_PC,
  7844. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7845. skill_castend_nodamage_id);
  7846. if (sd)
  7847. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7848. }
  7849. break;
  7850. case GD_RESTORE:
  7851. if(flag&1) {
  7852. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7853. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  7854. } else if (status_get_guild_id(src)) {
  7855. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7856. map_foreachinrange(skill_area_sub, src,
  7857. skill_get_splash(skill_id, skill_lv), BL_PC,
  7858. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7859. skill_castend_nodamage_id);
  7860. if (sd)
  7861. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7862. }
  7863. break;
  7864. case GD_EMERGENCYCALL:
  7865. case GD_ITEMEMERGENCYCALL:
  7866. {
  7867. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  7868. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  7869. uint8 j = 0, calls = 0, called = 0;
  7870. struct guild *g;
  7871. // i don't know if it actually summons in a circle, but oh well. ;P
  7872. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  7873. if (!g)
  7874. break;
  7875. if (skill_id == GD_ITEMEMERGENCYCALL)
  7876. switch (skill_lv) {
  7877. case 1: calls = 7; break;
  7878. case 2: calls = 12; break;
  7879. case 3: calls = 20; break;
  7880. default: calls = 0; break;
  7881. }
  7882. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7883. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  7884. if (j > 8)
  7885. j = 0;
  7886. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  7887. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  7888. continue;
  7889. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  7890. dx[j] = dy[j] = 0;
  7891. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  7892. called++;
  7893. }
  7894. }
  7895. if (sd)
  7896. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7897. }
  7898. break;
  7899. case SG_FEEL:
  7900. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  7901. if (sd) {
  7902. if(!sd->feel_map[skill_lv-1].index)
  7903. clif_feel_req(sd->fd,sd, skill_lv);
  7904. else
  7905. clif_feel_info(sd, skill_lv-1, 1);
  7906. }
  7907. break;
  7908. case SG_HATE:
  7909. if (sd) {
  7910. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7911. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  7912. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7913. }
  7914. break;
  7915. case GS_GLITTERING:
  7916. if(sd) {
  7917. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7918. if(rnd()%100 < (20+10*skill_lv))
  7919. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  7920. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  7921. pc_delspiritball(sd,1,0);
  7922. }
  7923. break;
  7924. case GS_CRACKER:
  7925. /* per official standards, this skill works on players and mobs. */
  7926. if (sd && (dstsd || dstmd))
  7927. {
  7928. i =65 -5*distance_bl(src,bl); //Base rate
  7929. if (i < 30) i = 30;
  7930. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7931. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  7932. }
  7933. break;
  7934. case AM_CALLHOMUN: //[orn]
  7935. if (sd && !hom_call(sd))
  7936. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7937. break;
  7938. case AM_REST:
  7939. if (sd) {
  7940. if (hom_vaporize(sd,HOM_ST_REST))
  7941. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7942. else
  7943. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7944. }
  7945. break;
  7946. case HAMI_CASTLE: //[orn]
  7947. if (src != bl && rnd()%100 < 20 * skill_lv) {
  7948. int x = src->x, y = src->y;
  7949. if (hd)
  7950. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  7951. // Move source
  7952. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  7953. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  7954. clif_blown(src);
  7955. // Move target
  7956. if (unit_movepos(bl,x,y,0,0)) {
  7957. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  7958. clif_blown(bl);
  7959. }
  7960. map_foreachinrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  7961. }
  7962. }
  7963. else if (hd && hd->master) // Failed
  7964. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  7965. else if (sd)
  7966. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7967. break;
  7968. case HVAN_CHAOTIC: //[orn]
  7969. {
  7970. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  7971. int r = rnd()%100;
  7972. i = (skill_lv-1)%5;
  7973. if(r<per[i][0]) //Self
  7974. bl = src;
  7975. else if(r<per[i][1]) //Master
  7976. bl = battle_get_master(src);
  7977. else //Enemy
  7978. bl = map_id2bl(battle_gettarget(src));
  7979. if (!bl) bl = src;
  7980. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  7981. //Eh? why double skill packet?
  7982. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  7983. clif_skill_nodamage(src,bl,skill_id,i,1);
  7984. status_heal(bl, i, 0, 0);
  7985. }
  7986. break;
  7987. //Homun single-target support skills [orn]
  7988. case HAMI_BLOODLUST:
  7989. case HFLI_FLEET:
  7990. case HFLI_SPEED:
  7991. case HLIF_CHANGE:
  7992. case MH_ANGRIFFS_MODUS:
  7993. case MH_GOLDENE_FERSE:
  7994. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7995. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7996. if (hd)
  7997. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7998. break;
  7999. case NPC_DRAGONFEAR:
  8000. if (flag&1) {
  8001. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  8002. int j;
  8003. j = i = rnd()%ARRAYLENGTH(sc);
  8004. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  8005. i++;
  8006. if ( i == ARRAYLENGTH(sc) )
  8007. i = 0;
  8008. if (i == j)
  8009. break;
  8010. }
  8011. break;
  8012. }
  8013. case NPC_WIDEBLEEDING:
  8014. case NPC_WIDECONFUSE:
  8015. case NPC_WIDECURSE:
  8016. case NPC_WIDEFREEZE:
  8017. case NPC_WIDESLEEP:
  8018. case NPC_WIDESILENCE:
  8019. case NPC_WIDESTONE:
  8020. case NPC_WIDESTUN:
  8021. case NPC_SLOWCAST:
  8022. case NPC_WIDEHELLDIGNITY:
  8023. case NPC_WIDEHEALTHFEAR:
  8024. case NPC_WIDEBODYBURNNING:
  8025. case NPC_WIDEFROSTMISTY:
  8026. case NPC_WIDECOLD:
  8027. case NPC_WIDE_DEEP_SLEEP:
  8028. case NPC_WIDESIREN:
  8029. if (flag&1){
  8030. switch ( type ) {
  8031. case SC_BURNING:
  8032. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  8033. break;
  8034. case SC_VOICEOFSIREN:
  8035. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8036. break;
  8037. default:
  8038. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8039. }
  8040. }
  8041. else {
  8042. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8043. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8044. map_foreachinrange(skill_area_sub, bl,
  8045. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8046. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8047. skill_castend_nodamage_id);
  8048. }
  8049. break;
  8050. case NPC_WIDESOULDRAIN:
  8051. if (flag&1)
  8052. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  8053. else {
  8054. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8055. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8056. map_foreachinrange(skill_area_sub, bl,
  8057. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8058. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8059. skill_castend_nodamage_id);
  8060. }
  8061. break;
  8062. case ALL_PARTYFLEE:
  8063. if( sd && !(flag&1) ) {
  8064. if( !sd->status.party_id ) {
  8065. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8066. break;
  8067. }
  8068. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8069. } else
  8070. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8071. break;
  8072. case NPC_TALK:
  8073. case ALL_WEWISH:
  8074. case ALL_CATCRY:
  8075. case ALL_DREAM_SUMMERNIGHT:
  8076. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8077. break;
  8078. case ALL_BUYING_STORE:
  8079. if( sd )
  8080. {// players only, skill allows 5 buying slots
  8081. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  8082. }
  8083. break;
  8084. case RK_ENCHANTBLADE:
  8085. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8086. sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*(status_get_lv(src)/150)+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  8087. break;
  8088. case RK_DRAGONHOWLING:
  8089. if( flag&1)
  8090. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8091. else
  8092. {
  8093. skill_area_temp[2] = 0;
  8094. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8095. map_foreachinrange(skill_area_sub, src,
  8096. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8097. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  8098. skill_castend_nodamage_id);
  8099. }
  8100. break;
  8101. case RK_IGNITIONBREAK:
  8102. case LG_EARTHDRIVE:
  8103. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8104. i = skill_get_splash(skill_id,skill_lv);
  8105. if( skill_id == LG_EARTHDRIVE ) {
  8106. int dummy = 1;
  8107. map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  8108. }
  8109. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  8110. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8111. break;
  8112. case RK_STONEHARDSKIN:
  8113. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  8114. {
  8115. int heal = sstatus->hp / 5; // 20% HP
  8116. if( status_charge(bl,heal,0) )
  8117. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv)));
  8118. else
  8119. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8120. }
  8121. break;
  8122. case RK_REFRESH:
  8123. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  8124. {
  8125. int heal = status_get_max_hp(bl) * 25 / 100;
  8126. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8127. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8128. status_heal(bl,heal,0,1);
  8129. status_change_clear_buffs(bl,4);
  8130. }
  8131. break;
  8132. case RK_MILLENNIUMSHIELD:
  8133. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  8134. {
  8135. int8 rate = rnd()%100;
  8136. int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
  8137. sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
  8138. clif_millenniumshield(bl,shields);
  8139. clif_skill_nodamage(src,bl,skill_id,1,1);
  8140. }
  8141. break;
  8142. case RK_GIANTGROWTH:
  8143. case RK_VITALITYACTIVATION:
  8144. case RK_ABUNDANCE:
  8145. case RK_CRUSHSTRIKE:
  8146. if( sd )
  8147. {
  8148. int lv = 1; // RK_GIANTGROWTH
  8149. if( skill_id == RK_VITALITYACTIVATION )
  8150. lv = 2;
  8151. else if( skill_id == RK_ABUNDANCE )
  8152. lv = 6;
  8153. else if( skill_id == RK_CRUSHSTRIKE )
  8154. lv = 7;
  8155. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  8156. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8157. }
  8158. break;
  8159. case RK_FIGHTINGSPIRIT: {
  8160. // val1: ATKBonus: Caster: 7*PartyMember. Member: 7*PartyMember/4
  8161. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  8162. if( flag&1 ) {
  8163. if( skill_area_temp[1] == bl->id )
  8164. sc_start2(src,bl,type,100,7 * skill_area_temp[0],4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_area_temp[4]);
  8165. else
  8166. sc_start(src,bl,type,100,skill_area_temp[3],skill_area_temp[4]);
  8167. } else {
  8168. if( sd && sd->status.party_id ) {
  8169. skill_area_temp[0] = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
  8170. skill_area_temp[1] = src->id;
  8171. skill_area_temp[3] = 7 * skill_area_temp[0] / 4;
  8172. skill_area_temp[4] = skill_get_time(skill_id,skill_lv);
  8173. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  8174. }
  8175. else
  8176. sc_start2(src,bl,type,100,7,4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  8177. clif_skill_nodamage(src,bl,skill_id,1,1);
  8178. }
  8179. }
  8180. break;
  8181. case RK_LUXANIMA:
  8182. if( !sd || !sd->status.party_id || flag&1 ) {
  8183. if( src == bl ) break;
  8184. while( skill_area_temp[5] >= 0x10 ) {
  8185. type = SC_NONE;
  8186. i = 0;
  8187. if( skill_area_temp[5]&0x10 ) {
  8188. if( dstsd ) {
  8189. i = (rnd()%100 < 50) ? 4 : ((rnd()%100 < 80) ? 3 : 2);
  8190. clif_millenniumshield(bl,i);
  8191. skill_area_temp[5] &= ~0x10;
  8192. type = SC_MILLENNIUMSHIELD;
  8193. }
  8194. } else if( skill_area_temp[5]&0x20 ) {
  8195. i = status_get_max_hp(bl) * 25 / 100;
  8196. status_change_clear_buffs(bl,4);
  8197. skill_area_temp[5] &= ~0x20;
  8198. status_heal(bl,i,0,1);
  8199. type = SC_REFRESH;
  8200. } else if( skill_area_temp[5]&0x40 ) {
  8201. skill_area_temp[5] &= ~0x40;
  8202. type = SC_GIANTGROWTH;
  8203. } else if( skill_area_temp[5]&0x80 ) {
  8204. if( dstsd ) {
  8205. i = sstatus->hp / 5;
  8206. if( status_charge(bl,i,0) )
  8207. type = SC_STONEHARDSKIN;
  8208. skill_area_temp[5] &= ~0x80;
  8209. }
  8210. } else if( skill_area_temp[5]&0x100 ) {
  8211. skill_area_temp[5] &= ~0x100;
  8212. type = SC_VITALITYACTIVATION;
  8213. } else if( skill_area_temp[5]&0x200 ) {
  8214. skill_area_temp[5] &= ~0x200;
  8215. type = SC_ABUNDANCE;
  8216. }
  8217. if( type > SC_NONE )
  8218. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  8219. sc_start4(src,bl,type,100,skill_lv,i,0,1,skill_get_time(skill_id,skill_lv)));
  8220. } //end while
  8221. } else if( sd ) {
  8222. if( tsc && tsc->count ) {
  8223. if( tsc->data[SC_MILLENNIUMSHIELD] ) skill_area_temp[5] |= 0x10;
  8224. if( tsc->data[SC_REFRESH] ) skill_area_temp[5] |= 0x20;
  8225. if( tsc->data[SC_GIANTGROWTH] ) skill_area_temp[5] |= 0x40;
  8226. if( tsc->data[SC_STONEHARDSKIN] ) skill_area_temp[5] |= 0x80;
  8227. if( tsc->data[SC_VITALITYACTIVATION] ) skill_area_temp[5] |= 0x100;
  8228. if( tsc->data[SC_ABUNDANCE] ) skill_area_temp[5] |= 0x200;
  8229. }
  8230. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8231. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  8232. }
  8233. break;
  8234. case GC_ROLLINGCUTTER:
  8235. {
  8236. short count = 1;
  8237. skill_area_temp[2] = 0;
  8238. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  8239. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  8240. { // Every time the skill is casted the status change is reseted adding a counter.
  8241. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  8242. if( count > 10 )
  8243. count = 10; // Max coounter
  8244. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  8245. }
  8246. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  8247. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8248. }
  8249. break;
  8250. case GC_WEAPONBLOCKING:
  8251. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  8252. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  8253. else
  8254. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8255. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8256. break;
  8257. case GC_CREATENEWPOISON:
  8258. if( sd )
  8259. {
  8260. clif_skill_produce_mix_list(sd,skill_id,25);
  8261. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8262. }
  8263. break;
  8264. case GC_POISONINGWEAPON:
  8265. if( sd ) {
  8266. clif_poison_list(sd,skill_lv);
  8267. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8268. }
  8269. break;
  8270. case GC_ANTIDOTE:
  8271. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8272. if( tsc )
  8273. {
  8274. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8275. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8276. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8277. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8278. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8279. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8280. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8281. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  8282. }
  8283. break;
  8284. case GC_PHANTOMMENACE:
  8285. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8286. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8287. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8288. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8289. break;
  8290. case GC_HALLUCINATIONWALK:
  8291. {
  8292. int heal = status_get_max_hp(bl) / 10;
  8293. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  8294. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8295. break;
  8296. }
  8297. if( !status_charge(bl,heal,0) )
  8298. {
  8299. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8300. break;
  8301. }
  8302. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8303. }
  8304. break;
  8305. case AB_ANCILLA:
  8306. if( sd ) {
  8307. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8308. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  8309. }
  8310. break;
  8311. case AB_CLEMENTIA:
  8312. case AB_CANTO:
  8313. {
  8314. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  8315. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  8316. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8317. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  8318. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  8319. else if( sd )
  8320. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8321. }
  8322. break;
  8323. case AB_PRAEFATIO:
  8324. if( !sd || sd->status.party_id == 0 || flag&1 )
  8325. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  8326. else if( sd )
  8327. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8328. break;
  8329. case AB_CHEAL:
  8330. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8331. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  8332. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  8333. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  8334. if( partycount > 1 )
  8335. i += (i / 100) * (partycount * 10) / 4;
  8336. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  8337. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  8338. clif_skill_nodamage(bl, bl, skill_id, i, 1);
  8339. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  8340. i = ~i + 1;
  8341. status_heal(bl, i, 0, 0);
  8342. }
  8343. } else if( sd )
  8344. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8345. break;
  8346. case AB_ORATIO:
  8347. if( flag&1 )
  8348. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8349. else {
  8350. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8351. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8352. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8353. }
  8354. break;
  8355. case AB_LAUDAAGNUS:
  8356. if( flag&1 || !sd || !sd->status.party_id ) {
  8357. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  8358. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  8359. // Success Chance: (40 + 10 * Skill Level) %
  8360. if( rnd()%100 > 40+10*skill_lv ) break;
  8361. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8362. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8363. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8364. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8365. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8366. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8367. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8368. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8369. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8370. } else if( sd )
  8371. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8372. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8373. break;
  8374. case AB_LAUDARAMUS:
  8375. if( flag&1 || !sd || !sd->status.party_id ) {
  8376. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  8377. // Success Chance: (40 + 10 * Skill Level) %
  8378. if( rnd()%100 > 40+10*skill_lv ) break;
  8379. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8380. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8381. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8382. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8383. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8384. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8385. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8386. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8387. } else if( sd )
  8388. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8389. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8390. break;
  8391. case AB_CLEARANCE:
  8392. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  8393. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  8394. break;
  8395. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8396. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  8397. if (sd)
  8398. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8399. break;
  8400. }
  8401. if(status_isimmune(bl))
  8402. break;
  8403. //Remove bonus_script by Clearance
  8404. if (dstsd)
  8405. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  8406. if(!tsc || !tsc->count)
  8407. break;
  8408. for( i = 0; i < SC_MAX; i++ ) {
  8409. if (!tsc->data[i])
  8410. continue;
  8411. switch (i) {
  8412. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  8413. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  8414. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  8415. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  8416. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  8417. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  8418. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  8419. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  8420. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  8421. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  8422. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  8423. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  8424. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  8425. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  8426. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  8427. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  8428. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  8429. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  8430. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  8431. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  8432. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  8433. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  8434. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  8435. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  8436. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  8437. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  8438. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  8439. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  8440. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  8441. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  8442. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  8443. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  8444. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  8445. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  8446. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  8447. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  8448. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  8449. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  8450. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  8451. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  8452. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  8453. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  8454. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  8455. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  8456. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  8457. case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN:
  8458. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  8459. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  8460. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2:
  8461. #ifdef RENEWAL
  8462. case SC_EXTREMITYFIST2:
  8463. #endif
  8464. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  8465. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  8466. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  8467. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  8468. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  8469. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  8470. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  8471. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  8472. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  8473. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  8474. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  8475. case SC_SPRITEMABLE:
  8476. continue;
  8477. case SC_ASSUMPTIO:
  8478. if( bl->type == BL_MOB )
  8479. continue;
  8480. break;
  8481. }
  8482. 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.
  8483. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  8484. }
  8485. break;
  8486. }
  8487. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  8488. break;
  8489. case AB_SILENTIUM:
  8490. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  8491. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8492. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8493. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8494. break;
  8495. case WL_STASIS:
  8496. if (flag&1)
  8497. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8498. else {
  8499. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  8500. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8501. }
  8502. break;
  8503. case WL_WHITEIMPRISON:
  8504. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && !is_boss(bl) )// Should not work with bosses.
  8505. {
  8506. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  8507. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  8508. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  8509. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  8510. if( sd )
  8511. skill_blockpc_start(sd,skill_id,4000);
  8512. if( !(tsc && tsc->data[type]) ){
  8513. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  8514. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8515. if( !i )
  8516. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8517. }
  8518. }else
  8519. if( sd )
  8520. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  8521. break;
  8522. case WL_FROSTMISTY:
  8523. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8524. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  8525. break;
  8526. case WL_JACKFROST:
  8527. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8528. if (battle_config.skill_wall_check)
  8529. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8530. else
  8531. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8532. break;
  8533. case WL_SIENNAEXECRATE:
  8534. if( status_isimmune(bl) || !tsc )
  8535. break;
  8536. if( flag&1 ) {
  8537. if( bl->id == skill_area_temp[1] )
  8538. break; // Already work on this target
  8539. if( tsc && tsc->data[type] )
  8540. status_change_end(bl,type,INVALID_TIMER);
  8541. else
  8542. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8543. } else {
  8544. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  8545. // IroWiki says Rate should be reduced by target stats, but currently unknown
  8546. if( rnd()%100 < rate ) { // Success on First Target
  8547. if( !tsc->data[type] )
  8548. rate = status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8549. else {
  8550. rate = 1;
  8551. status_change_end(bl,type,INVALID_TIMER);
  8552. }
  8553. if( rate ) {
  8554. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8555. skill_area_temp[1] = bl->id;
  8556. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8557. }
  8558. // Doesn't send failure packet if it fails on defense.
  8559. }
  8560. else if( sd ) // Failure on Rate
  8561. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8562. }
  8563. break;
  8564. case WL_SUMMONFB:
  8565. case WL_SUMMONBL:
  8566. case WL_SUMMONWB:
  8567. case WL_SUMMONSTONE:
  8568. {
  8569. short element = 0, sctype = 0, pos = -1;
  8570. struct status_change *sc = status_get_sc(src);
  8571. if( !sc )
  8572. break;
  8573. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) {
  8574. if( !sctype && !sc->data[i] )
  8575. sctype = i; // Take the free SC
  8576. if( sc->data[i] )
  8577. pos = max(sc->data[i]->val2,pos);
  8578. }
  8579. if( !sctype ) {
  8580. if( sd ) // No free slots to put SC
  8581. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  8582. break;
  8583. }
  8584. pos++; // Used in val2 for SC. Indicates the order of this ball
  8585. switch( skill_id ) { // Set val1. The SC element for this ball
  8586. case WL_SUMMONFB: element = WLS_FIRE; break;
  8587. case WL_SUMMONBL: element = WLS_WIND; break;
  8588. case WL_SUMMONWB: element = WLS_WATER; break;
  8589. case WL_SUMMONSTONE: element = WLS_STONE; break;
  8590. }
  8591. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  8592. clif_skill_nodamage(src,bl,skill_id,0,0);
  8593. }
  8594. break;
  8595. case WL_READING_SB:
  8596. if( sd ) {
  8597. struct status_change *sc = status_get_sc(bl);
  8598. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  8599. if( sc && !sc->data[i] )
  8600. break;
  8601. if( i == SC_MAXSPELLBOOK ) {
  8602. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  8603. break;
  8604. }
  8605. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  8606. clif_spellbook_list(sd);
  8607. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8608. }
  8609. break;
  8610. case RA_FEARBREEZE:
  8611. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8612. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8613. break;
  8614. case RA_WUGMASTERY:
  8615. if( sd ) {
  8616. if( !pc_iswug(sd) )
  8617. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8618. else
  8619. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8620. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8621. }
  8622. break;
  8623. case RA_WUGRIDER:
  8624. if( sd ) {
  8625. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  8626. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8627. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  8628. } else if( pc_isridingwug(sd) ) {
  8629. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  8630. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8631. }
  8632. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8633. }
  8634. break;
  8635. case RA_WUGDASH:
  8636. if( tsce ) {
  8637. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  8638. map_freeblock_unlock();
  8639. return 0;
  8640. }
  8641. if( sd && pc_isridingwug(sd) ) {
  8642. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8643. clif_walkok(sd);
  8644. }
  8645. break;
  8646. case RA_SENSITIVEKEEN:
  8647. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8648. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8649. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  8650. break;
  8651. case NC_F_SIDESLIDE:
  8652. case NC_B_SIDESLIDE:
  8653. {
  8654. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  8655. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0);
  8656. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8657. }
  8658. break;
  8659. case NC_SELFDESTRUCTION:
  8660. if( sd ) {
  8661. if( pc_ismadogear(sd) )
  8662. pc_setmadogear(sd, 0);
  8663. skill_area_temp[1] = 0;
  8664. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8665. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  8666. status_set_sp(src, 0, 0);
  8667. skill_clear_unitgroup(src);
  8668. }
  8669. break;
  8670. case NC_ANALYZE:
  8671. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8672. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8673. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  8674. if( sd ) pc_overheat(sd,1);
  8675. break;
  8676. case NC_MAGNETICFIELD:
  8677. clif_skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  8678. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  8679. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  8680. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  8681. if (sd)
  8682. pc_overheat(sd,1);
  8683. break;
  8684. case NC_REPAIR:
  8685. if( sd ) {
  8686. int heal, hp = 0;
  8687. if( !dstsd || !pc_ismadogear(dstsd) ) {
  8688. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  8689. break;
  8690. }
  8691. switch(skill_lv) {
  8692. case 1: hp = 4; break;
  8693. case 2: hp = 7; break;
  8694. case 3: hp = 13; break;
  8695. case 4: hp = 17; break;
  8696. case 5: default: hp = 23; break;
  8697. }
  8698. heal = dstsd->status.max_hp * hp / 100;
  8699. status_heal(bl,heal,0,2);
  8700. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  8701. }
  8702. break;
  8703. case NC_DISJOINT:
  8704. {
  8705. if( bl->type != BL_MOB ) break;
  8706. md = map_id2md(bl->id);
  8707. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8708. status_kill(bl);
  8709. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8710. }
  8711. break;
  8712. case SC_AUTOSHADOWSPELL:
  8713. if( sd ) {
  8714. if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  8715. (sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) )
  8716. {
  8717. sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  8718. clif_autoshadowspell_list(sd);
  8719. clif_skill_nodamage(src,bl,skill_id,1,1);
  8720. }
  8721. else
  8722. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8723. }
  8724. break;
  8725. case SC_SHADOWFORM:
  8726. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8727. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  8728. dstsd->shadowform_id = src->id;
  8729. }
  8730. else if( sd )
  8731. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8732. break;
  8733. case SC_BODYPAINT:
  8734. if( flag&1 ) {
  8735. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  8736. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  8737. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  8738. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  8739. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  8740. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  8741. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  8742. }
  8743. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  8744. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8745. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  8746. } else {
  8747. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8748. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8749. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8750. }
  8751. break;
  8752. case SC_ENERVATION:
  8753. case SC_GROOMY:
  8754. case SC_LAZINESS:
  8755. case SC_UNLUCKY:
  8756. case SC_WEAKNESS:
  8757. if( !(tsc && tsc->data[type]) ) {
  8758. int rate;
  8759. if (is_boss(bl))
  8760. break;
  8761. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8762. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  8763. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8764. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8765. } else if( sd )
  8766. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8767. break;
  8768. case SC_IGNORANCE:
  8769. if( !(tsc && tsc->data[type]) ) {
  8770. int rate;
  8771. if (is_boss(bl))
  8772. break;
  8773. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8774. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  8775. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8776. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8777. int sp = 100 * skill_lv;
  8778. if( dstmd )
  8779. sp = dstmd->level;
  8780. if( !dstmd )
  8781. status_zap(bl, 0, sp);
  8782. status_heal(src, 0, sp / 2, 3);
  8783. } else if( sd )
  8784. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8785. } else if( sd )
  8786. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8787. break;
  8788. case LG_TRAMPLE:
  8789. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8790. if (rnd()%100 < (25 + 25 * skill_lv))
  8791. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8792. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  8793. break;
  8794. case LG_REFLECTDAMAGE:
  8795. if( tsc && tsc->data[type] )
  8796. status_change_end(bl,type,INVALID_TIMER);
  8797. else
  8798. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8799. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8800. break;
  8801. case LG_SHIELDSPELL:
  8802. if (sd) {
  8803. int opt = 0;
  8804. short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
  8805. struct item_data *shield_data = NULL;
  8806. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  8807. shield_data = sd->inventory_data[index];
  8808. if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
  8809. shield_def = shield_mdef = shield_refine = 10;
  8810. else {
  8811. shield_def = shield_data->def;
  8812. shield_mdef = sd->bonus.shieldmdef;
  8813. shield_refine = sd->status.inventory[sd->equip_index[EQI_HAND_L]].refine;
  8814. }
  8815. if (flag&1) {
  8816. sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
  8817. break;
  8818. }
  8819. opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
  8820. switch(skill_lv) {
  8821. case 1: { // DEF Based
  8822. int splashrange = 0;
  8823. #ifdef RENEWAL
  8824. if (shield_def >= 0 && shield_def <= 40)
  8825. #else
  8826. if (shield_def >= 0 && shield_def <= 4)
  8827. #endif
  8828. splashrange = 1;
  8829. #ifdef RENEWAL
  8830. else if (shield_def >= 41 && shield_def <= 80)
  8831. #else
  8832. else if (shield_def >= 5 && shield_def <= 9)
  8833. #endif
  8834. splashrange = 2;
  8835. else
  8836. splashrange = 3;
  8837. switch(opt) {
  8838. case 1: // Splash AoE ATK
  8839. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER);
  8840. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8841. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8842. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  8843. break;
  8844. case 2: // % Damage Reflecting Increase
  8845. #ifdef RENEWAL
  8846. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
  8847. #else
  8848. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
  8849. #endif
  8850. break;
  8851. case 3: // Equipment Attack Increase
  8852. #ifdef RENEWAL
  8853. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
  8854. #else
  8855. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
  8856. #endif
  8857. break;
  8858. }
  8859. }
  8860. break;
  8861. case 2: { // MDEF Based
  8862. int splashrange = 0;
  8863. if (shield_mdef >= 1 && shield_mdef <= 3)
  8864. splashrange = 1;
  8865. else if (shield_mdef >= 4 && shield_mdef <= 5)
  8866. splashrange = 2;
  8867. else
  8868. splashrange = 3;
  8869. switch(opt) {
  8870. case 1: // Splash AoE MATK
  8871. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER);
  8872. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8873. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8874. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8875. break;
  8876. case 2: // Splash AoE Lex Divina
  8877. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
  8878. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8879. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8880. break;
  8881. case 3: // Casts Magnificat.
  8882. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
  8883. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  8884. sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
  8885. break;
  8886. }
  8887. }
  8888. break;
  8889. case 3: // Refine Based
  8890. switch(opt) {
  8891. case 1: // Allows you to break armor at a 100% rate when you do damage.
  8892. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
  8893. break;
  8894. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  8895. #ifdef RENEWAL
  8896. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 10 * status_get_lv(src) / 100,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  8897. #else
  8898. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  8899. #endif
  8900. break;
  8901. case 3: // Recovers HP depending on Shield refine rate.
  8902. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery.
  8903. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
  8904. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  8905. break;
  8906. }
  8907. break;
  8908. }
  8909. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8910. }
  8911. break;
  8912. case LG_PIETY:
  8913. if( flag&1 )
  8914. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8915. else {
  8916. skill_area_temp[2] = 0;
  8917. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  8918. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8919. }
  8920. break;
  8921. case LG_INSPIRATION:
  8922. if( sd && !map[sd->bl.m].flag.noexppenalty && battle_config.exp_cost_inspiration )
  8923. pc_lostexp(sd, u32min(sd->status.base_exp, pc_nextbaseexp(sd) * battle_config.exp_cost_inspiration / 100), 0); // 1% penalty.
  8924. clif_skill_nodamage(bl,src,skill_id,skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8925. break;
  8926. case SR_CURSEDCIRCLE:
  8927. if( flag&1 ) {
  8928. if( is_boss(bl) ) break;
  8929. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  8930. if( bl->type == BL_MOB )
  8931. mob_unlocktarget((TBL_MOB*)bl,gettick());
  8932. clif_bladestop(src, bl->id, 1);
  8933. map_freeblock_unlock();
  8934. return 1;
  8935. }
  8936. } else {
  8937. int count = 0;
  8938. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8939. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  8940. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8941. if( sd ) pc_delspiritball(sd, count, 0);
  8942. clif_skill_nodamage(src, src, skill_id, skill_lv,
  8943. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  8944. }
  8945. break;
  8946. case SR_RAISINGDRAGON:
  8947. if( sd ) {
  8948. short max = 5 + skill_lv;
  8949. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8950. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  8951. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  8952. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  8953. }
  8954. break;
  8955. case SR_ASSIMILATEPOWER:
  8956. if (flag&1) {
  8957. i = 0;
  8958. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  8959. if (dstsd->spiritball > 0) {
  8960. i = dstsd->spiritball;
  8961. pc_delspiritball(dstsd,dstsd->spiritball,0);
  8962. }
  8963. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  8964. i += dstsd->spiritcharm;
  8965. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  8966. }
  8967. }
  8968. if (i)
  8969. status_percent_heal(src, 0, i);
  8970. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  8971. } else {
  8972. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8973. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  8974. }
  8975. break;
  8976. case SR_POWERVELOCITY:
  8977. if( !dstsd )
  8978. break;
  8979. if( sd && dstsd->spiritball <= 5 ) {
  8980. for(i = 0; i <= 5; i++) {
  8981. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  8982. pc_delspiritball(sd, sd->spiritball, 0);
  8983. }
  8984. }
  8985. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8986. break;
  8987. case SR_GENTLETOUCH_CURE:
  8988. {
  8989. int heal;
  8990. if (!dstmd || dstmd->mob_id != MOBID_EMPERIUM || !mob_is_battleground(dstmd)) {
  8991. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  8992. status_heal(bl, heal, 0, 0);
  8993. }
  8994. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  8995. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8996. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8997. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8998. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8999. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9000. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9001. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9002. }
  9003. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9004. }
  9005. break;
  9006. case SR_GENTLETOUCH_ENERGYGAIN:
  9007. case SR_GENTLETOUCH_CHANGE:
  9008. case SR_GENTLETOUCH_REVITALIZE:
  9009. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9010. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9011. break;
  9012. case SR_FLASHCOMBO: {
  9013. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW };
  9014. const int delay[] = { 0, 250, 500, 2000 };
  9015. if (sd)
  9016. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  9017. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9018. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9019. for (i = 0; i < ARRAYLENGTH(combo); i++)
  9020. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  9021. }
  9022. break;
  9023. case WA_SWING_DANCE:
  9024. case WA_MOONLIT_SERENADE:
  9025. case WA_SYMPHONY_OF_LOVER:
  9026. case MI_RUSH_WINDMILL:
  9027. case MI_ECHOSONG:
  9028. if( !sd || !sd->status.party_id || (flag & 1) ) {
  9029. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9030. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  9031. } else if( sd ) {
  9032. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9033. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  9034. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9035. }
  9036. break;
  9037. case MI_HARMONIZE:
  9038. if( src != bl )
  9039. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9040. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9041. break;
  9042. case WM_DEADHILLHERE:
  9043. if( bl->type == BL_PC ) {
  9044. if( !status_isdead(bl) )
  9045. break;
  9046. if( rnd()%100 < 88 + 2 * skill_lv ) {
  9047. int heal = tstatus->sp;
  9048. if( heal <= 0 )
  9049. heal = 1;
  9050. tstatus->hp = heal;
  9051. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  9052. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9053. pc_revive((TBL_PC*)bl,heal,0);
  9054. clif_resurrection(bl,1);
  9055. }
  9056. }
  9057. break;
  9058. case WM_SIRCLEOFNATURE:
  9059. if( flag&1 )
  9060. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9061. else {
  9062. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill_castend_nodamage_id);
  9063. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9064. }
  9065. break;
  9066. case WM_VOICEOFSIREN:
  9067. if (flag&1)
  9068. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  9069. else {
  9070. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster’s Job Level / 2) %
  9071. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  9072. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  9073. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9074. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9075. }
  9076. break;
  9077. case WM_GLOOMYDAY:
  9078. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9079. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  9080. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  9081. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  9082. {
  9083. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9084. break;
  9085. }
  9086. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9087. break;
  9088. case WM_SATURDAY_NIGHT_FEVER:
  9089. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  9090. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM]))
  9091. break;
  9092. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  9093. } else if( flag&2 ) {
  9094. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  9095. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0,false));
  9096. } else if( sd ) {
  9097. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  9098. if( !sd->status.party_id || (rnd()%100 > chance)) {
  9099. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  9100. break;
  9101. }
  9102. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  9103. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  9104. flag |= 2;
  9105. else
  9106. flag |= 1;
  9107. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  9108. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  9109. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  9110. if( flag&2 ) // Dealed here to prevent conflicts
  9111. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0,false));
  9112. }
  9113. break;
  9114. case WM_SONG_OF_MANA:
  9115. case WM_DANCE_WITH_WUG:
  9116. case WM_LERADS_DEW:
  9117. case WM_UNLIMITED_HUMMING_VOICE:
  9118. if( flag&1 ) { // These affect to to all party members near the caster.
  9119. struct status_change *sc = status_get_sc(src);
  9120. if( sc && sc->data[type] ) {
  9121. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  9122. }
  9123. } else if( sd ) {
  9124. if( sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv)) )
  9125. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  9126. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9127. }
  9128. break;
  9129. case WM_MELODYOFSINK:
  9130. case WM_BEYOND_OF_WARCRY:
  9131. if( flag&1 ) {
  9132. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  9133. } else { // These affect to all targets arround the caster.
  9134. if( rnd()%100 < 15 + 5 * skill_lv * 5 * chorusbonus ) {
  9135. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9136. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9137. }
  9138. }
  9139. break;
  9140. case WM_RANDOMIZESPELL:
  9141. if (!skill_improvise_count) {
  9142. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9143. break;
  9144. }
  9145. else {
  9146. int improv_skill_id = 0, improv_skill_lv, checked = 0, checked_max = MAX_SKILL_IMPROVISE_DB*3;
  9147. do {
  9148. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  9149. improv_skill_id = skill_improvise_db[i].skill_id;
  9150. } while( checked++ < checked_max && (improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per) );
  9151. if (!skill_get_index(improv_skill_id)) {
  9152. if (sd)
  9153. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9154. break;
  9155. }
  9156. improv_skill_lv = 4 + skill_lv;
  9157. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9158. if( sd ) {
  9159. sd->state.abra_flag = 2;
  9160. sd->skillitem = improv_skill_id;
  9161. sd->skillitemlv = improv_skill_lv;
  9162. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  9163. } else {
  9164. struct unit_data *ud = unit_bl2ud(src);
  9165. int inf = skill_get_inf(improv_skill_id);
  9166. if (!ud) break;
  9167. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  9168. if (src->type == BL_PET)
  9169. bl = (struct block_list*)((TBL_PET*)src)->master;
  9170. if (!bl) bl = src;
  9171. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  9172. } else {
  9173. int target_id = 0;
  9174. if (ud->target)
  9175. target_id = ud->target;
  9176. else switch (src->type) {
  9177. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  9178. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  9179. }
  9180. if (!target_id)
  9181. break;
  9182. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  9183. bl = map_id2bl(target_id);
  9184. if (!bl) bl = src;
  9185. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  9186. } else
  9187. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  9188. }
  9189. }
  9190. }
  9191. break;
  9192. case RETURN_TO_ELDICASTES:
  9193. case ALL_GUARDIAN_RECALL:
  9194. case ECLAGE_RECALL:
  9195. if( sd )
  9196. {
  9197. short x=0, y=0; // Destiny position.
  9198. unsigned short mapindex=0;
  9199. switch(skill_id){
  9200. default:
  9201. case RETURN_TO_ELDICASTES:
  9202. x = 198;
  9203. y = 187;
  9204. mapindex = mapindex_name2id(MAP_DICASTES);
  9205. break;
  9206. case ALL_GUARDIAN_RECALL:
  9207. x = 44;
  9208. y = 151;
  9209. mapindex = mapindex_name2id(MAP_MORA);
  9210. break;
  9211. case ECLAGE_RECALL:
  9212. x = 47;
  9213. y = 31;
  9214. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  9215. break;
  9216. }
  9217. if(!mapindex)
  9218. { //Given map not found?
  9219. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9220. map_freeblock_unlock();
  9221. return 0;
  9222. }
  9223. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  9224. }
  9225. break;
  9226. case ECL_SNOWFLIP:
  9227. case ECL_PEONYMAMY:
  9228. case ECL_SADAGUI:
  9229. case ECL_SEQUOIADUST:
  9230. switch(skill_id){
  9231. case ECL_SNOWFLIP:
  9232. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9233. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9234. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9235. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9236. break;
  9237. case ECL_PEONYMAMY:
  9238. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9239. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9240. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9241. break;
  9242. case ECL_SADAGUI:
  9243. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9244. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9245. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9246. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  9247. break;
  9248. case ECL_SEQUOIADUST:
  9249. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9250. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9251. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9252. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9253. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9254. break;
  9255. }
  9256. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9257. break;
  9258. case GM_SANDMAN:
  9259. if( tsc ) {
  9260. if( tsc->opt1 == OPT1_SLEEP )
  9261. tsc->opt1 = 0;
  9262. else
  9263. tsc->opt1 = OPT1_SLEEP;
  9264. clif_changeoption(bl);
  9265. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9266. }
  9267. break;
  9268. case SO_ARRULLO:
  9269. {
  9270. int rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
  9271. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9272. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  9273. }
  9274. break;
  9275. case WM_LULLABY_DEEPSLEEP:
  9276. if (flag&1) {
  9277. int rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
  9278. int duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
  9279. sc_start(src, bl, type, rate, skill_lv, duration);
  9280. } else {
  9281. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9282. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9283. }
  9284. break;
  9285. case SO_SUMMON_AGNI:
  9286. case SO_SUMMON_AQUA:
  9287. case SO_SUMMON_VENTUS:
  9288. case SO_SUMMON_TERA:
  9289. if( sd ) {
  9290. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9291. // Remove previous elemental first.
  9292. if( sd->ed )
  9293. elemental_delete(sd->ed);
  9294. // Summoning the new one.
  9295. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9296. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9297. break;
  9298. }
  9299. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9300. }
  9301. break;
  9302. case SO_EL_CONTROL:
  9303. if( sd ) {
  9304. enum e_mode mode = EL_MODE_PASSIVE; // Standard mode.
  9305. if( !sd->ed ) break;
  9306. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9307. elemental_delete(sd->ed);
  9308. break;
  9309. }
  9310. switch( skill_lv ) {// Select mode bassed on skill level used.
  9311. case 2: mode = EL_MODE_ASSIST; break;
  9312. case 3: mode = EL_MODE_AGGRESSIVE; break;
  9313. }
  9314. if( !elemental_change_mode(sd->ed,mode) ) {
  9315. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9316. break;
  9317. }
  9318. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9319. }
  9320. break;
  9321. case SO_EL_ACTION:
  9322. if( sd ) {
  9323. int duration = 3000;
  9324. if( !sd->ed )
  9325. break;
  9326. switch(sd->ed->db->class_) {
  9327. case 2115:case 2124:
  9328. case 2118:case 2121:
  9329. duration = 6000;
  9330. break;
  9331. case 2116:case 2119:
  9332. case 2122:case 2125:
  9333. duration = 9000;
  9334. break;
  9335. }
  9336. sd->skill_id_old = skill_id;
  9337. elemental_action(sd->ed, bl, tick);
  9338. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9339. skill_blockpc_start(sd, skill_id, duration);
  9340. }
  9341. break;
  9342. case SO_EL_CURE:
  9343. if( sd ) {
  9344. struct elemental_data *ed = sd->ed;
  9345. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  9346. int e_hp, e_sp;
  9347. if( !ed ) break;
  9348. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9349. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9350. break;
  9351. }
  9352. e_hp = ed->battle_status.max_hp * 10 / 100;
  9353. e_sp = ed->battle_status.max_sp * 10 / 100;
  9354. status_heal(&ed->bl,e_hp,e_sp,3);
  9355. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9356. }
  9357. break;
  9358. case GN_CHANGEMATERIAL:
  9359. case SO_EL_ANALYSIS:
  9360. if( sd ) {
  9361. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9362. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9363. }
  9364. break;
  9365. case GN_BLOOD_SUCKER:
  9366. {
  9367. struct status_change *sc = status_get_sc(src);
  9368. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  9369. if( tsc && tsc->data[type] ){
  9370. (sc->bs_counter)--;
  9371. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  9372. }
  9373. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9374. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  9375. (sc->bs_counter)++;
  9376. } else if( sd ) {
  9377. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9378. break;
  9379. }
  9380. }
  9381. break;
  9382. case GN_MANDRAGORA:
  9383. if( flag&1 ) {
  9384. int rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  9385. if (rate < 10)
  9386. rate = 10;
  9387. if (bl->type == BL_MOB || (tsc && tsc->data[type]))
  9388. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  9389. if (rnd()%100 < rate) {
  9390. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9391. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9392. }
  9393. } else {
  9394. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  9395. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9396. }
  9397. break;
  9398. case GN_SLINGITEM:
  9399. if( sd ) {
  9400. short ammo_id;
  9401. i = sd->equip_index[EQI_AMMO];
  9402. if( i < 0 )
  9403. break; // No ammo.
  9404. ammo_id = sd->inventory_data[i]->nameid;
  9405. if( ammo_id <= 0 )
  9406. break;
  9407. sd->itemid = ammo_id;
  9408. if( itemdb_is_GNbomb(ammo_id) ) {
  9409. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  9410. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  9411. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9412. else
  9413. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  9414. } else //Otherwise, it fails, shows animation and removes items.
  9415. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  9416. } else if (itemdb_is_GNthrowable(ammo_id)) {
  9417. switch (ammo_id) {
  9418. case ITEMID_MYSTERIOUS_POWDER: //MaxHP -2%
  9419. sc_start(src, bl, SC_MYSTERIOUS_POWDER, 100, 2, 10000);
  9420. break;
  9421. case ITEMID_BOOST500_TO_THROW: //ASPD +10%
  9422. sc_start(src, bl, SC_BOOST500, 100, 10, 500000);
  9423. break;
  9424. case ITEMID_FULL_SWINGK_TO_THROW: //WATK +50
  9425. sc_start(src, bl, SC_FULL_SWING_K, 100, 50, 500000);
  9426. break;
  9427. case ITEMID_MANA_PLUS_TO_THROW: //MATK +50
  9428. sc_start(src, bl, SC_MANA_PLUS, 100, 50, 500000);
  9429. break;
  9430. case ITEMID_CURE_FREE_TO_THROW: //Cures Silence, Bleeding, Poison, Curse, Orcish, Undead, Blind, Confusion, DPoison and heals 500 HP
  9431. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9432. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9433. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9434. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9435. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9436. status_change_end(bl, SC_CHANGEUNDEAD, INVALID_TIMER);
  9437. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9438. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9439. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  9440. status_heal(bl, 500, 0, 0);
  9441. break;
  9442. case ITEMID_STAMINA_UP_M_TO_THROW: //MaxHP +5%
  9443. sc_start(src, bl, SC_MUSTLE_M, 100, 5, 500000);
  9444. break;
  9445. case ITEMID_DIGESTIVE_F_TO_THROW: //MaxSP +5%
  9446. sc_start(src, bl, SC_LIFE_FORCE_F, 100, 5, 500000);
  9447. break;
  9448. case ITEMID_HP_INC_POTS_TO_THROW: //MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  9449. sc_start4(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, status_get_lv(src), 0, 500000);
  9450. status_percent_heal(bl, 1, 0);
  9451. break;
  9452. case ITEMID_HP_INC_POTM_TO_THROW: //MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  9453. sc_start4(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, status_get_lv(src), 0, 500000);
  9454. status_percent_heal(bl, 2, 0);
  9455. break;
  9456. case ITEMID_HP_INC_POTL_TO_THROW: //MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  9457. sc_start4(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, status_get_lv(src), 0, 500000);
  9458. status_percent_heal(bl, 5, 0);
  9459. break;
  9460. case ITEMID_SP_INC_POTS_TO_THROW: //MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  9461. sc_start4(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, status_get_lv(src), 0, 500000);
  9462. status_percent_heal(bl, 0, 2);
  9463. break;
  9464. case ITEMID_SP_INC_POTM_TO_THROW: //MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  9465. sc_start4(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, status_get_lv(src), 0, 500000);
  9466. status_percent_heal(bl, 0, 4);
  9467. break;
  9468. case ITEMID_SP_INC_POTL_TO_THROW: //MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  9469. sc_start4(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, status_get_lv(src), 0, 500000);
  9470. status_percent_heal(bl, 0, 8);
  9471. break;
  9472. case ITEMID_EN_WHITE_POTZ_TO_THROW: //Natural HP Recovery +20% and heals 1000 HP
  9473. sc_start(src, bl, SC_EXTRACT_WHITE_POTION_Z, 100, 20, 500000);
  9474. pc_itemheal((TBL_PC *)bl, ITEMID_EN_WHITE_POTZ_TO_THROW, 1000, 0);
  9475. break;
  9476. case ITEMID_VITATA500_TO_THROW: //Natural SP Recovery +20%, MaxSP +5%, and recovers 200 SP
  9477. sc_start2(src, bl, SC_VITATA_500, 100, 20, 5, 500000);
  9478. pc_itemheal((TBL_PC *)bl, ITEMID_VITATA500_TO_THROW, 0, 200);
  9479. break;
  9480. case ITEMID_EN_CEL_JUICE_TO_THROW: //ASPD +10%
  9481. sc_start(src, bl, SC_EXTRACT_SALAMINE_JUICE, 100, 10, 500000);
  9482. break;
  9483. case ITEMID_SAVAGE_BBQ_TO_THROW: //STR +20
  9484. sc_start(src, bl, SC_SAVAGE_STEAK, 100, 20, 300000);
  9485. break;
  9486. case ITEMID_WUG_COCKTAIL_TO_THROW: //INT +20
  9487. sc_start(src, bl, SC_COCKTAIL_WARG_BLOOD, 100, 20, 300000);
  9488. break;
  9489. case ITEMID_M_BRISKET_TO_THROW: //VIT +20
  9490. sc_start(src, bl, SC_MINOR_BBQ, 100, 20, 300000);
  9491. break;
  9492. case ITEMID_SIROMA_ICETEA_TO_THROW: //DEX +20
  9493. sc_start(src, bl, SC_SIROMA_ICE_TEA, 100, 20, 300000);
  9494. break;
  9495. case ITEMID_DROCERA_STEW_TO_THROW: //AGI +20
  9496. sc_start(src, bl, SC_DROCERA_HERB_STEAMED, 100, 20, 300000);
  9497. break;
  9498. case ITEMID_PETTI_NOODLE_TO_THROW: //LUK +20
  9499. sc_start(src, bl, SC_PUTTI_TAILS_NOODLES, 100, 20, 300000);
  9500. break;
  9501. case ITEMID_BLACK_THING_TO_THROW: //Reduces all stats by random 5 - 10
  9502. sc_start(src, bl, SC_STOMACHACHE, 100, rnd_value(5, 10), 60000);
  9503. break;
  9504. }
  9505. }
  9506. }
  9507. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9508. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  9509. break;
  9510. case GN_MIX_COOKING:
  9511. case GN_MAKEBOMB:
  9512. case GN_S_PHARMACY:
  9513. if( sd ) {
  9514. int qty = 1;
  9515. sd->skill_id_old = skill_id;
  9516. sd->skill_lv_old = skill_lv;
  9517. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  9518. qty = 10;
  9519. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  9520. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9521. }
  9522. break;
  9523. case EL_CIRCLE_OF_FIRE:
  9524. case EL_PYROTECHNIC:
  9525. case EL_HEATER:
  9526. case EL_TROPIC:
  9527. case EL_AQUAPLAY:
  9528. case EL_COOLER:
  9529. case EL_CHILLY_AIR:
  9530. case EL_GUST:
  9531. case EL_BLAST:
  9532. case EL_WILD_STORM:
  9533. case EL_PETROLOGY:
  9534. case EL_CURSED_SOIL:
  9535. case EL_UPHEAVAL:
  9536. case EL_FIRE_CLOAK:
  9537. case EL_WATER_DROP:
  9538. case EL_WIND_CURTAIN:
  9539. case EL_SOLID_SKIN:
  9540. case EL_STONE_SHIELD:
  9541. case EL_WIND_STEP: {
  9542. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9543. if( ele ) {
  9544. sc_type type2 = (sc_type)(type-1);
  9545. struct status_change *sc = status_get_sc(&ele->bl);
  9546. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9547. elemental_clean_single_effect(ele, skill_id);
  9548. } else {
  9549. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9550. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9551. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  9552. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,0);
  9553. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9554. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9555. }
  9556. }
  9557. }
  9558. break;
  9559. case EL_FIRE_MANTLE:
  9560. case EL_WATER_BARRIER:
  9561. case EL_ZEPHYR:
  9562. case EL_POWER_OF_GAIA:
  9563. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9564. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  9565. break;
  9566. case EL_WATER_SCREEN: {
  9567. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9568. if( ele ) {
  9569. struct status_change *sc = status_get_sc(&ele->bl);
  9570. sc_type type2 = (sc_type)(type-1);
  9571. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9572. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9573. elemental_clean_single_effect(ele, skill_id);
  9574. } else {
  9575. // This not heals at the end.
  9576. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9577. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9578. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  9579. }
  9580. }
  9581. }
  9582. break;
  9583. case KO_KAHU_ENTEN:
  9584. case KO_HYOUHU_HUBUKI:
  9585. case KO_KAZEHU_SEIRAN:
  9586. case KO_DOHU_KOUKAI:
  9587. if (sd) {
  9588. int ele_type = skill_get_ele(skill_id,skill_lv);
  9589. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9590. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  9591. }
  9592. break;
  9593. case KO_ZANZOU:
  9594. if(sd){
  9595. struct mob_data *md2;
  9596. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  9597. if( md2 )
  9598. {
  9599. md2->master_id = src->id;
  9600. md2->special_state.ai = AI_ZANZOU;
  9601. if( md2->deletetimer != INVALID_TIMER )
  9602. delete_timer(md2->deletetimer, mob_timer_delete);
  9603. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  9604. mob_spawn( md2 );
  9605. pc_setinvincibletimer(sd,500);// unlock target lock
  9606. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9607. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  9608. }
  9609. }
  9610. break;
  9611. case KO_KYOUGAKU:
  9612. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  9613. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9614. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9615. }else if( sd )
  9616. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9617. break;
  9618. case KO_JYUSATSU:
  9619. if( dstsd && tsc && !tsc->data[type] &&
  9620. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  9621. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9622. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  9623. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  9624. if( status_get_lv(bl) <= status_get_lv(src) )
  9625. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  9626. }else if( sd )
  9627. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9628. break;
  9629. case KO_GENWAKU:
  9630. if ((dstsd || dstmd) && !(tstatus->mode&MD_PLANT) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  9631. int x = src->x, y = src->y;
  9632. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  9633. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9634. break;
  9635. }
  9636. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  9637. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  9638. if (!is_boss(bl))
  9639. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  9640. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  9641. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9642. clif_blown(src);
  9643. if (!is_boss(bl) && unit_movepos(bl,x,y,0,0)) {
  9644. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  9645. clif_sitting(bl); //Avoid sitting sync problem
  9646. clif_blown(bl);
  9647. }
  9648. }
  9649. }
  9650. break;
  9651. case OB_AKAITSUKI:
  9652. case OB_OBOROGENSOU:
  9653. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  9654. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  9655. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9656. break;
  9657. }
  9658. case KO_IZAYOI:
  9659. case OB_ZANGETSU:
  9660. case KG_KYOMU:
  9661. case KG_KAGEMUSYA:
  9662. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9663. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9664. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9665. break;
  9666. case KG_KAGEHUMI:
  9667. if( flag&1 ){
  9668. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  9669. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  9670. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  9671. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9672. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9673. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9674. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9675. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9676. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9677. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  9678. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9679. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  9680. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9681. }
  9682. if( skill_area_temp[2] == 1 ){
  9683. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9684. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9685. }
  9686. }else{
  9687. skill_area_temp[2] = 0;
  9688. if (battle_config.skill_wall_check)
  9689. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  9690. else
  9691. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  9692. }
  9693. break;
  9694. case MH_SILENT_BREEZE:
  9695. {
  9696. int heal = 5 * status_get_lv(&hd->bl) +
  9697. #ifdef RENEWAL
  9698. status_base_matk(bl, &hd->battle_status, status_get_lv(&hd->bl));
  9699. #else
  9700. status_base_matk_min(&hd->battle_status);
  9701. #endif
  9702. //Silences the homunculus and target
  9703. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9704. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9705. //Recover the target's HP
  9706. status_heal(bl,heal,0,3);
  9707. //Removes these SC from target
  9708. if (tsc) {
  9709. const enum sc_type scs[] = {
  9710. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  9711. };
  9712. for (i = 0; i < ARRAYLENGTH(scs); i++)
  9713. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  9714. }
  9715. if (hd)
  9716. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9717. }
  9718. break;
  9719. case MH_OVERED_BOOST:
  9720. if (hd) {
  9721. struct block_list *s_bl = battle_get_master(src);
  9722. if(hd->homunculus.hunger>50) //reduce hunger
  9723. hd->homunculus.hunger = hd->homunculus.hunger/2;
  9724. else
  9725. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  9726. if(s_bl && s_bl->type==BL_PC) {
  9727. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  9728. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  9729. sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  9730. }
  9731. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9732. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9733. }
  9734. break;
  9735. case MH_GRANITIC_ARMOR:
  9736. case MH_PYROCLASTIC:
  9737. if(hd) {
  9738. struct block_list *s_bl = battle_get_master(src);
  9739. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  9740. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9741. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9742. }
  9743. break;
  9744. case MH_LIGHT_OF_REGENE: //self
  9745. if(hd) {
  9746. struct block_list *s_bl = battle_get_master(src);
  9747. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9748. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9749. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_NEUTRAL); //change to neutral
  9750. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy/100); //refresh intimacy info
  9751. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9752. }
  9753. break;
  9754. case MH_STYLE_CHANGE:
  9755. if(hd){
  9756. struct status_change_entry *sce;
  9757. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  9758. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  9759. else sce->val1 = MH_MD_FIGHTING;
  9760. if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) {
  9761. char output[128];
  9762. safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  9763. clif_colormes(hd->master->fd, color_table[COLOR_RED], output);
  9764. }
  9765. }
  9766. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  9767. }
  9768. break;
  9769. case MH_MAGMA_FLOW:
  9770. case MH_PAIN_KILLER:
  9771. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9772. if (hd)
  9773. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9774. break;
  9775. case MH_SUMMON_LEGION: {
  9776. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  9777. int qty[5] = {3 , 3 , 4 , 4 , 5};
  9778. struct mob_data *sum_md;
  9779. int i_slave,c=0;
  9780. int maxcount = qty[skill_lv-1];
  9781. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  9782. if(c >= maxcount) return 0; //max qty already spawned
  9783. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  9784. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  9785. if (sum_md) {
  9786. sum_md->master_id = src->id;
  9787. sum_md->special_state.ai = AI_LEGION;
  9788. if (sum_md->deletetimer != INVALID_TIMER)
  9789. delete_timer(sum_md->deletetimer, mob_timer_delete);
  9790. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  9791. mob_spawn(sum_md); //Now it is ready for spawning.
  9792. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  9793. }
  9794. }
  9795. if (hd)
  9796. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9797. }
  9798. break;
  9799. case RL_RICHS_COIN:
  9800. if (sd) {
  9801. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9802. for (i = 0; i < 10; i++)
  9803. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9804. }
  9805. break;
  9806. case RL_C_MARKER:
  9807. if (sd) {
  9808. // If marked by someone else, failed
  9809. if (tsce && tsce->val2 != src->id) {
  9810. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9811. break;
  9812. }
  9813. // Check if marked before
  9814. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  9815. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9816. // Find empty slot
  9817. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  9818. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9819. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9820. break;
  9821. }
  9822. }
  9823. sd->c_marker[i] = bl->id;
  9824. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9825. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9826. }
  9827. // If mob casts this, at least SC_C_MARKER as debuff
  9828. else {
  9829. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9830. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9831. }
  9832. break;
  9833. case RL_D_TAIL:
  9834. if (sd) {
  9835. if (battle_config.skill_wall_check)
  9836. skill_area_temp[0] = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9837. else
  9838. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9839. if (!skill_area_temp[0]) {
  9840. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9841. break;
  9842. }
  9843. }
  9844. if (battle_config.skill_wall_check)
  9845. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|1, skill_castend_damage_id);
  9846. else
  9847. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|1, skill_castend_damage_id);
  9848. skill_area_temp[0] = 0;
  9849. break;
  9850. case RL_QD_SHOT:
  9851. if (sd) {
  9852. skill_area_temp[1] = bl->id;
  9853. // Check surrounding
  9854. if (battle_config.skill_wall_check)
  9855. skill_area_temp[0] = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9856. else
  9857. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9858. if (skill_area_temp[0])
  9859. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9860. // Main target always receives damage
  9861. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9862. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  9863. if (tsc && tsc->data[SC_C_MARKER])
  9864. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  9865. }
  9866. else {
  9867. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9868. if (battle_config.skill_wall_check)
  9869. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9870. else
  9871. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9872. }
  9873. skill_area_temp[0] = 0;
  9874. skill_area_temp[1] = 0;
  9875. break;
  9876. case RL_FLICKER:
  9877. if (sd) {
  9878. int16 splash = skill_get_splash(skill_id, skill_lv);
  9879. sd->flicker = true;
  9880. skill_area_temp[1] = 0;
  9881. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9882. // Detonate RL_B_TRAP
  9883. if ((i = pc_checkskill(sd, RL_B_TRAP))) {
  9884. map_foreachinrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  9885. }
  9886. // Detonate RL_H_MINE
  9887. if ((i = pc_checkskill(sd, RL_H_MINE)))
  9888. map_foreachinrange(skill_area_sub, src, splash, BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  9889. sd->flicker = false;
  9890. }
  9891. break;
  9892. case SO_ELEMENTAL_SHIELD:
  9893. if (!sd || sd->status.party_id == 0 || flag&1) {
  9894. if (sd && sd->status.party_id == 0) {
  9895. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9896. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9897. elemental_delete(sd->ed);
  9898. }
  9899. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  9900. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  9901. }
  9902. else {
  9903. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9904. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9905. elemental_delete(sd->ed);
  9906. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id,skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9907. }
  9908. break;
  9909. case SU_HIDE:
  9910. if (tsce) {
  9911. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9912. status_change_end(bl, type, INVALID_TIMER);
  9913. map_freeblock_unlock();
  9914. return 0;
  9915. }
  9916. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9917. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9918. break;
  9919. case SU_TUNABELLY:
  9920. {
  9921. int heal;
  9922. if (!dstmd || dstmd->mob_id != MOBID_EMPERIUM || !mob_is_battleground(dstmd)) {
  9923. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  9924. status_heal(bl, heal, 0, 0);
  9925. }
  9926. clif_skill_nodamage(src, bl, skill_id, heal, 1);
  9927. }
  9928. break;
  9929. case SU_BUNCHOFSHRIMP:
  9930. if (sd == NULL || sd->status.party_id == 0 || flag&1)
  9931. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9932. else if (sd)
  9933. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9934. break;
  9935. default:
  9936. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  9937. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9938. map_freeblock_unlock();
  9939. return 1;
  9940. }
  9941. if (skill_id != SR_CURSEDCIRCLE) {
  9942. struct status_change *sc = status_get_sc(src);
  9943. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  9944. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9945. }
  9946. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  9947. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  9948. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  9949. }
  9950. if( sd && !(flag&1) )
  9951. {// ensure that the skill last-cast tick is recorded
  9952. sd->canskill_tick = gettick();
  9953. if( sd->state.arrow_atk )
  9954. {// consume arrow on last invocation to this skill.
  9955. battle_consume_ammo(sd, skill_id, skill_lv);
  9956. }
  9957. skill_onskillusage(sd, bl, skill_id, tick);
  9958. // perform skill requirement consumption
  9959. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9960. }
  9961. map_freeblock_unlock();
  9962. return 0;
  9963. }
  9964. /**
  9965. * Checking that causing skill failed
  9966. * @param src Caster
  9967. * @param target Target
  9968. * @param skill_id
  9969. * @param skill_lv
  9970. * @return -1 success, others are failed @see enum useskill_fail_cause.
  9971. **/
  9972. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  9973. int inf = skill_get_inf(skill_id);
  9974. int inf2 = skill_get_inf2(skill_id);
  9975. struct status_change *tsc = status_get_sc(target);
  9976. switch (skill_id) {
  9977. case AL_HEAL:
  9978. case AL_INCAGI:
  9979. case AL_DECAGI:
  9980. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  9981. case AB_RENOVATIO:
  9982. case AB_HIGHNESSHEAL:
  9983. if (tsc && tsc->option&OPTION_MADOGEAR)
  9984. return USESKILL_FAIL_TOTARGET;
  9985. break;
  9986. case RG_BACKSTAP:
  9987. {
  9988. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  9989. if (check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir))
  9990. return USESKILL_FAIL_MAX;
  9991. }
  9992. break;
  9993. case PR_TURNUNDEAD:
  9994. {
  9995. struct status_data *tstatus = status_get_status_data(target);
  9996. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  9997. return USESKILL_FAIL_MAX;
  9998. }
  9999. break;
  10000. case PR_LEXDIVINA:
  10001. case MER_LEXDIVINA:
  10002. {
  10003. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  10004. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE])) {
  10005. clif_skill_nodamage (src, target, skill_id, skill_lv, 0);
  10006. return USESKILL_FAIL_MAX;
  10007. }
  10008. }
  10009. break;
  10010. case RA_WUGSTRIKE:
  10011. // Check if path can be reached
  10012. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  10013. return USESKILL_FAIL_MAX;
  10014. break;
  10015. case MG_NAPALMBEAT:
  10016. case MG_FIREBALL:
  10017. case HT_BLITZBEAT:
  10018. case AS_GRIMTOOTH:
  10019. case MO_COMBOFINISH:
  10020. case NC_VULCANARM:
  10021. case SR_TIGERCANNON:
  10022. // These can damage traps, but can't target traps directly
  10023. if (target->type == BL_SKILL) {
  10024. TBL_SKILL *su = (TBL_SKILL*)target;
  10025. if (!su || !su->group)
  10026. return USESKILL_FAIL_MAX;
  10027. if (skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  10028. return USESKILL_FAIL_MAX;
  10029. }
  10030. break;
  10031. }
  10032. if (inf&INF_ATTACK_SKILL ||
  10033. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  10034. ) // Casted through combo.
  10035. inf = BCT_ENEMY; //Offensive skill.
  10036. else if (inf2&INF2_NO_ENEMY)
  10037. inf = BCT_NOENEMY;
  10038. else
  10039. inf = 0;
  10040. if (inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
  10041. inf |=
  10042. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  10043. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  10044. //Remove neutral targets (but allow enemy if skill is designed to be so)
  10045. inf &= ~BCT_NEUTRAL;
  10046. }
  10047. switch (skill_id) {
  10048. // Cannot be casted to Emperium
  10049. case SL_SKE:
  10050. case SL_SKA:
  10051. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  10052. return USESKILL_FAIL_MAX;
  10053. break;
  10054. // Still can be casted to party member in normal map
  10055. case RK_PHANTOMTHRUST:
  10056. case AB_CLEARANCE:
  10057. if (target->type != BL_MOB && !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0)
  10058. return USESKILL_FAIL_MAX;
  10059. inf |= BCT_PARTY;
  10060. break;
  10061. }
  10062. if (inf && battle_check_target(src, target, inf) <= 0)
  10063. return USESKILL_FAIL_LEVEL;
  10064. // Fogwall makes all offensive-type targetted skills fail at 75%
  10065. // Jump Kick can still fail even though you can jump to friendly targets.
  10066. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  10067. return USESKILL_FAIL_LEVEL;
  10068. return -1;
  10069. }
  10070. /**
  10071. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  10072. * @param tid
  10073. * @param tick
  10074. * @param data
  10075. **/
  10076. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  10077. {
  10078. struct block_list *target, *src;
  10079. struct map_session_data *sd;
  10080. struct mob_data *md;
  10081. struct unit_data *ud;
  10082. struct status_change *sc = NULL;
  10083. int flag = 0;
  10084. src = map_id2bl(id);
  10085. if( src == NULL )
  10086. {
  10087. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  10088. return 0;// not found
  10089. }
  10090. ud = unit_bl2ud(src);
  10091. if( ud == NULL )
  10092. {
  10093. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  10094. return 0;// ???
  10095. }
  10096. sd = BL_CAST(BL_PC, src);
  10097. md = BL_CAST(BL_MOB, src);
  10098. if( src->prev == NULL ) {
  10099. ud->skilltimer = INVALID_TIMER;
  10100. return 0;
  10101. }
  10102. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  10103. if( ud->skilltimer != tid ) {
  10104. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  10105. ud->skilltimer = INVALID_TIMER;
  10106. return 0;
  10107. }
  10108. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  10109. {// restore original walk speed
  10110. ud->skilltimer = INVALID_TIMER;
  10111. status_calc_bl(&sd->bl, SCB_SPEED);
  10112. }
  10113. ud->skilltimer = INVALID_TIMER;
  10114. }
  10115. if (ud->skilltarget == id)
  10116. target = src;
  10117. else
  10118. target = map_id2bl(ud->skilltarget);
  10119. // Use a do so that you can break out of it when the skill fails.
  10120. do {
  10121. bool fail = false;
  10122. int8 res = USESKILL_FAIL_LEVEL;
  10123. if (!target || target->prev == NULL)
  10124. break;
  10125. if (src->m != target->m || status_isdead(src))
  10126. break;
  10127. //These should become skill_castend_pos
  10128. switch (ud->skill_id) {
  10129. case WE_CALLPARTNER:
  10130. if (sd)
  10131. clif_callpartner(sd);
  10132. case WE_CALLPARENT:
  10133. if (sd) {
  10134. struct map_session_data *f_sd = pc_get_father(sd);
  10135. struct map_session_data *m_sd = pc_get_mother(sd);
  10136. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  10137. fail = true;
  10138. break;
  10139. }
  10140. }
  10141. case WE_CALLBABY:
  10142. if (sd) {
  10143. struct map_session_data *c_sd = pc_get_child(sd);
  10144. if (c_sd && c_sd->state.autotrade) {
  10145. fail = true;
  10146. break;
  10147. }
  10148. }
  10149. case AM_RESURRECTHOMUN:
  10150. case PF_SPIDERWEB:
  10151. {
  10152. //Find a random spot to place the skill. [Skotlex]
  10153. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  10154. ud->skillx = target->x + splash;
  10155. ud->skilly = target->y + splash;
  10156. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  10157. ud->skillx = target->x;
  10158. ud->skilly = target->y;
  10159. }
  10160. ud->skilltimer = tid;
  10161. return skill_castend_pos(tid,tick,id,data);
  10162. }
  10163. case GN_WALLOFTHORN:
  10164. case SC_ESCAPE:
  10165. case SU_CN_POWDERING:
  10166. case SU_SV_ROOTTWIST:
  10167. ud->skillx = target->x;
  10168. ud->skilly = target->y;
  10169. ud->skilltimer = tid;
  10170. return skill_castend_pos(tid,tick,id,data);
  10171. }
  10172. // Failing
  10173. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  10174. if (sd && res != USESKILL_FAIL_MAX)
  10175. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  10176. break;
  10177. }
  10178. //Avoid doing double checks for instant-cast skills.
  10179. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  10180. break;
  10181. if(md) {
  10182. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10183. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10184. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10185. }
  10186. if (src != target && battle_config.skill_add_range &&
  10187. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  10188. {
  10189. if (sd) {
  10190. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10191. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  10192. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10193. }
  10194. break;
  10195. }
  10196. #ifdef OFFICIAL_WALKPATH
  10197. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  10198. {
  10199. if (sd) {
  10200. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10201. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  10202. }
  10203. break;
  10204. }
  10205. #endif
  10206. if( sd )
  10207. {
  10208. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10209. break;
  10210. else
  10211. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10212. }
  10213. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10214. break;
  10215. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  10216. ud->state.running = 0;
  10217. status_change_end(src, SC_RUN, INVALID_TIMER);
  10218. flag = 1;
  10219. }
  10220. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  10221. unit_stop_walking(src,1);
  10222. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10223. ud->canact_tick = max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10224. if (sd) { //Cooldown application
  10225. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  10226. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10227. }
  10228. if( battle_config.display_status_timers && sd )
  10229. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10230. if( sd )
  10231. {
  10232. switch( ud->skill_id )
  10233. {
  10234. case GS_DESPERADO:
  10235. case RL_FIREDANCE:
  10236. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  10237. break;
  10238. case CR_GRANDCROSS:
  10239. case NPC_GRANDDARKNESS:
  10240. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  10241. {
  10242. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  10243. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  10244. break;
  10245. }
  10246. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  10247. break;
  10248. }
  10249. }
  10250. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  10251. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10252. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10253. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  10254. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  10255. map_freeblock_lock();
  10256. // only normal attack and auto cast skills benefit from its bonuses
  10257. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  10258. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  10259. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  10260. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10261. else
  10262. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10263. sc = status_get_sc(src);
  10264. if(sc && sc->count) {
  10265. if(sc->data[SC_SPIRIT] &&
  10266. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  10267. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  10268. ud->skill_id != WZ_WATERBALL)
  10269. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  10270. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  10271. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  10272. }
  10273. if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  10274. sd->skillitem = sd->skillitemlv = 0;
  10275. if (ud->skilltimer == INVALID_TIMER) {
  10276. if(md) md->skill_idx = -1;
  10277. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  10278. ud->skill_lv = ud->skilltarget = 0;
  10279. }
  10280. map_freeblock_unlock();
  10281. return 1;
  10282. } while(0);
  10283. //Skill failed.
  10284. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  10285. { //When Asura fails... (except when it fails from Wall of Fog)
  10286. //Consume SP/spheres
  10287. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  10288. status_set_sp(src, 0, 0);
  10289. sc = &sd->sc;
  10290. if (sc->count)
  10291. { //End states
  10292. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  10293. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  10294. #ifdef RENEWAL
  10295. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  10296. #endif
  10297. }
  10298. if( target && target->m == src->m ) { //Move character to target anyway.
  10299. short x, y;
  10300. short dir = map_calc_dir(src,target->x,target->y);
  10301. //Move 3 cells (From Caster)
  10302. if( dir > 0 && dir < 4 )
  10303. x = -3;
  10304. else if( dir > 4 )
  10305. x = 3;
  10306. else
  10307. x = 0;
  10308. if( dir > 2 && dir < 6 )
  10309. y = -3;
  10310. else if( dir == 7 || dir < 2 )
  10311. y = 3;
  10312. else
  10313. y = 0;
  10314. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  10315. clif_blown(src);
  10316. clif_spiritball(src);
  10317. }
  10318. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,5);
  10319. }
  10320. }
  10321. ud->skill_id = ud->skilltarget = 0;
  10322. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10323. ud->canact_tick = tick;
  10324. //You can't place a skill failed packet here because it would be
  10325. //sent in ALL cases, even cases where skill_check_condition fails
  10326. //which would lead to double 'skill failed' messages u.u [Skotlex]
  10327. if(sd)
  10328. sd->skillitem = sd->skillitemlv = 0;
  10329. else if(md)
  10330. md->skill_idx = -1;
  10331. return 0;
  10332. }
  10333. /*==========================================
  10334. *
  10335. *------------------------------------------*/
  10336. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  10337. {
  10338. struct block_list* src = map_id2bl(id);
  10339. struct map_session_data *sd;
  10340. struct unit_data *ud = unit_bl2ud(src);
  10341. struct mob_data *md;
  10342. nullpo_ret(ud);
  10343. sd = BL_CAST(BL_PC , src);
  10344. md = BL_CAST(BL_MOB, src);
  10345. if( src->prev == NULL ) {
  10346. ud->skilltimer = INVALID_TIMER;
  10347. return 0;
  10348. }
  10349. if( ud->skilltimer != tid )
  10350. {
  10351. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  10352. ud->skilltimer = INVALID_TIMER;
  10353. return 0;
  10354. }
  10355. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  10356. {// restore original walk speed
  10357. ud->skilltimer = INVALID_TIMER;
  10358. status_calc_bl(&sd->bl, SCB_SPEED);
  10359. }
  10360. ud->skilltimer = INVALID_TIMER;
  10361. do {
  10362. int maxcount=0;
  10363. if( status_isdead(src) )
  10364. break;
  10365. if( !(src->type&battle_config.skill_reiteration) &&
  10366. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  10367. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  10368. )
  10369. {
  10370. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_DUPLICATE_RANGEIN,0);
  10371. break;
  10372. }
  10373. if( src->type&battle_config.skill_nofootset &&
  10374. skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  10375. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  10376. )
  10377. {
  10378. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10379. break;
  10380. }
  10381. if( src->type&battle_config.land_skill_limit &&
  10382. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  10383. ) {
  10384. int i;
  10385. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  10386. if(ud->skillunit[i]->skill_id == ud->skill_id)
  10387. maxcount--;
  10388. }
  10389. if( maxcount == 0 )
  10390. {
  10391. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10392. break;
  10393. }
  10394. }
  10395. if(tid != INVALID_TIMER)
  10396. { //Avoid double checks on instant cast skills. [Skotlex]
  10397. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  10398. break;
  10399. if (battle_config.skill_add_range &&
  10400. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  10401. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  10402. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10403. break;
  10404. }
  10405. }
  10406. if( sd )
  10407. {
  10408. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10409. break;
  10410. else
  10411. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10412. }
  10413. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10414. break;
  10415. if(md) {
  10416. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10417. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10418. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10419. }
  10420. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10421. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  10422. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  10423. if (ud->walktimer != INVALID_TIMER)
  10424. unit_stop_walking(src,1);
  10425. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10426. ud->canact_tick = max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10427. if (sd) { //Cooldown application
  10428. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  10429. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10430. }
  10431. if( battle_config.display_status_timers && sd )
  10432. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10433. // if( sd )
  10434. // {
  10435. // switch( ud->skill_id )
  10436. // {
  10437. // case ????:
  10438. // sd->canequip_tick = tick + ????;
  10439. // break;
  10440. // }
  10441. // }
  10442. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10443. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  10444. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  10445. map_freeblock_lock();
  10446. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  10447. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  10448. sd->skillitem = sd->skillitemlv = 0;
  10449. if (ud->skilltimer == INVALID_TIMER) {
  10450. if (md) md->skill_idx = -1;
  10451. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  10452. ud->skill_lv = ud->skillx = ud->skilly = 0;
  10453. }
  10454. map_freeblock_unlock();
  10455. return 1;
  10456. } while(0);
  10457. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10458. ud->canact_tick = tick;
  10459. ud->skill_id = ud->skill_lv = 0;
  10460. if(sd)
  10461. sd->skillitem = sd->skillitemlv = 0;
  10462. else if(md)
  10463. md->skill_idx = -1;
  10464. return 0;
  10465. }
  10466. /* skill count without self */
  10467. static int skill_count_wos(struct block_list *bl,va_list ap) {
  10468. struct block_list* src = va_arg(ap, struct block_list*);
  10469. if( src->id != bl->id ) {
  10470. return 1;
  10471. }
  10472. return 0;
  10473. }
  10474. /*==========================================
  10475. *
  10476. *------------------------------------------*/
  10477. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  10478. {
  10479. struct map_session_data* sd;
  10480. struct status_change* sc;
  10481. struct status_change_entry *sce;
  10482. struct skill_unit_group* sg;
  10483. enum sc_type type;
  10484. int i;
  10485. //if(skill_lv <= 0) return 0;
  10486. if(skill_id > 0 && !skill_lv) return 0; // celest
  10487. nullpo_ret(src);
  10488. if(status_isdead(src))
  10489. return 0;
  10490. sd = BL_CAST(BL_PC, src);
  10491. sc = status_get_sc(src);
  10492. type = status_skill2sc(skill_id);
  10493. sce = (sc && type != -1)?sc->data[type]:NULL;
  10494. switch (skill_id) { //Skill effect.
  10495. case WZ_METEOR:
  10496. case WZ_ICEWALL:
  10497. case MO_BODYRELOCATION:
  10498. case CR_CULTIVATION:
  10499. case HW_GANBANTEIN:
  10500. case LG_EARTHDRIVE:
  10501. case SC_ESCAPE:
  10502. case RL_HAMMER_OF_GOD:
  10503. case SU_CN_METEOR:
  10504. break; //Effect is displayed on respective switch case.
  10505. default:
  10506. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  10507. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10508. else
  10509. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10510. }
  10511. switch(skill_id)
  10512. {
  10513. case PR_BENEDICTIO:
  10514. skill_area_temp[1] = src->id;
  10515. i = skill_get_splash(skill_id, skill_lv);
  10516. map_foreachinarea(skill_area_sub,
  10517. src->m, x-i, y-i, x+i, y+i, BL_PC,
  10518. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  10519. skill_castend_nodamage_id);
  10520. map_foreachinarea(skill_area_sub,
  10521. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10522. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  10523. skill_castend_damage_id);
  10524. break;
  10525. case BS_HAMMERFALL:
  10526. i = skill_get_splash(skill_id, skill_lv);
  10527. map_foreachinarea(skill_area_sub,
  10528. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10529. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  10530. skill_castend_nodamage_id);
  10531. break;
  10532. case HT_DETECTING:
  10533. i = skill_get_splash(skill_id, skill_lv);
  10534. map_foreachinarea( status_change_timer_sub,
  10535. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  10536. src,NULL,SC_SIGHT,tick);
  10537. skill_reveal_trap_inarea(src, i, x, y);
  10538. break;
  10539. case SR_RIDEINLIGHTNING:
  10540. i = skill_get_splash(skill_id, skill_lv);
  10541. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10542. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  10543. break;
  10544. case SA_VOLCANO:
  10545. case SA_DELUGE:
  10546. case SA_VIOLENTGALE:
  10547. { //Does not consumes if the skill is already active. [Skotlex]
  10548. struct skill_unit_group *sg2;
  10549. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  10550. {
  10551. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  10552. {
  10553. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10554. return 0; // not to consume items
  10555. }
  10556. else
  10557. sg2->limit = 0; //Disable it.
  10558. }
  10559. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10560. break;
  10561. }
  10562. // Skill Unit Setting
  10563. case MG_SAFETYWALL:
  10564. case MG_FIREWALL:
  10565. case MG_THUNDERSTORM:
  10566. case AL_PNEUMA:
  10567. case WZ_FIREPILLAR:
  10568. case WZ_QUAGMIRE:
  10569. case WZ_VERMILION:
  10570. case WZ_STORMGUST:
  10571. case WZ_HEAVENDRIVE:
  10572. case PR_SANCTUARY:
  10573. case PR_MAGNUS:
  10574. case CR_GRANDCROSS:
  10575. case NPC_GRANDDARKNESS:
  10576. case HT_SKIDTRAP:
  10577. case MA_SKIDTRAP:
  10578. case HT_LANDMINE:
  10579. case MA_LANDMINE:
  10580. case HT_ANKLESNARE:
  10581. case HT_SHOCKWAVE:
  10582. case HT_SANDMAN:
  10583. case MA_SANDMAN:
  10584. case HT_FLASHER:
  10585. case HT_FREEZINGTRAP:
  10586. case MA_FREEZINGTRAP:
  10587. case HT_BLASTMINE:
  10588. case HT_CLAYMORETRAP:
  10589. case AS_VENOMDUST:
  10590. case AM_DEMONSTRATION:
  10591. case PF_FOGWALL:
  10592. case PF_SPIDERWEB:
  10593. case HT_TALKIEBOX:
  10594. case WE_CALLPARTNER:
  10595. case WE_CALLPARENT:
  10596. case WE_CALLBABY:
  10597. case SA_LANDPROTECTOR:
  10598. case BD_LULLABY:
  10599. case BD_RICHMANKIM:
  10600. case BD_ETERNALCHAOS:
  10601. case BD_DRUMBATTLEFIELD:
  10602. case BD_RINGNIBELUNGEN:
  10603. case BD_ROKISWEIL:
  10604. case BD_INTOABYSS:
  10605. case BD_SIEGFRIED:
  10606. case BA_DISSONANCE:
  10607. case BA_POEMBRAGI:
  10608. case BA_WHISTLE:
  10609. case BA_ASSASSINCROSS:
  10610. case BA_APPLEIDUN:
  10611. case DC_UGLYDANCE:
  10612. case DC_HUMMING:
  10613. case DC_DONTFORGETME:
  10614. case DC_FORTUNEKISS:
  10615. case DC_SERVICEFORYOU:
  10616. case CG_MOONLIT:
  10617. case GS_DESPERADO:
  10618. case NJ_KAENSIN:
  10619. case NJ_BAKUENRYU:
  10620. case NJ_SUITON:
  10621. case NJ_HYOUSYOURAKU:
  10622. case NJ_RAIGEKISAI:
  10623. case NJ_KAMAITACHI:
  10624. #ifdef RENEWAL
  10625. case NJ_HUUMA:
  10626. #endif
  10627. case NPC_EVILLAND:
  10628. case RA_ELECTRICSHOCKER:
  10629. case RA_CLUSTERBOMB:
  10630. case RA_MAGENTATRAP:
  10631. case RA_COBALTTRAP:
  10632. case RA_MAIZETRAP:
  10633. case RA_VERDURETRAP:
  10634. case RA_FIRINGTRAP:
  10635. case RA_ICEBOUNDTRAP:
  10636. case SC_MANHOLE:
  10637. case SC_DIMENSIONDOOR:
  10638. case SC_CHAOSPANIC:
  10639. case SC_MAELSTROM:
  10640. case SC_BLOODYLUST:
  10641. case WM_REVERBERATION:
  10642. case WM_POEMOFNETHERWORLD:
  10643. case SO_PSYCHIC_WAVE:
  10644. case SO_VACUUM_EXTREME:
  10645. case GN_THORNS_TRAP:
  10646. case GN_DEMONIC_FIRE:
  10647. case GN_HELLS_PLANT:
  10648. case SO_EARTHGRAVE:
  10649. case SO_DIAMONDDUST:
  10650. case SO_FIRE_INSIGNIA:
  10651. case SO_WATER_INSIGNIA:
  10652. case SO_WIND_INSIGNIA:
  10653. case SO_EARTH_INSIGNIA:
  10654. case KO_HUUMARANKA:
  10655. case KO_BAKURETSU:
  10656. case KO_ZENKAI:
  10657. case MH_LAVA_SLIDE:
  10658. case MH_VOLCANIC_ASH:
  10659. case MH_POISON_MIST:
  10660. case MH_STEINWAND:
  10661. case MH_XENO_SLASHER:
  10662. case LG_KINGS_GRACE:
  10663. case RL_B_TRAP:
  10664. case SU_CN_POWDERING:
  10665. case SU_SV_ROOTTWIST:
  10666. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  10667. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  10668. case GN_WALLOFTHORN:
  10669. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10670. break;
  10671. case WZ_ICEWALL:
  10672. flag|=1;
  10673. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  10674. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10675. break;
  10676. case RG_GRAFFITI: /* Graffiti [Valaris] */
  10677. skill_clear_unitgroup(src);
  10678. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10679. flag|=1;
  10680. break;
  10681. case HP_BASILICA:
  10682. if( sc->data[SC_BASILICA] ) {
  10683. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  10684. return 0;
  10685. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  10686. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  10687. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10688. return 0;
  10689. }
  10690. skill_clear_unitgroup(src);
  10691. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10692. flag|=1;
  10693. }
  10694. break;
  10695. case CG_HERMODE:
  10696. skill_clear_unitgroup(src);
  10697. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10698. sc_start4(src,src,SC_DANCING,100,
  10699. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10700. flag|=1;
  10701. break;
  10702. case RG_CLEANER: // [Valaris]
  10703. i = skill_get_splash(skill_id, skill_lv);
  10704. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  10705. break;
  10706. case SO_WARMER:
  10707. flag|= 8;
  10708. case SO_CLOUD_KILL:
  10709. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10710. break;
  10711. case WZ_METEOR:
  10712. case SU_CN_METEOR: {
  10713. int area = skill_get_splash(skill_id, skill_lv);
  10714. short tmpx = 0, tmpy = 0;
  10715. if (sd && skill_id == SU_CN_METEOR) {
  10716. short item_idx = pc_search_inventory(sd, ITEMID_CATNIP_FRUIT);
  10717. if (item_idx >= 0) {
  10718. pc_delitem(sd, item_idx, 1, 0, 1, LOG_TYPE_CONSUME);
  10719. flag |= 1;
  10720. }
  10721. }
  10722. for (i = 1; i <= skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id); i++) {
  10723. // Creates a random Cell in the Splash Area
  10724. tmpx = x - area + rnd()%(area * 2 + 1);
  10725. tmpy = y - area + rnd()%(area * 2 + 1);
  10726. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  10727. }
  10728. }
  10729. break;
  10730. case AL_WARP:
  10731. if(sd)
  10732. {
  10733. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  10734. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  10735. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  10736. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  10737. );
  10738. }
  10739. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10740. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10741. return 0; // not to consume item.
  10742. case MO_BODYRELOCATION:
  10743. if (unit_movepos(src, x, y, 2, 1)) {
  10744. #if PACKETVER >= 20111005
  10745. clif_snap(src, src->x, src->y);
  10746. #else
  10747. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  10748. #endif
  10749. if (sd)
  10750. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  10751. }
  10752. break;
  10753. case NJ_SHADOWJUMP:
  10754. if( skill_check_unit_movepos(3, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  10755. clif_blown(src);
  10756. status_change_end(src, SC_HIDING, INVALID_TIMER);
  10757. break;
  10758. case AM_SPHEREMINE:
  10759. case AM_CANNIBALIZE:
  10760. {
  10761. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  10762. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  10763. int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  10764. struct mob_data *md;
  10765. // Correct info, don't change any of this! [celest]
  10766. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  10767. if (md) {
  10768. md->master_id = src->id;
  10769. md->special_state.ai = (enum mob_ai)ai;
  10770. if( md->deletetimer != INVALID_TIMER )
  10771. delete_timer(md->deletetimer, mob_timer_delete);
  10772. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  10773. mob_spawn (md); //Now it is ready for spawning.
  10774. }
  10775. }
  10776. break;
  10777. // Slim Pitcher [Celest]
  10778. case CR_SLIMPITCHER:
  10779. if (sd) {
  10780. int i_lv = 0, j = 0;
  10781. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  10782. i_lv = skill_lv%11 - 1;
  10783. j = pc_search_inventory(sd, require.itemid[i_lv]);
  10784. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[i_lv])
  10785. {
  10786. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10787. return 1;
  10788. }
  10789. potion_flag = 1;
  10790. potion_hp = 0;
  10791. potion_sp = 0;
  10792. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  10793. potion_flag = 0;
  10794. //Apply skill bonuses
  10795. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  10796. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  10797. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  10798. + pc_skillheal_bonus(sd, skill_id);
  10799. potion_hp = potion_hp * (100+i_lv)/100;
  10800. potion_sp = potion_sp * (100+i_lv)/100;
  10801. if(potion_hp > 0 || potion_sp > 0) {
  10802. i_lv = skill_get_splash(skill_id, skill_lv);
  10803. map_foreachinarea(skill_area_sub,
  10804. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  10805. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10806. skill_castend_nodamage_id);
  10807. }
  10808. } else {
  10809. int id = skill_get_itemid(skill_id, skill_lv);
  10810. struct item_data *item;
  10811. item = itemdb_search(id);
  10812. potion_flag = 1;
  10813. potion_hp = 0;
  10814. potion_sp = 0;
  10815. run_script(item->script,0,src->id,0);
  10816. potion_flag = 0;
  10817. id = skill_get_max(CR_SLIMPITCHER)*10;
  10818. potion_hp = potion_hp * (100+id)/100;
  10819. potion_sp = potion_sp * (100+id)/100;
  10820. if(potion_hp > 0 || potion_sp > 0) {
  10821. id = skill_get_splash(skill_id, skill_lv);
  10822. map_foreachinarea(skill_area_sub,
  10823. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  10824. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10825. skill_castend_nodamage_id);
  10826. }
  10827. }
  10828. break;
  10829. case HW_GANBANTEIN:
  10830. if (rnd()%100 < 80) {
  10831. int dummy = 1;
  10832. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10833. i = skill_get_splash(skill_id, skill_lv);
  10834. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  10835. } else {
  10836. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10837. return 1;
  10838. }
  10839. break;
  10840. case HW_GRAVITATION:
  10841. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10842. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  10843. flag|=1;
  10844. break;
  10845. // Plant Cultivation [Celest]
  10846. case CR_CULTIVATION:
  10847. if (sd) {
  10848. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  10849. {
  10850. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10851. return 1;
  10852. }
  10853. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10854. if (rnd()%100 < 50) {
  10855. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10856. } else {
  10857. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? MOBID_BLACK_MUSHROOM + rnd()%2 : MOBID_RED_PLANT + rnd()%6),"", SZ_SMALL, AI_NONE);
  10858. int t;
  10859. if (!md) break;
  10860. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  10861. {
  10862. if( md->deletetimer != INVALID_TIMER )
  10863. delete_timer(md->deletetimer, mob_timer_delete);
  10864. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  10865. }
  10866. mob_spawn (md);
  10867. }
  10868. }
  10869. break;
  10870. case SG_SUN_WARM:
  10871. case SG_MOON_WARM:
  10872. case SG_STAR_WARM:
  10873. skill_clear_unitgroup(src);
  10874. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  10875. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10876. flag|=1;
  10877. break;
  10878. case PA_GOSPEL:
  10879. if (sce && sce->val4 == BCT_SELF)
  10880. {
  10881. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  10882. return 0;
  10883. }
  10884. else
  10885. {
  10886. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  10887. if (!sg) break;
  10888. if (sce)
  10889. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  10890. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  10891. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  10892. }
  10893. break;
  10894. case NJ_TATAMIGAESHI:
  10895. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  10896. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  10897. break;
  10898. case AM_RESURRECTHOMUN: //[orn]
  10899. if (sd)
  10900. {
  10901. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  10902. {
  10903. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10904. break;
  10905. }
  10906. }
  10907. break;
  10908. case RK_WINDCUTTER:
  10909. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10910. case AC_SHOWER:
  10911. case MA_SHOWER:
  10912. case NC_COLDSLOWER:
  10913. case RK_DRAGONBREATH:
  10914. case RK_DRAGONBREATH_WATER:
  10915. // Cast center might be relevant later (e.g. for knockback direction)
  10916. skill_area_temp[4] = x;
  10917. skill_area_temp[5] = y;
  10918. i = skill_get_splash(skill_id,skill_lv);
  10919. if (battle_config.skill_wall_check)
  10920. map_foreachinshootarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10921. else
  10922. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10923. break;
  10924. case SO_ARRULLO:
  10925. i = skill_get_splash(skill_id,skill_lv);
  10926. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  10927. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10928. break;
  10929. case GC_POISONSMOKE:
  10930. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  10931. if( sd )
  10932. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  10933. return 0;
  10934. }
  10935. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  10936. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  10937. break;
  10938. case AB_EPICLESIS:
  10939. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  10940. i = skill_get_splash(skill_id, skill_lv);
  10941. map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  10942. }
  10943. break;
  10944. case WL_COMET:
  10945. if( sc ) {
  10946. sc->comet_x = x;
  10947. sc->comet_y = y;
  10948. }
  10949. i = skill_get_splash(skill_id,skill_lv);
  10950. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  10951. break;
  10952. case WL_EARTHSTRAIN:
  10953. {
  10954. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  10955. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  10956. for( w = 1; w <= wave; w++ )
  10957. {
  10958. switch( dir ){
  10959. case 0: case 1: case 7: sy = y + w; break;
  10960. case 3: case 4: case 5: sy = y - w; break;
  10961. case 2: sx = x - w; break;
  10962. case 6: sx = x + w; break;
  10963. }
  10964. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  10965. }
  10966. }
  10967. break;
  10968. case RA_DETONATOR:
  10969. i = skill_get_splash(skill_id, skill_lv);
  10970. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  10971. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10972. break;
  10973. case NC_NEUTRALBARRIER:
  10974. case NC_STEALTHFIELD:
  10975. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  10976. skill_clear_unitgroup(src);
  10977. return 0;
  10978. }
  10979. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  10980. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10981. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10982. if( sd ) pc_overheat(sd,1);
  10983. }
  10984. break;
  10985. case NC_SILVERSNIPER:
  10986. {
  10987. struct mob_data *md;
  10988. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  10989. if( md ) {
  10990. md->master_id = src->id;
  10991. md->special_state.ai = AI_FAW;
  10992. if( md->deletetimer != INVALID_TIMER )
  10993. delete_timer(md->deletetimer, mob_timer_delete);
  10994. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  10995. mob_spawn(md);
  10996. }
  10997. }
  10998. break;
  10999. case NC_MAGICDECOY:
  11000. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  11001. break;
  11002. case SC_FEINTBOMB:
  11003. skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  11004. skill_blown(src,src,skill_get_blewcount(skill_id, skill_lv),unit_getdir(src),0);
  11005. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  11006. break;
  11007. case SC_ESCAPE:
  11008. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11009. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), 0);
  11010. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11011. flag |= 1;
  11012. break;
  11013. case LG_OVERBRAND: {
  11014. int dir = map_calc_dir(src,x,y);
  11015. int sx = src->x, sy = src->y;
  11016. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
  11017. for( i = 0; i < layout->count; i++ )
  11018. map_foreachincell(skill_area_sub,src->m,sx+layout->dx[i],sy+layout->dy[i],BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  11019. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  11020. }
  11021. break;
  11022. case LG_BANDING:
  11023. if( sc && sc->data[SC_BANDING] )
  11024. status_change_end(src,SC_BANDING,INVALID_TIMER);
  11025. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  11026. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11027. if( sd ) pc_banding(sd,skill_lv);
  11028. }
  11029. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11030. break;
  11031. case LG_RAYOFGENESIS:
  11032. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  11033. i = skill_get_splash(skill_id,skill_lv);
  11034. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,
  11035. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11036. } else if( sd )
  11037. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  11038. break;
  11039. case WM_DOMINION_IMPULSE:
  11040. i = skill_get_splash(skill_id, skill_lv);
  11041. map_foreachinarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  11042. break;
  11043. case WM_GREAT_ECHO:
  11044. case WM_SOUND_OF_DESTRUCTION:
  11045. i = skill_get_splash(skill_id,skill_lv);
  11046. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11047. break;
  11048. case WM_SEVERE_RAINSTORM:
  11049. flag |= 1;
  11050. if (sd)
  11051. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  11052. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11053. break;
  11054. case GN_CRAZYWEED: {
  11055. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  11056. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  11057. int x1 = x - area + rnd()%(area * 2 + 1);
  11058. int y1 = y - area + rnd()%(area * 2 + 1);
  11059. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  11060. }
  11061. }
  11062. break;
  11063. case GN_FIRE_EXPANSION: {
  11064. int i_su;
  11065. struct unit_data *ud = unit_bl2ud(src);
  11066. if( !ud ) break;
  11067. for( i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su ++ ) {
  11068. if( ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE &&
  11069. distance_xy(x, y, ud->skillunit[i_su]->unit->bl.x, ud->skillunit[i_su]->unit->bl.y) < 4 ) {
  11070. switch( skill_lv ) {
  11071. case 1:
  11072. ud->skillunit[i_su]->unit->val2 = skill_lv;
  11073. ud->skillunit[i_su]->unit->group->val2 = skill_lv;
  11074. break;
  11075. case 2:
  11076. map_foreachinarea(skill_area_sub,src->m,
  11077. ud->skillunit[i_su]->unit->bl.x - 2,ud->skillunit[i_su]->unit->bl.y - 2,
  11078. ud->skillunit[i_su]->unit->bl.x + 2,ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  11079. src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11080. skill_delunit(ud->skillunit[i_su]->unit);
  11081. break;
  11082. case 3:
  11083. skill_delunit(ud->skillunit[i_su]->unit);
  11084. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  11085. flag |= 1;
  11086. break;
  11087. case 4:
  11088. skill_delunit(ud->skillunit[i_su]->unit);
  11089. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  11090. flag |= 1;
  11091. break;
  11092. case 5: {
  11093. int acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  11094. if( sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5 )
  11095. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  11096. map_foreachinarea(skill_area_sub, src->m,
  11097. ud->skillunit[i_su]->unit->bl.x - 2, ud->skillunit[i_su]->unit->bl.y - 2,
  11098. ud->skillunit[i_su]->unit->bl.x + 2, ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  11099. src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11100. skill_delunit(ud->skillunit[i_su]->unit);
  11101. }
  11102. break;
  11103. }
  11104. }
  11105. }
  11106. }
  11107. break;
  11108. case SO_FIREWALK:
  11109. case SO_ELECTRICWALK:
  11110. if( sc && sc->data[type] )
  11111. status_change_end(src,type,INVALID_TIMER);
  11112. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  11113. break;
  11114. case KO_MAKIBISHI:
  11115. for( i = 0; i < (skill_lv+2); i++ ) {
  11116. x = src->x - 1 + rnd()%3;
  11117. y = src->y - 1 + rnd()%3;
  11118. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11119. }
  11120. break;
  11121. case KO_MUCHANAGE: {
  11122. struct status_data *sstatus;
  11123. int rate = 0;
  11124. sstatus = status_get_status_data(src);
  11125. i = skill_get_splash(skill_id,skill_lv);
  11126. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  11127. if( rate < 0 )
  11128. rate = 0;
  11129. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  11130. if( rnd()%100 < rate )
  11131. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11132. }
  11133. break;
  11134. case RL_FALLEN_ANGEL:
  11135. if (unit_movepos(src,x,y,1,1)) {
  11136. uint8 skill_use_lv = sd ? pc_checkskill(sd,GS_DESPERADO) : 5;
  11137. if (!skill_use_lv) {
  11138. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  11139. break;
  11140. }
  11141. clif_fixpos(src);
  11142. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11143. skill_addtimerskill(src, tick+500, 0, x, y, RL_FALLEN_ANGEL, skill_use_lv, BF_WEAPON, flag|SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  11144. }
  11145. else {
  11146. if (sd)
  11147. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11148. }
  11149. break;
  11150. case RL_HAMMER_OF_GOD:
  11151. {
  11152. i = skill_get_splash(skill_id, skill_lv);
  11153. if (sd) {
  11154. skill_area_temp[0] = map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  11155. if (!skill_area_temp[0]) {
  11156. // This skill doesn't have area effect, apply self? :P
  11157. //clif_skill_poseffect(src, skill_id, skill_lv, x, y, tick+500);
  11158. clif_skill_nodamage(src, src, skill_id, 0, 1);
  11159. break;
  11160. }
  11161. }
  11162. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|8, skill_castend_damage_id);
  11163. skill_area_temp[0] = 0;
  11164. break;
  11165. }
  11166. break;
  11167. case RL_FIRE_RAIN: {
  11168. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  11169. int sx = x = src->x, sy = y = src->y;
  11170. for (w = 1; w <= wave; w++) {
  11171. switch (dir) {
  11172. case 0: sy = y + w; break;
  11173. case 1: sy = y + w; sx = x - w; break;
  11174. case 2: sx = x - w; break;
  11175. case 3: sx = x - w; sy = y - w; break;
  11176. case 4: sy = y - w; break;
  11177. case 5: sx = x + w; sy = y - w; break;
  11178. case 6: sx = x + w; break;
  11179. case 7: sy = y + w; sx = x + w; break;
  11180. }
  11181. skill_addtimerskill(src,gettick() + (40 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  11182. }
  11183. }
  11184. break;
  11185. case NC_MAGMA_ERUPTION:
  11186. // 1st, AoE 'slam' damage
  11187. i = skill_get_splash(skill_id, skill_lv);
  11188. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11189. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  11190. if (skill_get_unit_id(NC_MAGMA_ERUPTION,0)) {
  11191. // 2nd, AoE 'eruption' unit
  11192. skill_addtimerskill(src,gettick()+500,0,x,y,skill_id,skill_lv,BF_MISC,flag);
  11193. }
  11194. break;
  11195. case SU_LOPE:
  11196. if (map[src->m].flag.noteleport && !(map[src->m].flag.battleground || map_flag_gvg2(src->m))) {
  11197. x = src->x;
  11198. y = src->y;
  11199. }
  11200. clif_skill_nodamage(src, src, SU_LOPE, skill_lv, 1);
  11201. if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && path_search(NULL, src->m, src->x, src->y, x, y, 1, CELL_CHKNOREACH)) {
  11202. clif_slide(src, x, y);
  11203. unit_movepos(src, x, y, 1, 0);
  11204. }
  11205. break;
  11206. default:
  11207. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  11208. return 1;
  11209. }
  11210. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11211. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11212. if( sd )
  11213. {// ensure that the skill last-cast tick is recorded
  11214. sd->canskill_tick = gettick();
  11215. if( sd->state.arrow_atk && !(flag&1) )
  11216. {// consume arrow if this is a ground skill
  11217. battle_consume_ammo(sd, skill_id, skill_lv);
  11218. }
  11219. skill_onskillusage(sd, NULL, skill_id, tick);
  11220. // perform skill requirement consumption
  11221. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11222. }
  11223. return 0;
  11224. }
  11225. /*==========================================
  11226. *
  11227. *------------------------------------------*/
  11228. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  11229. {
  11230. nullpo_ret(sd);
  11231. //Simplify skill_failed code.
  11232. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  11233. if(skill_id != sd->menuskill_id)
  11234. return 0;
  11235. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  11236. skill_failed(sd);
  11237. return 0;
  11238. }
  11239. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  11240. skill_failed(sd);
  11241. return 0;
  11242. }
  11243. pc_stop_attack(sd);
  11244. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  11245. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  11246. if(strcmp(mapname,"cancel")==0) {
  11247. skill_failed(sd);
  11248. return 0;
  11249. }
  11250. switch(skill_id)
  11251. {
  11252. case AL_TELEPORT:
  11253. case ALL_ODINS_RECALL:
  11254. //The storage window is closed automatically by the client when there's
  11255. //any kind of map change, so we need to restore it automatically
  11256. //bugreport:8027
  11257. if(strcmp(mapname,"Random") == 0)
  11258. pc_randomwarp(sd,CLR_TELEPORT);
  11259. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  11260. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  11261. clif_refresh_storagewindow(sd);
  11262. break;
  11263. case AL_WARP:
  11264. {
  11265. const struct point *p[4];
  11266. struct skill_unit_group *group;
  11267. int i, lv, wx, wy;
  11268. int maxcount=0;
  11269. int x,y;
  11270. unsigned short mapindex;
  11271. mapindex = mapindex_name2id((char*)mapname);
  11272. if(!mapindex) { //Given map not found?
  11273. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11274. skill_failed(sd);
  11275. return 0;
  11276. }
  11277. p[0] = &sd->status.save_point;
  11278. p[1] = &sd->status.memo_point[0];
  11279. p[2] = &sd->status.memo_point[1];
  11280. p[3] = &sd->status.memo_point[2];
  11281. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  11282. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  11283. if(sd->ud.skillunit[i]->skill_id == skill_id)
  11284. maxcount--;
  11285. }
  11286. if(!maxcount) {
  11287. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11288. skill_failed(sd);
  11289. return 0;
  11290. }
  11291. }
  11292. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  11293. wx = sd->menuskill_val>>16;
  11294. wy = sd->menuskill_val&0xffff;
  11295. if( lv <= 0 ) return 0;
  11296. if( lv > 4 ) lv = 4; // crash prevention
  11297. // check if the chosen map exists in the memo list
  11298. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  11299. if( i < lv ) {
  11300. x=p[i]->x;
  11301. y=p[i]->y;
  11302. } else {
  11303. skill_failed(sd);
  11304. return 0;
  11305. }
  11306. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  11307. { // This checks versus skill_id/skill_lv...
  11308. skill_failed(sd);
  11309. return 0;
  11310. }
  11311. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  11312. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  11313. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  11314. skill_failed(sd);
  11315. return 0;
  11316. }
  11317. group->val1 = (group->val1<<16)|(short)0;
  11318. // record the destination coordinates
  11319. group->val2 = (x<<16)|y;
  11320. group->val3 = mapindex;
  11321. }
  11322. break;
  11323. }
  11324. sd->menuskill_id = sd->menuskill_val = 0;
  11325. return 0;
  11326. #undef skill_failed
  11327. }
  11328. /// transforms 'target' skill unit into dissonance (if conditions are met)
  11329. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  11330. {
  11331. struct skill_unit* target = (struct skill_unit*)bl;
  11332. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  11333. int flag = va_arg(ap, int);
  11334. if (src == target)
  11335. return 0;
  11336. if (!target->group || !(target->group->state.song_dance&0x1))
  11337. return 0;
  11338. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  11339. return 0;
  11340. if (flag) //Set dissonance
  11341. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  11342. else //Remove dissonance
  11343. target->val2 &= ~UF_ENSEMBLE;
  11344. skill_getareachar_skillunit_visibilty(target, AREA);
  11345. return 1;
  11346. }
  11347. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  11348. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  11349. //When 1, this unit has been positioned, so start the cancel effect.
  11350. int skill_dance_overlap(struct skill_unit* unit, int flag)
  11351. {
  11352. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  11353. return 0;
  11354. if (!flag && !(unit->val2&UF_ENSEMBLE))
  11355. return 0; //Nothing to remove, this unit is not overlapped.
  11356. if (unit->val1 != unit->group->skill_id)
  11357. { //Reset state
  11358. unit->val1 = unit->group->skill_id;
  11359. unit->val2 &= ~UF_ENSEMBLE;
  11360. }
  11361. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  11362. }
  11363. /**
  11364. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  11365. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  11366. * @param flag 0 Convert
  11367. * @param flag 1 Revert
  11368. * @return true success
  11369. * @TODO: This should be completely removed later and rewritten
  11370. * The entire execution of the overlapping songs instances is dirty and hacked together
  11371. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  11372. */
  11373. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  11374. {
  11375. static int prevflag = 1; // by default the backup is empty
  11376. static struct skill_unit_group backup;
  11377. struct skill_unit_group* group;
  11378. if( unit == NULL || (group = unit->group) == NULL )
  11379. return false;
  11380. //val2&UF_ENSEMBLE is a hack to indicate dissonance
  11381. if ( !((group->state.song_dance&0x1) && (unit->val2&UF_ENSEMBLE)) )
  11382. return false;
  11383. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  11384. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  11385. flag ? "read an empty backup" : "write to a full backup",
  11386. group->skill_id, group->skill_lv, group->src_id);
  11387. return false;
  11388. }
  11389. prevflag = flag;
  11390. if (!flag) { //Transform
  11391. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  11392. // backup
  11393. backup.skill_id = group->skill_id;
  11394. backup.skill_lv = group->skill_lv;
  11395. backup.unit_id = group->unit_id;
  11396. backup.target_flag = group->target_flag;
  11397. backup.bl_flag = group->bl_flag;
  11398. backup.interval = group->interval;
  11399. // replace
  11400. group->skill_id = skill_id;
  11401. group->skill_lv = 1;
  11402. group->unit_id = skill_get_unit_id(skill_id,0);
  11403. group->target_flag = skill_get_unit_target(skill_id);
  11404. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11405. group->interval = skill_get_unit_interval(skill_id);
  11406. } else { //Restore
  11407. group->skill_id = backup.skill_id;
  11408. group->skill_lv = backup.skill_lv;
  11409. group->unit_id = backup.unit_id;
  11410. group->target_flag = backup.target_flag;
  11411. group->bl_flag = backup.bl_flag;
  11412. group->interval = backup.interval;
  11413. }
  11414. return true;
  11415. }
  11416. /**
  11417. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  11418. * @param src Object that triggers the skill
  11419. * @param skill_id Skill ID
  11420. * @param skill_lv Skill level of used skill
  11421. * @param x Position x
  11422. * @param y Position y
  11423. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  11424. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  11425. * @return skill_unit_group
  11426. */
  11427. struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  11428. {
  11429. struct skill_unit_group *group;
  11430. int i, limit, val1 = 0, val2 = 0, val3 = 0;
  11431. int link_group_id = 0;
  11432. int target, interval, range, unit_flag, req_item = 0;
  11433. struct s_skill_unit_layout *layout;
  11434. struct map_session_data *sd;
  11435. struct status_data *status;
  11436. struct status_change *sc;
  11437. int active_flag = 1;
  11438. int subunt = 0;
  11439. bool hidden = false;
  11440. nullpo_retr(NULL, src);
  11441. limit = skill_get_time(skill_id,skill_lv);
  11442. range = skill_get_unit_range(skill_id,skill_lv);
  11443. interval = skill_get_unit_interval(skill_id);
  11444. target = skill_get_unit_target(skill_id);
  11445. unit_flag = skill_get_unit_flag(skill_id);
  11446. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  11447. sd = BL_CAST(BL_PC, src);
  11448. status = status_get_status_data(src);
  11449. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  11450. hidden = (unit_flag&UF_HIDDEN_TRAP && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  11451. switch( skill_id ) {
  11452. case MH_STEINWAND:
  11453. val2 = 4 + skill_lv;
  11454. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  11455. break;
  11456. case MG_SAFETYWALL:
  11457. #ifdef RENEWAL
  11458. val2 = status_get_max_hp(src) * 3;
  11459. #else
  11460. val2 = skill_lv+1;
  11461. #endif
  11462. break;
  11463. case MG_FIREWALL:
  11464. if(sc && sc->data[SC_VIOLENTGALE])
  11465. limit = limit*3/2;
  11466. val2 = 4+skill_lv;
  11467. break;
  11468. case AL_WARP:
  11469. val1=skill_lv+6;
  11470. if(!(flag&1))
  11471. limit=2000;
  11472. else // previous implementation (not used anymore)
  11473. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  11474. if( src->type != BL_SKILL ) return NULL;
  11475. group = ((TBL_SKILL*)src)->group;
  11476. src = map_id2bl(group->src_id);
  11477. if( !src ) return NULL;
  11478. val2 = group->val2; //Copy the (x,y) position you warp to
  11479. val3 = group->val3; //as well as the mapindex to warp to.
  11480. }
  11481. break;
  11482. case HP_BASILICA:
  11483. val1 = src->id; // Store caster id.
  11484. break;
  11485. case PR_SANCTUARY:
  11486. case NPC_EVILLAND:
  11487. val1=skill_lv+3;
  11488. break;
  11489. case WZ_METEOR:
  11490. case SU_CN_METEOR:
  11491. limit = flag - (flag&1);
  11492. val1 = (flag&1);
  11493. break;
  11494. case WZ_FIREPILLAR:
  11495. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11496. return NULL;
  11497. if((flag&1)!=0)
  11498. limit=1000;
  11499. val1=skill_lv+2;
  11500. break;
  11501. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  11502. case AM_DEMONSTRATION:
  11503. case GN_HELLS_PLANT:
  11504. if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11505. return NULL;
  11506. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  11507. && (src->type&battle_config.vs_traps_bctall))
  11508. target = BCT_ALL;
  11509. break;
  11510. case HT_SKIDTRAP:
  11511. case MA_SKIDTRAP:
  11512. //Save position of caster
  11513. val1 = ((src->x)<<16)|(src->y);
  11514. case HT_ANKLESNARE:
  11515. case HT_SHOCKWAVE:
  11516. case HT_SANDMAN:
  11517. case MA_SANDMAN:
  11518. case HT_CLAYMORETRAP:
  11519. case HT_LANDMINE:
  11520. case MA_LANDMINE:
  11521. case HT_FLASHER:
  11522. case HT_FREEZINGTRAP:
  11523. case MA_FREEZINGTRAP:
  11524. case HT_BLASTMINE:
  11525. case RA_ELECTRICSHOCKER:
  11526. case RA_CLUSTERBOMB:
  11527. case RA_MAGENTATRAP:
  11528. case RA_COBALTTRAP:
  11529. case RA_MAIZETRAP:
  11530. case RA_VERDURETRAP:
  11531. case RA_FIRINGTRAP:
  11532. case RA_ICEBOUNDTRAP:
  11533. case RL_B_TRAP:
  11534. case SC_ESCAPE:
  11535. {
  11536. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  11537. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  11538. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  11539. req_item = req.itemid[i];
  11540. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  11541. limit *= 4; // longer trap times in WOE [celest]
  11542. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  11543. target = BCT_ALL;
  11544. }
  11545. break;
  11546. case SA_LANDPROTECTOR:
  11547. case SA_VOLCANO:
  11548. case SA_DELUGE:
  11549. case SA_VIOLENTGALE:
  11550. case SC_CHAOSPANIC:
  11551. {
  11552. struct skill_unit_group *old_sg;
  11553. if ((old_sg = skill_locate_element_field(src)) != NULL)
  11554. { //HelloKitty confirmed that these are interchangeable,
  11555. //so you can change element and not consume gemstones.
  11556. if ((
  11557. old_sg->skill_id == SA_VOLCANO ||
  11558. old_sg->skill_id == SA_DELUGE ||
  11559. old_sg->skill_id == SA_VIOLENTGALE
  11560. ) && old_sg->limit > 0)
  11561. { //Use the previous limit (minus the elapsed time) [Skotlex]
  11562. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  11563. if (limit < 0) //This can happen...
  11564. limit = skill_get_time(skill_id,skill_lv);
  11565. }
  11566. skill_clear_group(src,1);
  11567. }
  11568. break;
  11569. }
  11570. case BA_WHISTLE:
  11571. val1 = skill_lv +status->agi/10; // Flee increase
  11572. val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
  11573. if(sd){
  11574. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11575. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  11576. }
  11577. break;
  11578. case DC_HUMMING:
  11579. val1 = 2*skill_lv+status->dex/10; // Hit increase
  11580. #ifdef RENEWAL
  11581. val1 *= 2;
  11582. #endif
  11583. if(sd)
  11584. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11585. break;
  11586. case BA_POEMBRAGI:
  11587. val1 = 3*skill_lv+status->dex/10; // Casting time reduction
  11588. //For some reason at level 10 the base delay reduction is 50%.
  11589. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
  11590. if(sd){
  11591. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11592. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  11593. }
  11594. break;
  11595. case DC_DONTFORGETME:
  11596. val1 = 30 * skill_lv + status->dex; // ASPD decrease
  11597. val2 = 2 * skill_lv + status->agi / 10; // Movement speed adjustment.
  11598. if(sd){
  11599. val1 += 10 * pc_checkskill(sd,DC_DANCINGLESSON);
  11600. val2 += (pc_checkskill(sd,DC_DANCINGLESSON) + 1) / 2; // Movement speed -1% per 2 levels
  11601. }
  11602. break;
  11603. case DC_SERVICEFORYOU:
  11604. val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase
  11605. val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
  11606. if(sd){
  11607. val1 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11608. val2 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11609. }
  11610. break;
  11611. case BA_ASSASSINCROSS:
  11612. val1 = skill_lv + (status->agi/20); // ASPD increase
  11613. #ifndef RENEWAL
  11614. val1 += 5; // Pre-renewal has a 5% base ASPD increase
  11615. #endif
  11616. if(sd)
  11617. val1 += pc_checkskill(sd,BA_MUSICALLESSON)/2;
  11618. val1*=10; // ASPD works with 1000 as 100%
  11619. break;
  11620. case DC_FORTUNEKISS:
  11621. val1 = 10+skill_lv+(status->luk/10); // Critical increase
  11622. if(sd)
  11623. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11624. val1*=10; //Because every 10 crit is an actual cri point.
  11625. break;
  11626. case BD_DRUMBATTLEFIELD:
  11627. #ifdef RENEWAL
  11628. val1 = (skill_lv+5)*25; //Atk increase
  11629. val2 = skill_lv*10; //Def increase
  11630. #else
  11631. val1 = (skill_lv+1)*25; //Atk increase
  11632. val2 = (skill_lv+1)*2; //Def increase
  11633. #endif
  11634. break;
  11635. case BD_RINGNIBELUNGEN:
  11636. val1 = (skill_lv+2)*25; //Atk increase
  11637. break;
  11638. case BD_RICHMANKIM:
  11639. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  11640. break;
  11641. case BD_SIEGFRIED:
  11642. val1 = 55 + skill_lv*5; //Elemental Resistance
  11643. val2 = skill_lv*10; //Status ailment resistance
  11644. break;
  11645. case WE_CALLPARTNER:
  11646. if (sd) val1 = sd->status.partner_id;
  11647. break;
  11648. case WE_CALLPARENT:
  11649. if (sd) {
  11650. val1 = sd->status.father;
  11651. val2 = sd->status.mother;
  11652. }
  11653. break;
  11654. case WE_CALLBABY:
  11655. if (sd) val1 = sd->status.child;
  11656. break;
  11657. case NJ_KAENSIN:
  11658. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  11659. val2 = (skill_lv+1)/2 + 4;
  11660. break;
  11661. case NJ_SUITON:
  11662. skill_clear_group(src, 1);
  11663. break;
  11664. case GS_GROUNDDRIFT:
  11665. {
  11666. // Ground Drift Element is decided when it's placed.
  11667. int ele = skill_get_ele(skill_id, skill_lv);
  11668. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  11669. if (ele == -3)
  11670. val1 = element[rnd()%5]; // Use random from available unit visual?
  11671. else if (ele == -2)
  11672. val1 = status_get_attack_sc_element(src,sc);
  11673. else if (ele == -1) {
  11674. val1 = status->rhw.ele;
  11675. if (sc && sc->data[SC_ENCHANTARMS])
  11676. val1 = sc->data[SC_ENCHANTARMS]->val2;
  11677. }
  11678. switch (val1) {
  11679. case ELE_FIRE:
  11680. subunt++;
  11681. case ELE_WATER:
  11682. subunt++;
  11683. case ELE_POISON:
  11684. subunt++;
  11685. case ELE_DARK:
  11686. subunt++;
  11687. case ELE_WIND:
  11688. break;
  11689. default:
  11690. subunt = rnd()%5;
  11691. break;
  11692. }
  11693. break;
  11694. }
  11695. case GC_POISONSMOKE:
  11696. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  11697. return NULL;
  11698. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  11699. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  11700. limit = skill_get_time(skill_id, skill_lv);
  11701. break;
  11702. case GD_LEADERSHIP:
  11703. case GD_GLORYWOUNDS:
  11704. case GD_SOULCOLD:
  11705. case GD_HAWKEYES:
  11706. limit = 1000000;//it doesn't matter
  11707. break;
  11708. case LG_BANDING:
  11709. limit = -1;
  11710. break;
  11711. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  11712. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  11713. target = BCT_ALL;
  11714. case WM_SEVERE_RAINSTORM:
  11715. case SO_WATER_INSIGNIA:
  11716. case SO_FIRE_INSIGNIA:
  11717. case SO_WIND_INSIGNIA:
  11718. case SO_EARTH_INSIGNIA:
  11719. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11720. return NULL;
  11721. break;
  11722. case SO_CLOUD_KILL:
  11723. skill_clear_group(src, 4);
  11724. break;
  11725. case SO_WARMER:
  11726. skill_clear_group(src, 8);
  11727. break;
  11728. case SO_FIREWALK:
  11729. case SO_ELECTRICWALK:
  11730. limit = skill_get_time2(skill_id, skill_lv);
  11731. break;
  11732. case GN_WALLOFTHORN:
  11733. // Turns to Firewall
  11734. if( flag&1 )
  11735. limit = 3000;
  11736. val3 = (x<<16)|y;
  11737. break;
  11738. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  11739. case GN_FIRE_EXPANSION_TEAR_GAS:
  11740. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  11741. break;
  11742. case KO_ZENKAI:
  11743. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  11744. val1 = sd->spiritcharm;
  11745. val2 = sd->spiritcharm_type;
  11746. limit = 6000 * val1;
  11747. subunt = sd->spiritcharm_type - 1;
  11748. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  11749. }
  11750. break;
  11751. case HW_GRAVITATION:
  11752. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  11753. link_group_id = sc->data[SC_GRAVITATION]->val4;
  11754. break;
  11755. case SO_VACUUM_EXTREME:
  11756. // Coordinates
  11757. val1 = x;
  11758. val2 = y;
  11759. val3 = 0; // Suck target at n seconds.
  11760. break;
  11761. case NC_MAGMA_ERUPTION:
  11762. // Since we have no 'place' anymore. time1 for Stun duration, time2 for burning duration
  11763. // Officially, duration (limit) is 5secs, interval 0.5secs damage interval.
  11764. limit = interval * 10;
  11765. break;
  11766. case MH_VOLCANIC_ASH:
  11767. if (!map_flag_vs(src->m))
  11768. target = BCT_ENEMY;
  11769. break;
  11770. }
  11771. // Init skill unit group
  11772. nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval)));
  11773. group->val1 = val1;
  11774. group->val2 = val2;
  11775. group->val3 = val3;
  11776. group->link_group_id = link_group_id;
  11777. group->target_flag = target;
  11778. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11779. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  11780. 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
  11781. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  11782. group->item_id = req_item;
  11783. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  11784. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  11785. active_flag = 0;
  11786. // Put message for Talkie Box & Graffiti
  11787. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  11788. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  11789. if (sd)
  11790. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  11791. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  11792. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  11793. }
  11794. // Dance skill
  11795. if (group->state.song_dance) {
  11796. if(sd) {
  11797. sd->skill_id_dance = skill_id;
  11798. sd->skill_lv_dance = skill_lv;
  11799. }
  11800. if (
  11801. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  11802. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  11803. )
  11804. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  11805. }
  11806. // Set skill unit
  11807. limit = group->limit;
  11808. for( i = 0; i < layout->count; i++ ) {
  11809. struct skill_unit *unit;
  11810. int ux = x + layout->dx[i];
  11811. int uy = y + layout->dy[i];
  11812. int unit_val1 = skill_lv;
  11813. int unit_val2 = 0;
  11814. int alive = 1;
  11815. // are the coordinates out of range?
  11816. if( ux <= 0 || uy <= 0 || ux >= map[src->m].xs || uy >= map[src->m].ys ){
  11817. continue;
  11818. }
  11819. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  11820. continue; // don't place skill units on walls (except for songs/dances/encores)
  11821. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  11822. continue; // no path between cell and caster
  11823. switch( skill_id ) {
  11824. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  11825. case HT_LANDMINE:
  11826. case MA_LANDMINE:
  11827. case HT_ANKLESNARE:
  11828. case HT_SHOCKWAVE:
  11829. case HT_SANDMAN:
  11830. case MA_SANDMAN:
  11831. case HT_FLASHER:
  11832. case HT_FREEZINGTRAP:
  11833. case MA_FREEZINGTRAP:
  11834. case HT_SKIDTRAP:
  11835. case MA_SKIDTRAP:
  11836. case HT_CLAYMORETRAP:
  11837. case HT_BLASTMINE:
  11838. case SC_ESCAPE:
  11839. unit_val1 = 3500;
  11840. break;
  11841. case MG_FIREWALL:
  11842. case NJ_KAENSIN:
  11843. unit_val2 = group->val2;
  11844. break;
  11845. case WZ_ICEWALL:
  11846. unit_val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  11847. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  11848. break;
  11849. case WZ_WATERBALL:
  11850. //Check if there are cells that can be turned into waterball units
  11851. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  11852. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, NULL, 1)) != NULL || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, NULL, 1)) != NULL)
  11853. break; //Turn water, deluge or suiton into waterball cell
  11854. continue;
  11855. case GS_DESPERADO:
  11856. unit_val1 = abs(layout->dx[i]);
  11857. unit_val2 = abs(layout->dy[i]);
  11858. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  11859. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  11860. if (unit_val1) unit_val1--;
  11861. unit_val1 = 36 -12*unit_val1;
  11862. } else //Diagonal edges
  11863. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  11864. if (unit_val1 < 1) unit_val1 = 1;
  11865. unit_val2 = 0;
  11866. break;
  11867. case WM_REVERBERATION:
  11868. unit_val1 = 1 + skill_lv;
  11869. break;
  11870. case WM_POEMOFNETHERWORLD:
  11871. unit_val1 = 1 + skill_lv;
  11872. break;
  11873. case GN_WALLOFTHORN:
  11874. if (flag&1) // Turned become Firewall
  11875. break;
  11876. unit_val1 = 2000 + 2000 * skill_lv; // HP
  11877. unit_val2 = 20; // Max hits
  11878. break;
  11879. case RL_B_TRAP:
  11880. unit_val1 = 3500;
  11881. unit_val2 = 0;
  11882. break;
  11883. default:
  11884. if (group->state.song_dance&0x1)
  11885. unit_val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  11886. break;
  11887. }
  11888. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  11889. unit_val2 |= UF_RANGEDSINGLEUNIT; // center.
  11890. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  11891. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  11892. // Check active cell to failing or remove current unit
  11893. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  11894. if( !alive )
  11895. continue;
  11896. nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  11897. unit->limit = limit;
  11898. unit->range = range;
  11899. if (skill_id == PF_FOGWALL && alive == 2)
  11900. { //Double duration of cells on top of Deluge/Suiton
  11901. unit->limit *= 2;
  11902. group->limit = unit->limit;
  11903. }
  11904. // Execute on all targets standing on this cell
  11905. if (range == 0 && active_flag)
  11906. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  11907. }
  11908. if (!group->alive_count)
  11909. { //No cells? Something that was blocked completely by Land Protector?
  11910. skill_delunitgroup(group);
  11911. return NULL;
  11912. }
  11913. //success, unit created.
  11914. switch( skill_id ) {
  11915. case NJ_TATAMIGAESHI: //Store number of tiles.
  11916. group->val1 = group->alive_count;
  11917. break;
  11918. }
  11919. return group;
  11920. }
  11921. /*==========================================
  11922. *
  11923. *------------------------------------------*/
  11924. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11925. {
  11926. skill_unit_onplace(unit, bl, tick);
  11927. }
  11928. /**
  11929. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  11930. * while skill unit initialized or moved (such by knock back).
  11931. * As a follow of skill_unit_effect flag &1
  11932. * @param unit
  11933. * @param bl Target
  11934. * @param tick
  11935. */
  11936. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11937. {
  11938. struct skill_unit_group *sg;
  11939. struct block_list *ss; // Actual source that cast the skill unit
  11940. struct status_change *sc;
  11941. struct status_change_entry *sce;
  11942. enum sc_type type;
  11943. uint16 skill_id;
  11944. nullpo_ret(unit);
  11945. nullpo_ret(bl);
  11946. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  11947. return 0;
  11948. nullpo_ret(sg = unit->group);
  11949. nullpo_ret(ss = map_id2bl(sg->src_id));
  11950. if( (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR) ||
  11951. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  11952. return 0; //AoE skills are ineffective. [Skotlex]
  11953. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  11954. return 0; //Songs don't work in Basilica
  11955. sc = status_get_sc(bl);
  11956. if (sc && sc->option&OPTION_HIDE && !(skill_get_inf3(sg->skill_id)&INF3_HIT_HIDING))
  11957. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  11958. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  11959. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  11960. if (sc && sc->data[SC_HOVERING] && skill_get_inf3(sg->skill_id)&INF3_NO_EFF_HOVERING)
  11961. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  11962. type = status_skill2sc(sg->skill_id);
  11963. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  11964. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  11965. switch (sg->unit_id) {
  11966. case UNT_SPIDERWEB:
  11967. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
  11968. // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  11969. sc->data[SC_SPIDERWEB]->val2++;
  11970. break;
  11971. } else if( sc && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 ) {
  11972. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11973. if( status_change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,SCSTART_NORATEDEF) ) {
  11974. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  11975. if( td )
  11976. sec = DIFF_TICK(td->tick, tick);
  11977. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  11978. clif_fixpos(bl);
  11979. sg->val2 = bl->id;
  11980. }
  11981. else
  11982. sec = 3000; //Couldn't trap it?
  11983. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11984. }
  11985. break;
  11986. case UNT_SAFETYWALL:
  11987. if (!sce)
  11988. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  11989. break;
  11990. case UNT_BLOODYLUST:
  11991. if (sg->src_id == bl->id)
  11992. break; //Does not affect the caster.
  11993. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  11994. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  11995. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  11996. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  11997. break;
  11998. case UNT_PNEUMA:
  11999. if (!sce)
  12000. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12001. break;
  12002. case UNT_CHAOSPANIC:
  12003. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  12004. break;
  12005. case UNT_WARP_WAITING: {
  12006. int working = sg->val1&0xffff;
  12007. if(bl->type==BL_PC && !working){
  12008. struct map_session_data *sd = (struct map_session_data *)bl;
  12009. if((!sd->chatID || battle_config.chat_warpportal)
  12010. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  12011. {
  12012. int x = sg->val2>>16;
  12013. int y = sg->val2&0xffff;
  12014. int count = sg->val1>>16;
  12015. unsigned short m = sg->val3;
  12016. if( --count <= 0 )
  12017. skill_delunitgroup(sg);
  12018. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  12019. working = 1;/* we break it because officials break it, lovely stuff. */
  12020. sg->val1 = (count<<16)|working;
  12021. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  12022. }
  12023. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  12024. int16 m = map_mapindex2mapid(sg->val3);
  12025. if (m < 0) break; //Map not available on this map-server.
  12026. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  12027. }
  12028. }
  12029. break;
  12030. case UNT_QUAGMIRE:
  12031. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  12032. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12033. break;
  12034. case UNT_VOLCANO:
  12035. case UNT_DELUGE:
  12036. case UNT_VIOLENTGALE:
  12037. if(!sce)
  12038. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12039. break;
  12040. case UNT_WATER_BARRIER:
  12041. case UNT_ZEPHYR:
  12042. case UNT_POWER_OF_GAIA:
  12043. if (bl->id == ss->id)
  12044. break; // Doesn't affect the Elemental
  12045. if (!sce)
  12046. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12047. break;
  12048. case UNT_SUITON:
  12049. if(!sce)
  12050. sc_start4(ss, bl,type,100,sg->skill_lv,
  12051. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  12052. 0,0,sg->limit);
  12053. break;
  12054. case UNT_HERMODE:
  12055. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  12056. status_change_clear_buffs(bl,1); //Should dispell only allies.
  12057. case UNT_RICHMANKIM:
  12058. case UNT_ETERNALCHAOS:
  12059. case UNT_DRUMBATTLEFIELD:
  12060. case UNT_RINGNIBELUNGEN:
  12061. case UNT_ROKISWEIL:
  12062. case UNT_INTOABYSS:
  12063. case UNT_SIEGFRIED:
  12064. //Needed to check when a dancer/bard leaves their ensemble area.
  12065. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12066. return skill_id;
  12067. if (!sce)
  12068. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12069. break;
  12070. case UNT_WHISTLE:
  12071. case UNT_ASSASSINCROSS:
  12072. case UNT_POEMBRAGI:
  12073. case UNT_APPLEIDUN:
  12074. case UNT_HUMMING:
  12075. case UNT_DONTFORGETME:
  12076. case UNT_FORTUNEKISS:
  12077. case UNT_SERVICEFORYOU:
  12078. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12079. return 0;
  12080. if (!sc) return 0;
  12081. if (!sce)
  12082. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12083. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  12084. sce->val4 = 0; //remove the mark that we stepped out
  12085. delete_timer(sce->timer, status_change_timer);
  12086. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  12087. }
  12088. break;
  12089. case UNT_FOGWALL:
  12090. if (!sce)
  12091. {
  12092. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  12093. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12094. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  12095. }
  12096. break;
  12097. case UNT_GRAVITATION:
  12098. if (!sce)
  12099. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  12100. break;
  12101. case UNT_BASILICA:
  12102. {
  12103. int i = battle_check_target(bl, bl, BCT_ENEMY);
  12104. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  12105. { // knock-back any enemy except Boss
  12106. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  12107. break;
  12108. }
  12109. if (!sce && i <= 0)
  12110. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12111. }
  12112. break;
  12113. // officially, icewall has no problems existing on occupied cells [ultramage]
  12114. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  12115. // unit->val1 = 0;
  12116. // if(unit->limit + sg->tick > tick + 700)
  12117. // unit->limit = DIFF_TICK(tick+700,sg->tick);
  12118. // break;
  12119. case UNT_MOONLIT:
  12120. //Knockback out of area if affected char isn't in Moonlit effect
  12121. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  12122. break;
  12123. if (ss == bl) //Also needed to prevent infinite loop crash.
  12124. break;
  12125. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  12126. break;
  12127. case UNT_REVERBERATION:
  12128. if (sg->src_id == bl->id)
  12129. break; //Does not affect the caster.
  12130. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12131. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  12132. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  12133. sg->unit_id = UNT_USED_TRAPS;
  12134. break;
  12135. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  12136. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  12137. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12138. break;
  12139. case UNT_FIRE_EXPANSION_TEAR_GAS:
  12140. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  12141. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  12142. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  12143. break;
  12144. case UNT_VOLCANIC_ASH:
  12145. if (!sce)
  12146. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  12147. break;
  12148. case UNT_KINGS_GRACE:
  12149. if (!sce) {
  12150. int state = 0;
  12151. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  12152. state |= BCT_GUILD;
  12153. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  12154. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  12155. }
  12156. break;
  12157. case UNT_STEALTHFIELD:
  12158. if( bl->id == sg->src_id )
  12159. break; // Doesn't work on self (video shows that)
  12160. if (!sce)
  12161. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12162. break;
  12163. case UNT_NEUTRALBARRIER:
  12164. if (!sce)
  12165. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  12166. break;
  12167. case UNT_CATNIPPOWDER:
  12168. if (sg->src_id == bl->id || (status_get_mode(bl)&MD_BOSS))
  12169. break; // Does not affect the caster or Boss.
  12170. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  12171. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12172. break;
  12173. case UNT_GD_LEADERSHIP:
  12174. case UNT_GD_GLORYWOUNDS:
  12175. case UNT_GD_SOULCOLD:
  12176. case UNT_GD_HAWKEYES:
  12177. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  12178. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  12179. break;
  12180. }
  12181. return skill_id;
  12182. }
  12183. /**
  12184. * Process skill unit each interval (sg->interval, see interval field of skill_unit_db.txt)
  12185. * @param unit Skill unit
  12186. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  12187. * @param tick
  12188. */
  12189. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  12190. {
  12191. struct skill_unit_group *sg;
  12192. struct block_list *ss;
  12193. TBL_PC* tsd;
  12194. struct status_data *tstatus;
  12195. struct status_change *tsc;
  12196. struct skill_unit_group_tickset *ts;
  12197. enum sc_type type;
  12198. uint16 skill_id;
  12199. int diff = 0;
  12200. nullpo_ret(unit);
  12201. nullpo_ret(bl);
  12202. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  12203. return 0;
  12204. nullpo_ret(sg = unit->group);
  12205. nullpo_ret(ss = map_id2bl(sg->src_id));
  12206. tsd = BL_CAST(BL_PC, bl);
  12207. tsc = status_get_sc(bl);
  12208. tstatus = status_get_status_data(bl);
  12209. type = status_skill2sc(sg->skill_id);
  12210. skill_id = sg->skill_id;
  12211. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  12212. return 0; // Under Hovering characters are immune to trap and ground target skills.
  12213. if (sg->interval == -1) {
  12214. switch (sg->unit_id) {
  12215. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  12216. case UNT_FIREPILLAR_ACTIVE:
  12217. case UNT_ELECTRICSHOCKER:
  12218. case UNT_MANHOLE:
  12219. return 0;
  12220. default:
  12221. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  12222. return 0;
  12223. }
  12224. }
  12225. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  12226. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  12227. diff = DIFF_TICK(tick,ts->tick);
  12228. if (diff < 0)
  12229. return 0;
  12230. ts->tick = tick+sg->interval;
  12231. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  12232. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  12233. }
  12234. // Wall of Thorn damaged by Fire element unit [Cydh]
  12235. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  12236. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  12237. struct skill_unit *su = (struct skill_unit *)bl;
  12238. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  12239. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  12240. su->group->limit = sg->limit = 0;
  12241. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  12242. return skill_id;
  12243. }
  12244. }
  12245. switch (sg->unit_id) {
  12246. // Units that deals simple attack
  12247. case UNT_GRAVITATION:
  12248. case UNT_EARTHSTRAIN:
  12249. case UNT_FIREWALK:
  12250. case UNT_ELECTRICWALK:
  12251. case UNT_PSYCHIC_WAVE:
  12252. case UNT_MAGMA_ERUPTION:
  12253. case UNT_MAKIBISHI:
  12254. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12255. break;
  12256. case UNT_DUMMYSKILL:
  12257. switch (sg->skill_id) {
  12258. case SG_SUN_WARM: //SG skills [Komurka]
  12259. case SG_MOON_WARM:
  12260. case SG_STAR_WARM: {
  12261. int count = 0;
  12262. const int x = bl->x, y = bl->y;
  12263. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  12264. do {
  12265. if( bl->type == BL_PC )
  12266. status_zap(bl, 0, 15); // sp damage to players
  12267. else // mobs
  12268. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  12269. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  12270. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  12271. } else { //should end when out of sp.
  12272. sg->limit = DIFF_TICK(tick,sg->tick);
  12273. break;
  12274. }
  12275. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  12276. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  12277. }
  12278. break;
  12279. case WZ_HEAVENDRIVE:
  12280. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  12281. break;
  12282. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  12283. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  12284. if (tsc)
  12285. tsc->sg_counter++; //SG hit counter.
  12286. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  12287. tsc->sg_counter=0; //Attack absorbed.
  12288. break;
  12289. #endif
  12290. case GS_DESPERADO:
  12291. if (rnd()%100 < unit->val1)
  12292. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12293. break;
  12294. case SU_CN_METEOR:
  12295. if (sg->val1)
  12296. skill_area_temp[3] = 1;
  12297. else
  12298. skill_area_temp[3] = 0;
  12299. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12300. break;
  12301. case GN_CRAZYWEED_ATK:
  12302. if( bl->type == BL_SKILL ) {
  12303. struct skill_unit *su = (struct skill_unit *)bl;
  12304. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  12305. break;
  12306. }
  12307. //Fall through
  12308. default:
  12309. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12310. }
  12311. break;
  12312. case UNT_FIREWALL:
  12313. case UNT_KAEN: {
  12314. int count = 0;
  12315. const int x = bl->x, y = bl->y;
  12316. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  12317. break;
  12318. //Take into account these hit more times than the timer interval can handle.
  12319. do
  12320. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  12321. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  12322. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  12323. if (unit->val2 <= 0)
  12324. skill_delunit(unit);
  12325. }
  12326. break;
  12327. case UNT_SANCTUARY:
  12328. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  12329. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  12330. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  12331. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  12332. } else {
  12333. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12334. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12335. #ifdef RENEWAL
  12336. if( md && md->mob_id == MOBID_EMPERIUM )
  12337. break;
  12338. #endif
  12339. if( md && mob_is_battleground(md) )
  12340. break;
  12341. if( tstatus->hp >= tstatus->max_hp )
  12342. break;
  12343. if( status_isimmune(bl) )
  12344. heal = 0;
  12345. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12346. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  12347. heal = ~heal + 1;
  12348. status_heal(bl, heal, 0, 0);
  12349. }
  12350. break;
  12351. case UNT_EVILLAND:
  12352. //Will heal demon and undead element monsters, but not players.
  12353. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  12354. { //Damage enemies
  12355. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12356. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12357. } else {
  12358. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12359. if (tstatus->hp >= tstatus->max_hp)
  12360. break;
  12361. if (status_isimmune(bl))
  12362. heal = 0;
  12363. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12364. status_heal(bl, heal, 0, 0);
  12365. }
  12366. break;
  12367. case UNT_MAGNUS:
  12368. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  12369. break;
  12370. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12371. break;
  12372. case UNT_FIREPILLAR_WAITING:
  12373. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  12374. skill_delunit(unit);
  12375. break;
  12376. case UNT_SKIDTRAP: {
  12377. //Knockback away from position of user during placement [Playtester]
  12378. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  12379. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,0);
  12380. sg->unit_id = UNT_USED_TRAPS;
  12381. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12382. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12383. //Target will be stopped for 3 seconds
  12384. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  12385. }
  12386. break;
  12387. case UNT_ANKLESNARE:
  12388. case UNT_MANHOLE:
  12389. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  12390. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  12391. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  12392. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12393. if( td )
  12394. sec = DIFF_TICK(td->tick, tick);
  12395. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  12396. || !unit_blown_immune(bl,0x1) )
  12397. {
  12398. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  12399. clif_fixpos(bl);
  12400. }
  12401. sg->val2 = bl->id;
  12402. } else
  12403. sec = 3000; //Couldn't trap it?
  12404. if (sg->unit_id == UNT_ANKLESNARE) {
  12405. clif_skillunit_update(&unit->bl);
  12406. /**
  12407. * If you're snared from a trap that was invisible this makes the trap be
  12408. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  12409. * bugreport:3961
  12410. **/
  12411. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  12412. }
  12413. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  12414. sg->interval = -1;
  12415. unit->range = 0;
  12416. }
  12417. break;
  12418. case UNT_ELECTRICSHOCKER:
  12419. if( bl->id != ss->id ) {
  12420. if( status_get_mode(bl)&MD_BOSS )
  12421. break;
  12422. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  12423. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12424. clif_fixpos(bl);
  12425. }
  12426. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12427. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12428. }
  12429. break;
  12430. case UNT_VENOMDUST:
  12431. if(tsc && !tsc->data[type])
  12432. status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  12433. break;
  12434. case UNT_LANDMINE:
  12435. //Land Mine only hits single target
  12436. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12437. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12438. sg->limit = 1500;
  12439. break;
  12440. case UNT_MAGENTATRAP:
  12441. case UNT_COBALTTRAP:
  12442. case UNT_MAIZETRAP:
  12443. case UNT_VERDURETRAP:
  12444. if( bl->type == BL_PC )// it won't work on players
  12445. break;
  12446. case UNT_FIRINGTRAP:
  12447. case UNT_ICEBOUNDTRAP:
  12448. case UNT_CLUSTERBOMB:
  12449. if( bl->id == ss->id )// it won't trigger on caster
  12450. break;
  12451. case UNT_BLASTMINE:
  12452. case UNT_SHOCKWAVE:
  12453. case UNT_SANDMAN:
  12454. case UNT_FLASHER:
  12455. case UNT_FREEZINGTRAP:
  12456. case UNT_FIREPILLAR_ACTIVE:
  12457. case UNT_CLAYMORETRAP:
  12458. {
  12459. int bl_flag = sg->bl_flag;
  12460. if (tsc && tsc->data[SC__MANHOLE])
  12461. break;
  12462. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  12463. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  12464. if(battle_config.skill_wall_check && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
  12465. map_foreachinshootrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  12466. else
  12467. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  12468. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  12469. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  12470. sg->limit = DIFF_TICK(tick, sg->tick) +
  12471. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  12472. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  12473. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  12474. }
  12475. break;
  12476. case UNT_TALKIEBOX:
  12477. if (sg->src_id == bl->id)
  12478. break;
  12479. if (sg->val2 == 0) {
  12480. clif_talkiebox(&unit->bl, sg->valstr);
  12481. sg->unit_id = UNT_USED_TRAPS;
  12482. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12483. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  12484. sg->val2 = -1;
  12485. }
  12486. break;
  12487. case UNT_LULLABY:
  12488. if (ss->id == bl->id)
  12489. break;
  12490. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12491. break;
  12492. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  12493. if (ss->id != bl->id)
  12494. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12495. break;
  12496. case UNT_DISSONANCE:
  12497. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12498. break;
  12499. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  12500. int heal;
  12501. #ifdef RENEWAL
  12502. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12503. if (md && md->mob_id == MOBID_EMPERIUM)
  12504. break;
  12505. #endif
  12506. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12507. break; // affects self only when soullinked
  12508. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  12509. if (tsc->data[SC_AKAITSUKI] && heal)
  12510. heal = ~heal + 1;
  12511. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12512. status_heal(bl, heal, 0, 0);
  12513. }
  12514. break;
  12515. case UNT_TATAMIGAESHI:
  12516. case UNT_DEMONSTRATION:
  12517. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12518. break;
  12519. case UNT_GOSPEL:
  12520. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  12521. break;
  12522. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  12523. { // Support Effect only on party, not guild
  12524. int heal;
  12525. int i = rnd()%13; // Positive buff count
  12526. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  12527. switch (i)
  12528. {
  12529. case 0: // Heal 1~9999 HP
  12530. heal = rnd() %9999+1;
  12531. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  12532. status_heal(bl,heal,0,0);
  12533. break;
  12534. case 1: // End all negative status
  12535. status_change_clear_buffs(bl,6);
  12536. if (tsd) clif_gospel_info(tsd, 0x15);
  12537. break;
  12538. case 2: // Immunity to all status
  12539. sc_start(ss, bl,SC_SCRESIST,100,100,time);
  12540. if (tsd) clif_gospel_info(tsd, 0x16);
  12541. break;
  12542. case 3: // MaxHP +100%
  12543. sc_start(ss, bl,SC_INCMHPRATE,100,100,time);
  12544. if (tsd) clif_gospel_info(tsd, 0x17);
  12545. break;
  12546. case 4: // MaxSP +100%
  12547. sc_start(ss, bl,SC_INCMSPRATE,100,100,time);
  12548. if (tsd) clif_gospel_info(tsd, 0x18);
  12549. break;
  12550. case 5: // All stats +20
  12551. sc_start(ss, bl,SC_INCALLSTATUS,100,20,time);
  12552. if (tsd) clif_gospel_info(tsd, 0x19);
  12553. break;
  12554. case 6: // Level 10 Blessing
  12555. sc_start(ss, bl,SC_BLESSING,100,10,time);
  12556. break;
  12557. case 7: // Level 10 Increase AGI
  12558. sc_start(ss, bl,SC_INCREASEAGI,100,10,time);
  12559. break;
  12560. case 8: // Enchant weapon with Holy element
  12561. sc_start(ss, bl,SC_ASPERSIO,100,1,time);
  12562. if (tsd) clif_gospel_info(tsd, 0x1c);
  12563. break;
  12564. case 9: // Enchant armor with Holy element
  12565. sc_start(ss, bl,SC_BENEDICTIO,100,1,time);
  12566. if (tsd) clif_gospel_info(tsd, 0x1d);
  12567. break;
  12568. case 10: // DEF +25%
  12569. sc_start(ss, bl,SC_INCDEFRATE,100,25,time);
  12570. if (tsd) clif_gospel_info(tsd, 0x1e);
  12571. break;
  12572. case 11: // ATK +100%
  12573. sc_start(ss, bl,SC_INCATKRATE,100,100,time);
  12574. if (tsd) clif_gospel_info(tsd, 0x1f);
  12575. break;
  12576. case 12: // HIT/Flee +50
  12577. sc_start(ss, bl,SC_INCHIT,100,50,time);
  12578. sc_start(ss, bl,SC_INCFLEE,100,50,time);
  12579. if (tsd) clif_gospel_info(tsd, 0x20);
  12580. break;
  12581. }
  12582. }
  12583. else if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12584. { // Offensive Effect
  12585. int i = rnd()%9; // Negative buff count
  12586. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  12587. switch (i)
  12588. {
  12589. case 0: // Deal 1~9999 damage
  12590. skill_attack(BF_MISC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12591. break;
  12592. case 1: // Curse
  12593. sc_start(ss, bl,SC_CURSE,100,1,time);
  12594. break;
  12595. case 2: // Blind
  12596. sc_start(ss, bl,SC_BLIND,100,1,time);
  12597. break;
  12598. case 3: // Poison
  12599. sc_start2(ss, bl,SC_POISON,100,1,ss->id,time);
  12600. break;
  12601. case 4: // Level 10 Provoke
  12602. sc_start(ss, bl,SC_PROVOKE,100,10,time);
  12603. break;
  12604. case 5: // DEF -100%
  12605. sc_start(ss, bl,SC_INCDEFRATE,100,-100,time);
  12606. break;
  12607. case 6: // ATK -100%
  12608. sc_start(ss, bl,SC_INCATKRATE,100,-100,time);
  12609. break;
  12610. case 7: // Flee -100%
  12611. sc_start(ss, bl,SC_INCFLEERATE,100,-100,time);
  12612. break;
  12613. case 8: // Speed/ASPD -25%
  12614. sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  12615. break;
  12616. }
  12617. }
  12618. break;
  12619. case UNT_BASILICA:
  12620. {
  12621. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  12622. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  12623. { // knock-back any enemy except Boss
  12624. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  12625. break;
  12626. }
  12627. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  12628. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12629. }
  12630. break;
  12631. case UNT_GROUNDDRIFT_WIND:
  12632. case UNT_GROUNDDRIFT_DARK:
  12633. case UNT_GROUNDDRIFT_POISON:
  12634. case UNT_GROUNDDRIFT_WATER:
  12635. case UNT_GROUNDDRIFT_FIRE:
  12636. map_foreachinrange(skill_trap_splash,&unit->bl,
  12637. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  12638. &unit->bl,tick);
  12639. sg->unit_id = UNT_USED_TRAPS;
  12640. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  12641. sg->limit=DIFF_TICK(tick,sg->tick);
  12642. break;
  12643. case UNT_POISONSMOKE:
  12644. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  12645. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  12646. break;
  12647. case UNT_EPICLESIS:
  12648. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  12649. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12650. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  12651. int hp, sp;
  12652. switch( sg->skill_lv ) {
  12653. case 1: case 2: hp = 3; sp = 2; break;
  12654. case 3: case 4: hp = 4; sp = 3; break;
  12655. case 5: default: hp = 5; sp = 4; break;
  12656. }
  12657. hp = tstatus->max_hp * hp / 100;
  12658. sp = tstatus->max_sp * sp / 100;
  12659. if (tstatus->hp < tstatus->max_hp)
  12660. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  12661. if (tstatus->sp < tstatus->max_sp)
  12662. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  12663. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  12664. hp = ~hp + 1;
  12665. status_heal(bl, hp, sp, 3);
  12666. }
  12667. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  12668. // Doesn't remove Invisibility or Chase Walk.
  12669. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  12670. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  12671. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  12672. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  12673. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  12674. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12675. }
  12676. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  12677. }
  12678. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  12679. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  12680. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  12681. break;
  12682. case UNT_DIMENSIONDOOR:
  12683. if( tsd && !map[bl->m].flag.noteleport )
  12684. pc_randomwarp(tsd,CLR_TELEPORT);
  12685. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  12686. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  12687. break;
  12688. case UNT_REVERBERATION:
  12689. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12690. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12691. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  12692. sg->unit_id = UNT_USED_TRAPS;
  12693. break;
  12694. case UNT_SEVERE_RAINSTORM:
  12695. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12696. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  12697. break;
  12698. case UNT_NETHERWORLD:
  12699. if (!(status_get_mode(bl)&MD_BOSS) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  12700. if (!(tsc && tsc->data[type])) {
  12701. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12702. sg->limit = DIFF_TICK(tick,sg->tick);
  12703. sg->unit_id = UNT_USED_TRAPS;
  12704. }
  12705. }
  12706. break;
  12707. case UNT_THORNS_TRAP:
  12708. if( tsc ) {
  12709. if( !sg->val2 ) {
  12710. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12711. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  12712. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12713. if( td )
  12714. sec = DIFF_TICK(td->tick, tick);
  12715. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  12716. clif_fixpos(bl);
  12717. sg->val2 = bl->id;
  12718. } else
  12719. sec = 3000; // Couldn't trap it?
  12720. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12721. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  12722. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  12723. }
  12724. break;
  12725. case UNT_WALLOFTHORN:
  12726. if (unit->val2-- <= 0) // Max hit reached
  12727. break;
  12728. if (status_get_mode(bl)&MD_BOSS)
  12729. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  12730. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), -1, 0);
  12731. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  12732. break;
  12733. case UNT_DEMONIC_FIRE:
  12734. switch( sg->val2 ) {
  12735. case 1:
  12736. default:
  12737. sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  12738. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  12739. break;
  12740. }
  12741. break;
  12742. case UNT_HELLS_PLANT:
  12743. if (tsc && tsc->data[SC__MANHOLE])
  12744. break;
  12745. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 )
  12746. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &unit->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, SCSTART_NONE);
  12747. if( ss != bl) // The caster is the only one who can step on the Plants without destroying them
  12748. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  12749. break;
  12750. case UNT_CLOUD_KILL:
  12751. if(tsc && !tsc->data[type])
  12752. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NORATEDEF);
  12753. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12754. break;
  12755. case UNT_WARMER:
  12756. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12757. int hp = 0;
  12758. struct status_change *ssc = status_get_sc(ss);
  12759. if( ssc && ssc->data[SC_HEATER_OPTION] )
  12760. hp = tstatus->max_hp * 3 * sg->skill_lv / 100;
  12761. else
  12762. hp = tstatus->max_hp * sg->skill_lv / 100;
  12763. if( tstatus->hp != tstatus->max_hp )
  12764. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 0);
  12765. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  12766. hp = ~hp + 1;
  12767. status_heal(bl, hp, 0, 0);
  12768. if (tsc && !tsc->data[type]) // Don't apply the status again if it's already active.
  12769. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12770. }
  12771. break;
  12772. case UNT_ZEPHYR:
  12773. if (ss == bl)
  12774. break; // Doesn't affect the Elemental
  12775. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12776. break;
  12777. case UNT_FIRE_INSIGNIA:
  12778. case UNT_WATER_INSIGNIA:
  12779. case UNT_WIND_INSIGNIA:
  12780. case UNT_EARTH_INSIGNIA:
  12781. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12782. if (!battle_check_undead(tstatus->race, tstatus->def_ele)) {
  12783. int hp = tstatus->max_hp / 100; //+1% each 5s
  12784. if ((sg->val3) % 5) { //each 5s
  12785. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  12786. status_heal(bl, hp, 0, 2);
  12787. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  12788. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  12789. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  12790. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  12791. ){
  12792. status_heal(bl, -hp, 0, 0);
  12793. }
  12794. }
  12795. sg->val3++; //timer
  12796. if (sg->val3 > 5) sg->val3 = 0;
  12797. }
  12798. break;
  12799. case UNT_VACUUM_EXTREME:
  12800. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  12801. (tsc->data[SC_VACUUM_EXTREME_POSTDELAY] && tsc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  12802. return 0;
  12803. else
  12804. // Apply effect and suck targets one-by-one each n seconds
  12805. sc_start4(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->group_id, (sg->val1<<16)|(sg->val2), ++sg->val3*500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  12806. break;
  12807. case UNT_BANDING:
  12808. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(status_get_mode(bl)&MD_BOSS) && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  12809. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  12810. break;
  12811. case UNT_FIRE_MANTLE:
  12812. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12813. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12814. break;
  12815. case UNT_ZENKAI_WATER:
  12816. case UNT_ZENKAI_LAND:
  12817. case UNT_ZENKAI_FIRE:
  12818. case UNT_ZENKAI_WIND:
  12819. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  12820. switch( sg->unit_id ) {
  12821. case UNT_ZENKAI_WATER:
  12822. switch (rnd()%2 + 1) {
  12823. case 1:
  12824. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12825. break;
  12826. case 2:
  12827. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12828. break;
  12829. }
  12830. break;
  12831. case UNT_ZENKAI_LAND:
  12832. switch (rnd()%2 + 1) {
  12833. case 1:
  12834. sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12835. break;
  12836. case 2:
  12837. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12838. break;
  12839. }
  12840. break;
  12841. case UNT_ZENKAI_FIRE:
  12842. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time(sg->skill_id, sg->skill_lv));
  12843. break;
  12844. case UNT_ZENKAI_WIND:
  12845. switch (rnd()%3 + 1) {
  12846. case 1:
  12847. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12848. break;
  12849. case 2:
  12850. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12851. break;
  12852. case 3:
  12853. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12854. break;
  12855. }
  12856. break;
  12857. }
  12858. } else
  12859. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv));
  12860. break;
  12861. case UNT_LAVA_SLIDE:
  12862. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12863. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  12864. sg->limit = DIFF_TICK(tick, sg->tick);
  12865. break;
  12866. case UNT_POISON_MIST:
  12867. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12868. status_change_start(ss, bl, SC_BLIND, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  12869. break;
  12870. case UNT_CHAOSPANIC:
  12871. if (tsc && tsc->data[type])
  12872. break;
  12873. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  12874. break;
  12875. case UNT_B_TRAP:
  12876. if (tsc && tsc->data[type])
  12877. break;
  12878. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12879. unit->val2++; // Mark as ever been used
  12880. break;
  12881. case UNT_FIRE_RAIN:
  12882. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  12883. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  12884. 1,sg->skill_id,sg->skill_lv,6);
  12885. break;
  12886. case UNT_SV_ROOTTWIST:
  12887. if (status_get_mode(bl)&MD_BOSS)
  12888. break;
  12889. if (tsc) {
  12890. if (!sg->val2) {
  12891. int sec = skill_get_time(sg->skill_id, sg->skill_lv);
  12892. if (sc_start2(ss, bl, type, 100, sg->skill_lv, sg->group_id, sec)) {
  12893. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12894. if(td)
  12895. sec = DIFF_TICK(td->tick, tick);
  12896. clif_fixpos(bl);
  12897. sg->val2 = bl->id;
  12898. } else // Couldn't trap it?
  12899. sec = 7000;
  12900. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12901. } else if (tsc->data[type] && bl->id == sg->val2)
  12902. skill_attack(skill_get_type(SU_SV_ROOTTWIST_ATK), ss, &unit->bl, bl, SU_SV_ROOTTWIST_ATK, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  12903. }
  12904. break;
  12905. }
  12906. if (bl->type == BL_MOB && ss != bl)
  12907. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  12908. return skill_id;
  12909. }
  12910. /**
  12911. * Triggered when a char steps out of a skill unit
  12912. * @param src Skill unit from char moved out
  12913. * @param bl Char
  12914. * @param tick
  12915. */
  12916. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, unsigned int tick)
  12917. {
  12918. struct skill_unit_group *sg;
  12919. struct status_change *sc;
  12920. struct status_change_entry *sce;
  12921. enum sc_type type;
  12922. nullpo_ret(src);
  12923. nullpo_ret(bl);
  12924. nullpo_ret(sg=src->group);
  12925. sc = status_get_sc(bl);
  12926. type = status_skill2sc(sg->skill_id);
  12927. sce = (sc && type != -1)?sc->data[type]:NULL;
  12928. if( bl->prev==NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  12929. return 0;
  12930. switch(sg->unit_id){
  12931. case UNT_SAFETYWALL:
  12932. case UNT_PNEUMA:
  12933. case UNT_EPICLESIS://Arch Bishop
  12934. case UNT_WARMER:
  12935. if (sce)
  12936. status_change_end(bl, type, INVALID_TIMER);
  12937. break;
  12938. case UNT_BASILICA:
  12939. if (sce && sce->val4 != bl->id)
  12940. status_change_end(bl, type, INVALID_TIMER);
  12941. break;
  12942. case UNT_HERMODE: //Clear Hermode if the owner moved.
  12943. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  12944. status_change_end(bl, type, INVALID_TIMER);
  12945. break;
  12946. case UNT_DISSONANCE:
  12947. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  12948. {
  12949. short i;
  12950. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  12951. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  12952. type = status_skill2sc(i);
  12953. sce = (sc && type != -1)?sc->data[type]:NULL;
  12954. if(sce)
  12955. return i;
  12956. }
  12957. }
  12958. }
  12959. case UNT_WHISTLE:
  12960. case UNT_ASSASSINCROSS:
  12961. case UNT_POEMBRAGI:
  12962. case UNT_APPLEIDUN:
  12963. case UNT_HUMMING:
  12964. case UNT_DONTFORGETME:
  12965. case UNT_FORTUNEKISS:
  12966. case UNT_SERVICEFORYOU:
  12967. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12968. return -1;
  12969. }
  12970. return sg->skill_id;
  12971. }
  12972. /**
  12973. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  12974. * @param skill_id Skill ID
  12975. * @param bl A char
  12976. * @param tick
  12977. */
  12978. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, unsigned int tick)
  12979. {
  12980. struct status_change *sc;
  12981. struct status_change_entry *sce;
  12982. enum sc_type type;
  12983. sc = status_get_sc(bl);
  12984. if (sc && !sc->count)
  12985. sc = NULL;
  12986. type = status_skill2sc(skill_id);
  12987. sce = (sc && type != -1)?sc->data[type]:NULL;
  12988. switch (skill_id)
  12989. {
  12990. case WZ_QUAGMIRE:
  12991. if (bl->type==BL_MOB)
  12992. break;
  12993. if (sce)
  12994. status_change_end(bl, type, INVALID_TIMER);
  12995. break;
  12996. case BD_LULLABY:
  12997. case BD_RICHMANKIM:
  12998. case BD_ETERNALCHAOS:
  12999. case BD_DRUMBATTLEFIELD:
  13000. case BD_RINGNIBELUNGEN:
  13001. case BD_ROKISWEIL:
  13002. case BD_INTOABYSS:
  13003. case BD_SIEGFRIED:
  13004. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  13005. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  13006. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  13007. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  13008. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  13009. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  13010. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  13011. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  13012. }
  13013. case MH_STEINWAND:
  13014. case MG_SAFETYWALL:
  13015. case AL_PNEUMA:
  13016. case SA_VOLCANO:
  13017. case SA_DELUGE:
  13018. case SA_VIOLENTGALE:
  13019. case CG_HERMODE:
  13020. case HW_GRAVITATION:
  13021. case HP_BASILICA:
  13022. case NJ_SUITON:
  13023. case SC_MAELSTROM:
  13024. case EL_WATER_BARRIER:
  13025. case EL_ZEPHYR:
  13026. case EL_POWER_OF_GAIA:
  13027. case SO_FIRE_INSIGNIA:
  13028. case SO_WATER_INSIGNIA:
  13029. case SO_WIND_INSIGNIA:
  13030. case SO_EARTH_INSIGNIA:
  13031. case SC_BLOODYLUST:
  13032. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13033. case GN_FIRE_EXPANSION_TEAR_GAS:
  13034. case LG_KINGS_GRACE:
  13035. case NC_STEALTHFIELD:
  13036. case NC_NEUTRALBARRIER:
  13037. if (sce)
  13038. status_change_end(bl, type, INVALID_TIMER);
  13039. break;
  13040. case BA_DISSONANCE:
  13041. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  13042. {
  13043. short i;
  13044. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  13045. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  13046. type = status_skill2sc(i);
  13047. sce = (sc && type != -1)?sc->data[type]:NULL;
  13048. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  13049. delete_timer(sce->timer, status_change_timer);
  13050. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13051. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  13052. }
  13053. }
  13054. }
  13055. }
  13056. break;
  13057. case BA_POEMBRAGI:
  13058. case BA_WHISTLE:
  13059. case BA_ASSASSINCROSS:
  13060. case BA_APPLEIDUN:
  13061. case DC_HUMMING:
  13062. case DC_DONTFORGETME:
  13063. case DC_FORTUNEKISS:
  13064. case DC_SERVICEFORYOU:
  13065. if (sce)
  13066. {
  13067. delete_timer(sce->timer, status_change_timer);
  13068. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  13069. //not possible on our current implementation.
  13070. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13071. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  13072. }
  13073. break;
  13074. case PF_FOGWALL:
  13075. if (sce)
  13076. {
  13077. status_change_end(bl, type, INVALID_TIMER);
  13078. if ((sce=sc->data[SC_BLIND]))
  13079. {
  13080. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  13081. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  13082. else {
  13083. delete_timer(sce->timer, status_change_timer);
  13084. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  13085. }
  13086. }
  13087. }
  13088. break;
  13089. case GD_LEADERSHIP:
  13090. case GD_GLORYWOUNDS:
  13091. case GD_SOULCOLD:
  13092. case GD_HAWKEYES:
  13093. if( !(sce && sce->val4) )
  13094. status_change_end(bl, type, INVALID_TIMER);
  13095. break;
  13096. }
  13097. return skill_id;
  13098. }
  13099. /*==========================================
  13100. * Invoked when a unit cell has been placed/removed/deleted.
  13101. * flag values:
  13102. * flag&1: Invoke onplace function (otherwise invoke onout)
  13103. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  13104. * flag&8: Recursive
  13105. *------------------------------------------*/
  13106. static int skill_unit_effect(struct block_list* bl, va_list ap)
  13107. {
  13108. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  13109. struct skill_unit_group* group = unit->group;
  13110. unsigned int tick = va_arg(ap,unsigned int);
  13111. unsigned int flag = va_arg(ap,unsigned int);
  13112. uint16 skill_id;
  13113. bool dissonance = false;
  13114. bool isTarget = false;
  13115. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  13116. return 0;
  13117. nullpo_ret(group);
  13118. if( !(flag&8) ) {
  13119. dissonance = skill_dance_switch(unit, 0);
  13120. //Target-type check.
  13121. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  13122. }
  13123. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  13124. skill_id = group->skill_id;
  13125. if( isTarget ){
  13126. if( flag&1 )
  13127. skill_unit_onplace(unit,bl,tick);
  13128. else {
  13129. if( skill_unit_onout(unit,bl,tick) == -1 )
  13130. return 0; // Don't let a Bard/Dancer update their own song timer
  13131. }
  13132. if( flag&4 )
  13133. skill_unit_onleft(skill_id, bl, tick);
  13134. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  13135. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  13136. if( dissonance ) {
  13137. skill_dance_switch(unit, 1);
  13138. //we placed a dissonance, let's update
  13139. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  13140. }
  13141. return 0;
  13142. }
  13143. /**
  13144. * Check skill unit while receiving damage
  13145. * @param unit Skill unit
  13146. * @param damage Received damage
  13147. * @return Damage
  13148. */
  13149. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  13150. {
  13151. struct skill_unit_group *sg;
  13152. nullpo_ret(unit);
  13153. nullpo_ret(sg = unit->group);
  13154. switch( sg->unit_id ) {
  13155. case UNT_BLASTMINE:
  13156. case UNT_SKIDTRAP:
  13157. case UNT_LANDMINE:
  13158. case UNT_SHOCKWAVE:
  13159. case UNT_SANDMAN:
  13160. case UNT_FLASHER:
  13161. case UNT_CLAYMORETRAP:
  13162. case UNT_FREEZINGTRAP:
  13163. case UNT_ANKLESNARE:
  13164. case UNT_ICEWALL:
  13165. case UNT_WALLOFTHORN:
  13166. case UNT_REVERBERATION:
  13167. case UNT_NETHERWORLD:
  13168. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  13169. break;
  13170. default:
  13171. damage = 0;
  13172. break;
  13173. }
  13174. return damage;
  13175. }
  13176. /**
  13177. * Check char condition around the skill caster
  13178. * @param bl Char around area
  13179. * @param *c Counter for 'valid' condition found
  13180. * @param *p_sd Stores 'rid' of char found
  13181. * @param skill_id Skill ID
  13182. * @param skill_lv Level of used skill
  13183. */
  13184. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  13185. {
  13186. int *c, skill_id, inf2;
  13187. struct block_list *src;
  13188. struct map_session_data *sd;
  13189. struct map_session_data *tsd;
  13190. int *p_sd; //Contains the list of characters found.
  13191. nullpo_ret(bl);
  13192. nullpo_ret(tsd=(struct map_session_data*)bl);
  13193. nullpo_ret(src=va_arg(ap,struct block_list *));
  13194. nullpo_ret(sd=(struct map_session_data*)src);
  13195. c=va_arg(ap,int *);
  13196. p_sd = va_arg(ap, int *);
  13197. skill_id = va_arg(ap,int);
  13198. inf2 = skill_get_inf2(skill_id);
  13199. if (skill_id == PR_BENEDICTIO) {
  13200. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  13201. return 0;
  13202. }
  13203. else if ((inf2&INF2_CHORUS_SKILL || skill_id == WL_COMET)) {
  13204. if (*c == MAX_PARTY) // Check for partners for Chorus or Comet; Cap if the entire party is accounted for.
  13205. return 0;
  13206. }
  13207. else if (*c >= 1) // Check for one companion for all other cases.
  13208. return 0;
  13209. if (bl == src)
  13210. return 0;
  13211. if(pc_isdead(tsd))
  13212. return 0;
  13213. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  13214. return 0;
  13215. if( inf2&INF2_CHORUS_SKILL ) {
  13216. if( tsd->status.party_id && sd->status.party_id &&
  13217. tsd->status.party_id == sd->status.party_id &&
  13218. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  13219. p_sd[(*c)++] = tsd->bl.id;
  13220. return 1;
  13221. } else {
  13222. switch(skill_id) {
  13223. case PR_BENEDICTIO: {
  13224. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  13225. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  13226. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  13227. && sd->status.sp >= 10)
  13228. p_sd[(*c)++]=tsd->bl.id;
  13229. return 1;
  13230. }
  13231. case AB_ADORAMUS:
  13232. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  13233. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  13234. p_sd[(*c)++] = tsd->bl.id;
  13235. return 1;
  13236. case WL_COMET:
  13237. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  13238. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  13239. p_sd[(*c)++] = tsd->bl.id;
  13240. return 1;
  13241. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  13242. {
  13243. uint16 skill_lv;
  13244. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  13245. return 0;
  13246. if (sd->status.sex != tsd->status.sex &&
  13247. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  13248. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  13249. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  13250. sd->status.party_id && tsd->status.party_id &&
  13251. sd->status.party_id == tsd->status.party_id &&
  13252. !tsd->sc.data[SC_DANCING])
  13253. {
  13254. p_sd[(*c)++]=tsd->bl.id;
  13255. return skill_lv;
  13256. } else {
  13257. return 0;
  13258. }
  13259. }
  13260. break;
  13261. }
  13262. }
  13263. return 0;
  13264. }
  13265. /**
  13266. * Checks and stores partners for ensemble skills [Skotlex]
  13267. * Max partners is 2.
  13268. * @param sd Caster
  13269. * @param skill_id
  13270. * @param skill_lv
  13271. * @param range Area range to check
  13272. * @param cast_flag Special handle
  13273. */
  13274. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  13275. {
  13276. static int c=0;
  13277. static int p_sd[MAX_PARTY];
  13278. int i;
  13279. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  13280. if (!sd)
  13281. return 0;
  13282. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  13283. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  13284. if (cast_flag) { //Execute the skill on the partners.
  13285. struct map_session_data* tsd;
  13286. switch (skill_id) {
  13287. case PR_BENEDICTIO:
  13288. for (i = 0; i < c; i++) {
  13289. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  13290. status_charge(&tsd->bl, 0, 10);
  13291. }
  13292. return c;
  13293. case AB_ADORAMUS:
  13294. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  13295. i = 2 * (*skill_lv);
  13296. status_charge(&tsd->bl, 0, i);
  13297. }
  13298. break;
  13299. default: //Warning: Assuming Ensemble skills here (for speed)
  13300. if( is_chorus )
  13301. break;//Chorus skills are not to be parsed as ensambles
  13302. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  13303. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  13304. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  13305. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  13306. tsd->skill_id_dance = skill_id;
  13307. tsd->skill_lv_dance = *skill_lv;
  13308. }
  13309. return c;
  13310. }
  13311. }
  13312. //Else: new search for partners.
  13313. c = 0;
  13314. memset (p_sd, 0, sizeof(p_sd));
  13315. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  13316. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  13317. *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.
  13318. return c;
  13319. }
  13320. /**
  13321. * Sub function to count how many spawned mob is around.
  13322. * Some skills check with matched AI.
  13323. * @param rid Source ID
  13324. * @param mob_class Monster ID
  13325. * @param skill_id Used skill
  13326. * @param *c Counter for found monster
  13327. */
  13328. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  13329. {
  13330. int *c,src_id,mob_class,skill;
  13331. uint16 ai;
  13332. struct mob_data *md;
  13333. md=(struct mob_data*)bl;
  13334. src_id=va_arg(ap,int);
  13335. mob_class=va_arg(ap,int);
  13336. skill=va_arg(ap,int);
  13337. c=va_arg(ap,int *);
  13338. ai = (unsigned)(skill == AM_SPHEREMINE?AI_SPHERE:skill == KO_ZANZOU?AI_ZANZOU:skill == MH_SUMMON_LEGION?AI_LEGION:skill == NC_SILVERSNIPER?AI_FAW:skill == NC_MAGICDECOY?AI_FAW:AI_FLORA);
  13339. if( md->master_id != src_id || md->special_state.ai != ai)
  13340. return 0; //Non alchemist summoned mobs have nothing to do here.
  13341. if(md->mob_id==mob_class)
  13342. (*c)++;
  13343. return 1;
  13344. }
  13345. /**
  13346. * Determines if a given skill should be made to consume ammo
  13347. * when used by the player. [Skotlex]
  13348. * @param sd Player
  13349. * @param skill_id Skill ID
  13350. * @return True if skill is need ammo; False otherwise.
  13351. */
  13352. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  13353. {
  13354. return (
  13355. battle_config.arrow_decrement == 2 &&
  13356. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  13357. skill_id != HT_PHANTASMIC &&
  13358. skill_get_type(skill_id) == BF_WEAPON &&
  13359. !(skill_get_nk(skill_id)&NK_NO_DAMAGE) &&
  13360. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  13361. );
  13362. }
  13363. /**
  13364. * Check SC required to cast a skill
  13365. * @param sc
  13366. * @param skill_id
  13367. * @return True if condition is met, False otherwise
  13368. **/
  13369. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require) {
  13370. uint8 c = 0;
  13371. struct status_change *sc = NULL;
  13372. if (!require->status_count)
  13373. return true;
  13374. nullpo_ret(sd);
  13375. if (!require || !skill_get_index(skill_id))
  13376. return false;
  13377. if (!(sc = &sd->sc)) {
  13378. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13379. return false;
  13380. }
  13381. /* May has multiple requirements */
  13382. for (c = 0; c < require->status_count; c++) {
  13383. enum sc_type req_sc = require->status[c];
  13384. if (req_sc == SC_NONE)
  13385. continue;
  13386. switch (req_sc) {
  13387. /* Official fail msg */
  13388. case SC_PUSH_CART:
  13389. if (!sc->data[SC_PUSH_CART]) {
  13390. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CART, 0);
  13391. return false;
  13392. }
  13393. break;
  13394. case SC_POISONINGWEAPON:
  13395. if (!sc->data[SC_POISONINGWEAPON]) {
  13396. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  13397. return false;
  13398. }
  13399. break;
  13400. default:
  13401. if (!sc->data[req_sc]) {
  13402. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13403. return false;
  13404. }
  13405. break;
  13406. }
  13407. }
  13408. return true;
  13409. }
  13410. /**
  13411. * Check skill condition when cast begin
  13412. * For ammo, only check if the skill need ammo
  13413. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  13414. * @param sd Player who uses skill
  13415. * @param skill_id ID of used skill
  13416. * @param skill_lv Level of used skill
  13417. * @return true: All condition passed, false: Failed
  13418. */
  13419. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13420. {
  13421. struct status_data *status;
  13422. struct status_change *sc;
  13423. struct skill_condition require;
  13424. int i;
  13425. uint32 inf2, inf3;
  13426. nullpo_retr(false,sd);
  13427. if (sd->chatID)
  13428. return false;
  13429. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  13430. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13431. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13432. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13433. return true;
  13434. }
  13435. switch( sd->menuskill_id ) {
  13436. case AM_PHARMACY:
  13437. switch( skill_id ) {
  13438. case AM_PHARMACY:
  13439. case AC_MAKINGARROW:
  13440. case BS_REPAIRWEAPON:
  13441. case AM_TWILIGHT1:
  13442. case AM_TWILIGHT2:
  13443. case AM_TWILIGHT3:
  13444. return false;
  13445. }
  13446. break;
  13447. case GN_MIX_COOKING:
  13448. case GN_MAKEBOMB:
  13449. case GN_S_PHARMACY:
  13450. case GN_CHANGEMATERIAL:
  13451. if( sd->menuskill_id != skill_id )
  13452. return false;
  13453. break;
  13454. }
  13455. status = &sd->battle_status;
  13456. sc = &sd->sc;
  13457. if( !sc->count )
  13458. sc = NULL;
  13459. if( sd->skillitem == skill_id )
  13460. {
  13461. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  13462. sd->state.abra_flag = 0;
  13463. else
  13464. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  13465. if( (i = sd->itemindex) == -1 ||
  13466. sd->status.inventory[i].nameid != sd->itemid ||
  13467. sd->inventory_data[i] == NULL ||
  13468. !sd->inventory_data[i]->flag.delay_consume ||
  13469. sd->status.inventory[i].amount < 1
  13470. )
  13471. { //Something went wrong, item exploit?
  13472. sd->itemid = sd->itemindex = -1;
  13473. return false;
  13474. }
  13475. //Consume
  13476. sd->itemid = sd->itemindex = -1;
  13477. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  13478. ; //Do not consume item.
  13479. else if( sd->status.inventory[i].expire_time == 0 )
  13480. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  13481. }
  13482. return true;
  13483. }
  13484. if( pc_is90overweight(sd) ) {
  13485. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13486. return false;
  13487. }
  13488. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  13489. return false;
  13490. //Checks if disabling skill - in which case no SP requirements are necessary
  13491. if( sc && skill_disable_check(sc,skill_id))
  13492. return true;
  13493. inf3 = skill_get_inf3(skill_id);
  13494. // Check the skills that can be used while mounted on a warg
  13495. if( pc_isridingwug(sd) ) {
  13496. if(!(inf3&INF3_USABLE_WARG))
  13497. return false; // in official there is no message.
  13498. }
  13499. if( pc_ismadogear(sd) ) {
  13500. //None Mado skills are unusable when Mado is equipped. [Jobbie]
  13501. //Only Mechanic exlcusive skill can be used.
  13502. if(inf3&INF3_DIS_MADO){
  13503. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13504. return false;
  13505. }
  13506. }
  13507. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  13508. // return false;
  13509. require = skill_get_requirement(sd,skill_id,skill_lv);
  13510. //Can only update state when weapon/arrow info is checked.
  13511. sd->state.arrow_atk = require.ammo?1:0;
  13512. // perform skill-group checks
  13513. inf2 = skill_get_inf2(skill_id);
  13514. if(inf2&INF2_CHORUS_SKILL) {
  13515. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  13516. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13517. return false;
  13518. }
  13519. }
  13520. else if(inf2&INF2_ENSEMBLE_SKILL) {
  13521. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  13522. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13523. return false;
  13524. }
  13525. }
  13526. // perform skill-specific checks (and actions)
  13527. switch( skill_id ) {
  13528. case SO_SPELLFIST:
  13529. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  13530. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13531. return false;
  13532. }
  13533. case SA_CASTCANCEL:
  13534. if(sd->ud.skilltimer == INVALID_TIMER) {
  13535. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13536. return false;
  13537. }
  13538. break;
  13539. case AS_CLOAKING:
  13540. {
  13541. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  13542. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  13543. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13544. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13545. int di;
  13546. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  13547. if( di == 8 ) {
  13548. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13549. return false;
  13550. }
  13551. }
  13552. break;
  13553. }
  13554. case AL_WARP:
  13555. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  13556. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  13557. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  13558. return false;
  13559. }
  13560. break;
  13561. case MO_CALLSPIRITS:
  13562. if(sc && sc->data[SC_RAISINGDRAGON])
  13563. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  13564. if(sd->spiritball >= skill_lv) {
  13565. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13566. return false;
  13567. }
  13568. break;
  13569. case MO_FINGEROFFENSIVE:
  13570. case GS_FLING:
  13571. case SR_RAMPAGEBLASTER:
  13572. case SR_RIDEINLIGHTNING:
  13573. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  13574. sd->spiritball_old = require.spiritball = sd->spiritball;
  13575. else
  13576. sd->spiritball_old = require.spiritball;
  13577. break;
  13578. case MO_CHAINCOMBO:
  13579. if(!sc)
  13580. return false;
  13581. if(sc->data[SC_BLADESTOP])
  13582. break;
  13583. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  13584. break;
  13585. return false;
  13586. case MO_COMBOFINISH:
  13587. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  13588. return false;
  13589. break;
  13590. case CH_TIGERFIST:
  13591. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  13592. return false;
  13593. break;
  13594. case CH_CHAINCRUSH:
  13595. if(!(sc && sc->data[SC_COMBO]))
  13596. return false;
  13597. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  13598. return false;
  13599. break;
  13600. case MO_EXTREMITYFIST:
  13601. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  13602. // return false;
  13603. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  13604. break;
  13605. if( sc && sc->data[SC_COMBO] ) {
  13606. switch(sc->data[SC_COMBO]->val1) {
  13607. case MO_COMBOFINISH:
  13608. case CH_TIGERFIST:
  13609. case CH_CHAINCRUSH:
  13610. break;
  13611. default:
  13612. return false;
  13613. }
  13614. }
  13615. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  13616. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13617. return false;
  13618. }
  13619. break;
  13620. case TK_MISSION:
  13621. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  13622. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13623. return false;
  13624. }
  13625. break;
  13626. case TK_READYCOUNTER:
  13627. case TK_READYDOWN:
  13628. case TK_READYSTORM:
  13629. case TK_READYTURN:
  13630. case TK_JUMPKICK:
  13631. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  13632. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13633. return false;
  13634. }
  13635. break;
  13636. case TK_TURNKICK:
  13637. case TK_STORMKICK:
  13638. case TK_DOWNKICK:
  13639. case TK_COUNTER:
  13640. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  13641. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  13642. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  13643. return false; //Combo needs to be ready
  13644. if (sc->data[SC_COMBO]->val3) { //Kick chain
  13645. //Do not repeat a kick.
  13646. if (sc->data[SC_COMBO]->val3 != skill_id)
  13647. break;
  13648. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  13649. return false;
  13650. }
  13651. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  13652. unit_cancel_combo(&sd->bl);
  13653. return false;
  13654. }
  13655. break; //Combo ready.
  13656. case BD_ADAPTATION:
  13657. {
  13658. int time;
  13659. if(!(sc && sc->data[SC_DANCING])) {
  13660. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13661. return false;
  13662. }
  13663. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  13664. if (skill_get_time(
  13665. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  13666. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  13667. - time < skill_get_time2(skill_id,skill_lv))
  13668. {
  13669. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13670. return false;
  13671. }
  13672. }
  13673. break;
  13674. case PR_BENEDICTIO:
  13675. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  13676. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13677. return false;
  13678. }
  13679. break;
  13680. case SL_SMA:
  13681. if(!(sc && sc->data[SC_SMA]))
  13682. return false;
  13683. break;
  13684. case HT_POWER:
  13685. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  13686. return false;
  13687. break;
  13688. case CG_HERMODE:
  13689. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  13690. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13691. return false;
  13692. }
  13693. break;
  13694. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  13695. {
  13696. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  13697. int size = range*2+1;
  13698. for (s=0;s<size*size;s++) {
  13699. int x = sd->bl.x+(s%size-range);
  13700. int y = sd->bl.y+(s/size-range);
  13701. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  13702. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13703. return false;
  13704. }
  13705. }
  13706. }
  13707. break;
  13708. case PR_REDEMPTIO:
  13709. case LG_INSPIRATION:
  13710. {
  13711. unsigned int exp, exp_needp = 0;
  13712. switch (skill_id) {
  13713. case PR_REDEMPTIO:
  13714. exp_needp = battle_config.exp_cost_redemptio;
  13715. break;
  13716. case LG_INSPIRATION:
  13717. exp_needp = battle_config.exp_cost_inspiration;
  13718. break;
  13719. }
  13720. if (exp_needp && ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < exp_needp)) {
  13721. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  13722. return false;
  13723. }
  13724. break;
  13725. }
  13726. case HP_BASILICA:
  13727. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  13728. if( sd ) {
  13729. // When castbegin, needs 7x7 clear area
  13730. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  13731. int size = range*2+1;
  13732. for( s=0;s<size*size;s++ ) {
  13733. int x = sd->bl.x+(s%size-range);
  13734. int y = sd->bl.y+(s/size-range);
  13735. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  13736. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13737. return false;
  13738. }
  13739. }
  13740. if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  13741. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13742. return false;
  13743. }
  13744. }
  13745. }
  13746. break;
  13747. case AM_TWILIGHT2:
  13748. case AM_TWILIGHT3:
  13749. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  13750. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13751. return false;
  13752. }
  13753. break;
  13754. case SG_SUN_WARM:
  13755. case SG_MOON_WARM:
  13756. case SG_STAR_WARM:
  13757. if (sc && sc->data[SC_MIRACLE])
  13758. break;
  13759. i = skill_id-SG_SUN_WARM;
  13760. if (sd->bl.m == sd->feel_map[i].m)
  13761. break;
  13762. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13763. return false;
  13764. break;
  13765. case SG_SUN_COMFORT:
  13766. case SG_MOON_COMFORT:
  13767. case SG_STAR_COMFORT:
  13768. if (sc && sc->data[SC_MIRACLE])
  13769. break;
  13770. i = skill_id-SG_SUN_COMFORT;
  13771. if (sd->bl.m == sd->feel_map[i].m &&
  13772. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  13773. break;
  13774. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13775. return false;
  13776. case SG_FUSION:
  13777. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  13778. break;
  13779. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  13780. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  13781. if( require.sp > 0 ) {
  13782. if (status->sp < (unsigned int)require.sp)
  13783. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13784. else
  13785. status_zap(&sd->bl, 0, require.sp);
  13786. }
  13787. return false;
  13788. case GD_BATTLEORDER:
  13789. case GD_REGENERATION:
  13790. case GD_RESTORE:
  13791. if (!map_flag_gvg2(sd->bl.m)) {
  13792. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13793. return false;
  13794. }
  13795. case GD_EMERGENCYCALL:
  13796. case GD_ITEMEMERGENCYCALL:
  13797. // other checks were already done in skill_isNotOk()
  13798. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  13799. return false;
  13800. break;
  13801. case GS_GLITTERING:
  13802. if(sd->spiritball >= 10) {
  13803. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13804. return false;
  13805. }
  13806. break;
  13807. case NJ_ISSEN:
  13808. #ifdef RENEWAL
  13809. if (status->hp < (status->hp/100)) {
  13810. #else
  13811. if (status->hp < 2) {
  13812. #endif
  13813. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13814. return false;
  13815. }
  13816. case NJ_BUNSINJYUTSU:
  13817. if (!(sc && sc->data[SC_NEN])) {
  13818. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13819. return false;
  13820. }
  13821. break;
  13822. case NJ_ZENYNAGE:
  13823. case KO_MUCHANAGE:
  13824. if(sd->status.zeny < require.zeny) {
  13825. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13826. return false;
  13827. }
  13828. break;
  13829. case PF_HPCONVERSION:
  13830. if (status->sp == status->max_sp)
  13831. return false; //Unusable when at full SP.
  13832. break;
  13833. case AM_CALLHOMUN: //Can't summon if a hom is already out
  13834. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  13835. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13836. return false;
  13837. }
  13838. break;
  13839. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  13840. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  13841. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13842. return false;
  13843. }
  13844. break;
  13845. case AB_ANCILLA: {
  13846. int count = 0;
  13847. for( i = 0; i < MAX_INVENTORY; i++ )
  13848. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  13849. count += sd->status.inventory[i].amount;
  13850. if( count >= 3 ) {
  13851. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  13852. return false;
  13853. }
  13854. }
  13855. break;
  13856. /**
  13857. * Keeping as a note:
  13858. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  13859. */
  13860. //case AB_LAUDAAGNUS:
  13861. //case AB_LAUDARAMUS:
  13862. // if( !sd->status.party_id ) {
  13863. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13864. // return false;
  13865. // }
  13866. // break;
  13867. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  13868. case WL_COMET:
  13869. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  13870. && sd->special_state.no_gemstone == 0
  13871. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) {
  13872. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  13873. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13874. return false;
  13875. }
  13876. break;
  13877. case WL_SUMMONFB:
  13878. case WL_SUMMONBL:
  13879. case WL_SUMMONWB:
  13880. case WL_SUMMONSTONE:
  13881. if( sc ) {
  13882. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  13883. if( i == SC_SPHERE_5+1 ) { // No more free slots
  13884. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  13885. return false;
  13886. }
  13887. }
  13888. break;
  13889. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  13890. if( sc ) {
  13891. int j = 0;
  13892. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  13893. if( sc->data[i] ) {
  13894. j++;
  13895. }
  13896. if( j < 4 ) { // Need 4 spheres minimum
  13897. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13898. return false;
  13899. }
  13900. }
  13901. else { // no status at all? no spheres present
  13902. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13903. return false;
  13904. }
  13905. break;
  13906. case GC_HALLUCINATIONWALK:
  13907. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  13908. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13909. return false;
  13910. }
  13911. break;
  13912. case GC_COUNTERSLASH:
  13913. case GC_WEAPONCRUSH:
  13914. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  13915. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  13916. return false;
  13917. }
  13918. break;
  13919. case RA_WUGMASTERY:
  13920. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  13921. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13922. return false;
  13923. }
  13924. break;
  13925. case RA_WUGSTRIKE:
  13926. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  13927. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13928. return false;
  13929. }
  13930. break;
  13931. case RA_WUGRIDER:
  13932. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  13933. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13934. return false;
  13935. }
  13936. break;
  13937. case RA_WUGDASH:
  13938. if(!pc_isridingwug(sd)) {
  13939. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13940. return false;
  13941. }
  13942. else {
  13943. int16 sx = sd->bl.x;
  13944. int16 sy = sd->bl.y;
  13945. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  13946. switch (dir) {
  13947. case 0: case 8: sy++; break;
  13948. case 1: sx--; sy++; break;
  13949. case 2: sx--; break;
  13950. case 3: sx--; sy--; break;
  13951. case 4: sy--; break;
  13952. case 5: sx++; sy--; break;
  13953. case 6: sx++; break;
  13954. case 7: sx++; sy++; break;
  13955. }
  13956. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  13957. return false;
  13958. }
  13959. }
  13960. break;
  13961. case LG_BANDING:
  13962. if( sc && sc->data[SC_INSPIRATION] ) {
  13963. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13964. return false;
  13965. }
  13966. break;
  13967. case LG_PRESTIGE:
  13968. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  13969. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13970. return false;
  13971. }
  13972. break;
  13973. case LG_RAGEBURST:
  13974. if( sd->spiritball == 0 ) {
  13975. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  13976. return false;
  13977. }
  13978. sd->spiritball_old = require.spiritball = sd->spiritball;
  13979. break;
  13980. case LG_SHIELDSPELL: {
  13981. short index = sd->equip_index[EQI_HAND_L];
  13982. struct item_data *shield_data = NULL;
  13983. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  13984. shield_data = sd->inventory_data[index];
  13985. if (!shield_data || shield_data->type != IT_ARMOR) { // Skill will first check if a shield is equipped. If none is found the skill will fail.
  13986. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13987. break;
  13988. }
  13989. }
  13990. break;
  13991. case LG_RAYOFGENESIS:
  13992. case LG_HESPERUSLIT:
  13993. if (sc && sc->data[SC_INSPIRATION])
  13994. return true; // Don't check for partner.
  13995. if (!(sc && sc->data[SC_BANDING])) {
  13996. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13997. return false;
  13998. }
  13999. if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < (skill_id == LG_RAYOFGENESIS ? 2 : 3))
  14000. return false; // Just fails, no msg here.
  14001. break;
  14002. case SR_FALLENEMPIRE:
  14003. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  14004. return false;
  14005. break;
  14006. case SR_CRESCENTELBOW:
  14007. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  14008. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  14009. return false;
  14010. }
  14011. break;
  14012. case SR_CURSEDCIRCLE:
  14013. if (map_flag_gvg(sd->bl.m)) {
  14014. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  14015. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  14016. char output[128];
  14017. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  14018. clif_colormes(sd->fd,color_table[COLOR_RED], output);
  14019. return false;
  14020. }
  14021. }
  14022. if( sd->spiritball > 0 )
  14023. sd->spiritball_old = require.spiritball = sd->spiritball;
  14024. else {
  14025. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14026. return false;
  14027. }
  14028. break;
  14029. case SR_GATEOFHELL:
  14030. if( sd->spiritball > 0 )
  14031. sd->spiritball_old = require.spiritball;
  14032. break;
  14033. case SC_MANHOLE:
  14034. case SC_DIMENSIONDOOR:
  14035. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  14036. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14037. return false;
  14038. }
  14039. break;
  14040. case SC_FEINTBOMB:
  14041. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) ) {
  14042. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14043. return false;
  14044. }
  14045. break;
  14046. case WM_GREAT_ECHO: {
  14047. int count;
  14048. count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0);
  14049. if( count < 1 ) {
  14050. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  14051. return false;
  14052. } else
  14053. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  14054. }
  14055. break;
  14056. case SO_FIREWALK:
  14057. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  14058. if( sc && sc->data[SC_PROPERTYWALK] &&
  14059. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  14060. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14061. return false;
  14062. }
  14063. break;
  14064. case SO_EL_CONTROL:
  14065. if( !sd->status.ele_id || !sd->ed ) {
  14066. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14067. return false;
  14068. }
  14069. break;
  14070. case RETURN_TO_ELDICASTES:
  14071. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  14072. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14073. return false;
  14074. }
  14075. break;
  14076. case KO_JYUMONJIKIRI:
  14077. if (sd->weapontype1 && (sd->weapontype2 || sd->status.shield))
  14078. return true;
  14079. else {
  14080. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14081. return false;
  14082. }
  14083. break;
  14084. case KO_KAHU_ENTEN:
  14085. case KO_HYOUHU_HUBUKI:
  14086. case KO_KAZEHU_SEIRAN:
  14087. case KO_DOHU_KOUKAI:
  14088. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  14089. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  14090. return false;
  14091. }
  14092. break;
  14093. case KO_KAIHOU:
  14094. case KO_ZENKAI:
  14095. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  14096. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  14097. return false;
  14098. }
  14099. break;
  14100. }
  14101. /* check state required */
  14102. switch (require.state) {
  14103. case ST_HIDDEN:
  14104. if(!pc_ishiding(sd)) {
  14105. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14106. return false;
  14107. }
  14108. break;
  14109. case ST_RIDING:
  14110. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  14111. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14112. return false;
  14113. }
  14114. break;
  14115. case ST_FALCON:
  14116. if(!pc_isfalcon(sd)) {
  14117. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14118. return false;
  14119. }
  14120. break;
  14121. case ST_CART:
  14122. if(!pc_iscarton(sd)) {
  14123. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  14124. return false;
  14125. }
  14126. break;
  14127. case ST_SHIELD:
  14128. if(sd->status.shield <= 0) {
  14129. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14130. return false;
  14131. }
  14132. break;
  14133. case ST_RECOV_WEIGHT_RATE:
  14134. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  14135. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14136. return false;
  14137. }
  14138. break;
  14139. case ST_MOVE_ENABLE:
  14140. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  14141. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  14142. if (!unit_can_move(&sd->bl)) {
  14143. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14144. return false;
  14145. }
  14146. break;
  14147. case ST_WATER:
  14148. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  14149. break;
  14150. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  14151. break;
  14152. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14153. return false;
  14154. case ST_RIDINGDRAGON:
  14155. if( !pc_isridingdragon(sd) ) {
  14156. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  14157. return false;
  14158. }
  14159. break;
  14160. case ST_WUG:
  14161. if( !pc_iswug(sd) ) {
  14162. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14163. return false;
  14164. }
  14165. break;
  14166. case ST_RIDINGWUG:
  14167. if( !pc_isridingwug(sd) ) {
  14168. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14169. return false;
  14170. }
  14171. break;
  14172. case ST_MADO:
  14173. if( !pc_ismadogear(sd) ) {
  14174. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  14175. return false;
  14176. }
  14177. break;
  14178. case ST_ELEMENTALSPIRIT:
  14179. case ST_ELEMENTALSPIRIT2:
  14180. if(!sd->ed) {
  14181. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  14182. return false;
  14183. }
  14184. break;
  14185. case ST_PECO:
  14186. if(!pc_isriding(sd)) {
  14187. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14188. return false;
  14189. }
  14190. break;
  14191. }
  14192. /* check the status required */
  14193. if (require.status_count) {
  14194. switch (skill_id) {
  14195. // Being checked later in skill_check_condition_castend()
  14196. case WZ_SIGHTRASHER:
  14197. break;
  14198. default:
  14199. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14200. return false;
  14201. break;
  14202. }
  14203. }
  14204. //check if equipped item
  14205. if (require.eqItem_count) {
  14206. for (i = 0; i < require.eqItem_count; i++) {
  14207. uint16 reqeqit = require.eqItem[i];
  14208. if (!reqeqit)
  14209. break; //no required item; get out of here
  14210. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14211. if (i == require.eqItem_count) {
  14212. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14213. return false;
  14214. }
  14215. } else
  14216. break; // Wearing an applicable item.
  14217. }
  14218. }
  14219. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  14220. //mhp is the max-hp-requirement, that is,
  14221. //you must have this % or less of HP to cast it.
  14222. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14223. return false;
  14224. }
  14225. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14226. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14227. return false;
  14228. }
  14229. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  14230. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14231. return false;
  14232. }
  14233. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  14234. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14235. return false;
  14236. }
  14237. if( (require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  14238. (require.spiritball == -1 && sd->spiritball < 1) ) {
  14239. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,(require.spiritball == -1)? 1: require.spiritball);
  14240. return false;
  14241. }
  14242. return true;
  14243. }
  14244. /**
  14245. * Check skill condition when cast end.
  14246. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  14247. * @param sd Player who uses skill
  14248. * @param skill_id ID of used skill
  14249. * @param skill_lv Level of used skill
  14250. * @return true: All condition passed, false: Failed
  14251. */
  14252. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14253. {
  14254. struct skill_condition require;
  14255. struct status_data *status;
  14256. int i;
  14257. short index[MAX_SKILL_ITEM_REQUIRE];
  14258. nullpo_retr(false,sd);
  14259. if( sd->chatID )
  14260. return false;
  14261. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  14262. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  14263. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  14264. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  14265. return true;
  14266. }
  14267. switch( sd->menuskill_id ) { // Cast start or cast end??
  14268. case AM_PHARMACY:
  14269. switch( skill_id ) {
  14270. case AM_PHARMACY:
  14271. case AC_MAKINGARROW:
  14272. case BS_REPAIRWEAPON:
  14273. case AM_TWILIGHT1:
  14274. case AM_TWILIGHT2:
  14275. case AM_TWILIGHT3:
  14276. return false;
  14277. }
  14278. break;
  14279. case GN_MIX_COOKING:
  14280. case GN_MAKEBOMB:
  14281. case GN_S_PHARMACY:
  14282. case GN_CHANGEMATERIAL:
  14283. if( sd->menuskill_id != skill_id )
  14284. return false;
  14285. break;
  14286. }
  14287. if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
  14288. return true;
  14289. if( pc_is90overweight(sd) ) {
  14290. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  14291. return false;
  14292. }
  14293. // perform skill-specific checks (and actions)
  14294. switch( skill_id ) {
  14295. case PR_BENEDICTIO:
  14296. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  14297. break;
  14298. case AM_CANNIBALIZE:
  14299. case AM_SPHEREMINE: {
  14300. int c=0;
  14301. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA };
  14302. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  14303. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  14304. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  14305. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14306. if(c >= maxcount ||
  14307. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  14308. { //Fails when: exceed max limit. There are other plant types already out.
  14309. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14310. return false;
  14311. }
  14312. }
  14313. break;
  14314. }
  14315. case NC_SILVERSNIPER:
  14316. case NC_MAGICDECOY: {
  14317. int c = 0;
  14318. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  14319. int mob_class = MOBID_SILVERSNIPER;
  14320. if( skill_id == NC_MAGICDECOY )
  14321. mob_class = MOBID_MAGICDECOY_FIRE;
  14322. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  14323. if( skill_id == NC_MAGICDECOY ) {
  14324. int j;
  14325. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  14326. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  14327. } else
  14328. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14329. if( c >= maxcount ) {
  14330. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14331. return false;
  14332. }
  14333. }
  14334. }
  14335. break;
  14336. case KO_ZANZOU: {
  14337. int c = 0;
  14338. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  14339. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  14340. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14341. return false;
  14342. }
  14343. }
  14344. break;
  14345. }
  14346. status = &sd->battle_status;
  14347. require = skill_get_requirement(sd,skill_id,skill_lv);
  14348. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  14349. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14350. return false;
  14351. }
  14352. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14353. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14354. return false;
  14355. }
  14356. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  14357. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  14358. clif_arrow_fail(sd,0);
  14359. return false;
  14360. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  14361. char e_msg[100];
  14362. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  14363. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  14364. return false;
  14365. }
  14366. else if (require.ammo&(1<<AMMO_KUNAI)) {
  14367. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  14368. return false;
  14369. }
  14370. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  14371. skill_get_desc(skill_id),
  14372. require.ammo_qty,
  14373. itemdb_jname(sd->status.inventory[i].nameid));
  14374. clif_colormes(sd->fd,color_table[COLOR_RED],e_msg);
  14375. return false;
  14376. }
  14377. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  14378. //which is the closest we have to wrong ammo type. [Skotlex]
  14379. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  14380. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14381. return false;
  14382. }
  14383. }
  14384. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  14385. if( !require.itemid[i] )
  14386. continue;
  14387. index[i] = pc_search_inventory(sd,require.itemid[i]);
  14388. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  14389. if( require.itemid[i] == ITEMID_HOLY_WATER )
  14390. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  14391. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  14392. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  14393. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  14394. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  14395. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  14396. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  14397. else if( require.itemid[i] == ITEMID_ANCILLA )
  14398. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  14399. else {
  14400. char output[CHAT_SIZE_MAX];
  14401. //Official is using msgstringtable.txt for each requirement failure
  14402. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14403. sprintf(output, msg_txt(sd,720), itemdb_jname(require.itemid[i])); // %s is required.
  14404. clif_colormes(sd->fd,color_table[COLOR_RED],output);
  14405. }
  14406. return false;
  14407. }
  14408. }
  14409. /* check the status required */
  14410. if (require.status_count) {
  14411. switch (skill_id) {
  14412. case WZ_SIGHTRASHER:
  14413. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14414. return false;
  14415. break;
  14416. default:
  14417. break;
  14418. }
  14419. }
  14420. return true;
  14421. }
  14422. /** Consume skill requirement
  14423. * @param sd Player who uses the skill
  14424. * @param skill_id ID of used skill
  14425. * @param skill_lv Level of used skill
  14426. * @param type Consume type
  14427. * type&1: consume the others (before skill was used);
  14428. * type&2: consume items (after skill was used)
  14429. */
  14430. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  14431. {
  14432. struct skill_condition require;
  14433. nullpo_retv(sd);
  14434. require = skill_get_requirement(sd,skill_id,skill_lv);
  14435. if( type&1 ) {
  14436. switch( skill_id ) {
  14437. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  14438. case MC_IDENTIFY:
  14439. require.sp = 0;
  14440. break;
  14441. case MO_KITRANSLATION:
  14442. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  14443. require.spiritball = 0;
  14444. //Fall through
  14445. default:
  14446. if(sd->state.autocast)
  14447. require.sp = 0;
  14448. break;
  14449. }
  14450. if(require.hp || require.sp)
  14451. status_zap(&sd->bl, require.hp, require.sp);
  14452. if(require.spiritball > 0)
  14453. pc_delspiritball(sd,require.spiritball,0);
  14454. else if(require.spiritball == -1) {
  14455. sd->spiritball_old = sd->spiritball;
  14456. pc_delspiritball(sd,sd->spiritball,0);
  14457. }
  14458. if(require.zeny > 0)
  14459. {
  14460. if( skill_id == NJ_ZENYNAGE )
  14461. require.zeny = 0; //Zeny is reduced on skill_attack.
  14462. if( sd->status.zeny < require.zeny )
  14463. require.zeny = sd->status.zeny;
  14464. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  14465. }
  14466. }
  14467. if( type&2 ) {
  14468. struct status_change *sc = &sd->sc;
  14469. int n,i;
  14470. if( !sc->count )
  14471. sc = NULL;
  14472. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  14473. {
  14474. if( !require.itemid[i] )
  14475. continue;
  14476. if( itemid_isgemstone(require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  14477. continue; //Gemstones are checked, but not substracted from inventory.
  14478. switch( skill_id ){
  14479. case SA_SEISMICWEAPON:
  14480. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  14481. continue;
  14482. break;
  14483. case SA_FLAMELAUNCHER:
  14484. case SA_VOLCANO:
  14485. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  14486. continue;
  14487. break;
  14488. case SA_FROSTWEAPON:
  14489. case SA_DELUGE:
  14490. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  14491. continue;
  14492. break;
  14493. case SA_LIGHTNINGLOADER:
  14494. case SA_VIOLENTGALE:
  14495. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  14496. continue;
  14497. break;
  14498. }
  14499. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  14500. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  14501. }
  14502. }
  14503. }
  14504. /**
  14505. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  14506. * @param sd Player's that will be checked
  14507. * @param skill_id Skill that's being used
  14508. * @param skill_lv Skill level of used skill
  14509. * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
  14510. */
  14511. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14512. {
  14513. struct skill_condition req;
  14514. struct status_data *status;
  14515. struct status_change *sc;
  14516. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  14517. uint16 idx;
  14518. bool level_dependent = false;
  14519. memset(&req,0,sizeof(req));
  14520. if( !sd )
  14521. return req;
  14522. if( sd->skillitem == skill_id )
  14523. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  14524. sc = &sd->sc;
  14525. if( !sc->count )
  14526. sc = NULL;
  14527. //Checks if disabling skill - in which case no SP requirements are necessary
  14528. if( sc && skill_disable_check(sc,skill_id) )
  14529. return req;
  14530. idx = skill_get_index(skill_id);
  14531. if( idx == 0 ) // invalid skill id
  14532. return req;
  14533. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  14534. status = &sd->battle_status;
  14535. req.hp = skill_db[idx]->require.hp[skill_lv-1];
  14536. hp_rate = skill_db[idx]->require.hp_rate[skill_lv-1];
  14537. if(hp_rate > 0)
  14538. req.hp += (status->hp * hp_rate)/100;
  14539. else
  14540. req.hp += (status->max_hp * (-hp_rate))/100;
  14541. req.sp = skill_db[idx]->require.sp[skill_lv-1];
  14542. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  14543. req.sp /= 2;
  14544. sp_rate = skill_db[idx]->require.sp_rate[skill_lv-1];
  14545. if(sp_rate > 0)
  14546. req.sp += (status->sp * sp_rate)/100;
  14547. else
  14548. req.sp += (status->max_sp * (-sp_rate))/100;
  14549. if( sd->dsprate != 100 )
  14550. req.sp = req.sp * sd->dsprate / 100;
  14551. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  14552. if( i < ARRAYLENGTH(sd->skillusesprate) )
  14553. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  14554. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  14555. if( i < ARRAYLENGTH(sd->skillusesp) )
  14556. req.sp -= sd->skillusesp[i].val;
  14557. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  14558. if( sc ) {
  14559. if( sc->data[SC__LAZINESS] )
  14560. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  14561. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  14562. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  14563. if( sc->data[SC_RECOGNIZEDSPELL] )
  14564. req.sp += req.sp / 4;
  14565. if( sc->data[SC_OFFERTORIUM])
  14566. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  14567. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  14568. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  14569. }
  14570. req.zeny = skill_db[idx]->require.zeny[skill_lv-1];
  14571. if( sc && sc->data[SC__UNLUCKY] ) {
  14572. if(sc->data[SC__UNLUCKY]->val1 < 3)
  14573. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  14574. else
  14575. req.zeny += 1000;
  14576. }
  14577. req.spiritball = skill_db[idx]->require.spiritball[skill_lv-1];
  14578. req.state = skill_db[idx]->require.state;
  14579. req.mhp = skill_db[idx]->require.mhp[skill_lv-1];
  14580. req.weapon = skill_db[idx]->require.weapon;
  14581. req.ammo_qty = skill_db[idx]->require.ammo_qty[skill_lv-1];
  14582. if (req.ammo_qty)
  14583. req.ammo = skill_db[idx]->require.ammo;
  14584. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  14585. { //Assume this skill is using the weapon, therefore it requires arrows.
  14586. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  14587. req.ammo_qty = 1;
  14588. }
  14589. req.status_count = skill_db[idx]->require.status_count;
  14590. req.status = skill_db[idx]->require.status;
  14591. req.eqItem_count = skill_db[idx]->require.eqItem_count;
  14592. req.eqItem = skill_db[idx]->require.eqItem;
  14593. switch( skill_id ) {
  14594. /* Skill level-dependent checks */
  14595. case NC_SHAPESHIFT: // NOTE: Please make sure Magic_Gear_Fuel in the last position in skill_require_db.txt
  14596. case NC_REPAIR: // NOTE: Please make sure Repair_Kit in the last position in skill_require_db.txt
  14597. req.itemid[1] = skill_db[idx]->require.itemid[MAX_SKILL_ITEM_REQUIRE-1];
  14598. req.amount[1] = skill_db[idx]->require.amount[MAX_SKILL_ITEM_REQUIRE-1];
  14599. case KO_MAKIBISHI:
  14600. case GN_FIRE_EXPANSION:
  14601. case SO_SUMMON_AGNI:
  14602. case SO_SUMMON_AQUA:
  14603. case SO_SUMMON_VENTUS:
  14604. case SO_SUMMON_TERA:
  14605. case SO_WATER_INSIGNIA:
  14606. case SO_FIRE_INSIGNIA:
  14607. case SO_WIND_INSIGNIA:
  14608. case SO_EARTH_INSIGNIA:
  14609. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  14610. req.itemid[0] = skill_db[idx]->require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14611. req.amount[0] = skill_db[idx]->require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14612. level_dependent = true;
  14613. /* Normal skill requirements and gemstone checks */
  14614. default:
  14615. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  14616. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  14617. if (!level_dependent) {
  14618. switch( skill_id ) {
  14619. case AM_POTIONPITCHER:
  14620. case CR_SLIMPITCHER:
  14621. case CR_CULTIVATION:
  14622. if (i != skill_lv%11 - 1)
  14623. continue;
  14624. break;
  14625. case AM_CALLHOMUN:
  14626. if (sd->status.hom_id) //Don't delete items when hom is already out.
  14627. continue;
  14628. break;
  14629. case AB_ADORAMUS:
  14630. if( itemid_isgemstone(skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  14631. continue;
  14632. break;
  14633. case WL_COMET:
  14634. if( itemid_isgemstone(skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  14635. continue;
  14636. break;
  14637. }
  14638. req.itemid[i] = skill_db[idx]->require.itemid[i];
  14639. req.amount[i] = skill_db[idx]->require.amount[i];
  14640. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  14641. int16 itIndex;
  14642. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i])) {
  14643. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  14644. req.itemid[i] = ITEMID_TRAP;
  14645. else
  14646. req.itemid[i] = ITEMID_TRAP_ALLOY;
  14647. req.amount[i] = 1;
  14648. }
  14649. break;
  14650. }
  14651. }
  14652. // Check requirement for gemstone.
  14653. if (itemid_isgemstone(req.itemid[i])) {
  14654. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  14655. req.itemid[i] = req.amount[i] = 0;
  14656. else {
  14657. if( sd->special_state.no_gemstone )
  14658. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  14659. if( skill_id != SA_ABRACADABRA )
  14660. req.itemid[i] = req.amount[i] = 0;
  14661. else if( --req.amount[i] < 1 )
  14662. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14663. }
  14664. if(sc && sc->data[SC_INTOABYSS])
  14665. {
  14666. if( skill_id != SA_ABRACADABRA )
  14667. req.itemid[i] = req.amount[i] = 0;
  14668. else if( --req.amount[i] < 1 )
  14669. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14670. }
  14671. }
  14672. }
  14673. }
  14674. break;
  14675. }
  14676. // Check for cost reductions due to skills & SCs
  14677. switch(skill_id) {
  14678. case MC_MAMMONITE:
  14679. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  14680. req.zeny -= req.zeny*10/100;
  14681. break;
  14682. case AL_HOLYLIGHT:
  14683. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  14684. req.sp *= 5;
  14685. break;
  14686. case SL_SMA:
  14687. case SL_STUN:
  14688. case SL_STIN:
  14689. {
  14690. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  14691. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  14692. break;
  14693. if(sd->status.base_level>=90)
  14694. req.sp -= req.sp*7*kaina_lv/100;
  14695. else if(sd->status.base_level>=80)
  14696. req.sp -= req.sp*5*kaina_lv/100;
  14697. else if(sd->status.base_level>=70)
  14698. req.sp -= req.sp*3*kaina_lv/100;
  14699. }
  14700. break;
  14701. case MO_CHAINCOMBO:
  14702. case MO_COMBOFINISH:
  14703. case CH_TIGERFIST:
  14704. case CH_CHAINCRUSH:
  14705. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  14706. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  14707. break;
  14708. case MO_BODYRELOCATION:
  14709. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  14710. req.spiritball = 0;
  14711. break;
  14712. case MO_EXTREMITYFIST:
  14713. if( sc ) {
  14714. if( sc->data[SC_BLADESTOP] )
  14715. req.spiritball--;
  14716. else if( sc->data[SC_COMBO] ) {
  14717. switch( sc->data[SC_COMBO]->val1 ) {
  14718. case MO_COMBOFINISH:
  14719. req.spiritball = 4;
  14720. break;
  14721. case CH_TIGERFIST:
  14722. req.spiritball = 3;
  14723. break;
  14724. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  14725. req.spiritball = sd->spiritball?sd->spiritball:1;
  14726. break;
  14727. }
  14728. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  14729. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  14730. }
  14731. break;
  14732. case SR_RAMPAGEBLASTER:
  14733. req.spiritball = sd->spiritball?sd->spiritball:15;
  14734. break;
  14735. case LG_RAGEBURST:
  14736. req.spiritball = sd->spiritball?sd->spiritball:1;
  14737. break;
  14738. case SR_GATEOFHELL:
  14739. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  14740. req.sp -= req.sp * 10 / 100;
  14741. break;
  14742. case SO_SUMMON_AGNI:
  14743. case SO_SUMMON_AQUA:
  14744. case SO_SUMMON_VENTUS:
  14745. case SO_SUMMON_TERA: {
  14746. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  14747. if( spirit_sympathy )
  14748. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  14749. }
  14750. break;
  14751. case SO_PSYCHIC_WAVE:
  14752. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  14753. req.sp += req.sp / 2; // 1.5x SP cost
  14754. break;
  14755. }
  14756. //Check if player is using the copied skill [Cydh]
  14757. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  14758. uint16 req_opt = skill_db[idx]->copyable.req_opt;
  14759. if (req_opt&0x0001) req.hp = 0;
  14760. if (req_opt&0x0002) req.mhp = 0;
  14761. if (req_opt&0x0004) req.sp = 0;
  14762. if (req_opt&0x0008) req.hp_rate = 0;
  14763. if (req_opt&0x0010) req.sp_rate = 0;
  14764. if (req_opt&0x0020) req.zeny = 0;
  14765. if (req_opt&0x0040) req.weapon = 0;
  14766. if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
  14767. if (req_opt&0x0100) req.state = ST_NONE;
  14768. if (req_opt&0x0200) req.status_count = 0;
  14769. if (req_opt&0x0400) req.spiritball = 0;
  14770. if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  14771. if (req_opt&0x1000) req.eqItem_count = 0;
  14772. }
  14773. return req;
  14774. }
  14775. /*==========================================
  14776. * Does cast-time reductions based on dex, item bonuses and config setting
  14777. *------------------------------------------*/
  14778. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  14779. double time = skill_get_cast(skill_id, skill_lv);
  14780. nullpo_ret(bl);
  14781. #ifndef RENEWAL_CAST
  14782. {
  14783. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  14784. struct status_change *sc = status_get_sc(bl);
  14785. int reduce_cast_rate = 0;
  14786. uint8 flag = skill_get_castnodex(skill_id);
  14787. // Calculate base cast time (reduced by dex)
  14788. if (!(flag&1)) {
  14789. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14790. if (scale > 0) // not instant cast
  14791. time = time * (float)scale / battle_config.castrate_dex_scale;
  14792. else
  14793. return 0; // instant cast
  14794. }
  14795. // Calculate cast time reduced by item/card bonuses
  14796. if (sd) {
  14797. int i;
  14798. if (!(flag&4) && sd->castrate != 100)
  14799. reduce_cast_rate += 100 - sd->castrate;
  14800. // Skill-specific reductions work regardless of flag
  14801. for(i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
  14802. if (sd->skillcastrate[i].id == skill_id) {
  14803. reduce_cast_rate -= sd->skillcastrate[i].val;
  14804. break;
  14805. }
  14806. }
  14807. }
  14808. // These cast time reductions are processed even if the skill fails
  14809. if (sc && sc->count) {
  14810. // Magic Strings stacks additively with item bonuses
  14811. if (!(flag&2) && sc->data[SC_POEMBRAGI])
  14812. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  14813. // Foresight halves the cast time, it does not stack additively
  14814. if (sc->data[SC_MEMORIZE]) {
  14815. if(!(flag&2))
  14816. time -= time * 50 / 100;
  14817. // Foresight counter gets reduced even if the skill is not affected by it
  14818. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14819. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14820. }
  14821. }
  14822. time = time * (1 - (float)reduce_cast_rate / 100);
  14823. }
  14824. #endif
  14825. // config cast time multiplier
  14826. if (battle_config.cast_rate != 100)
  14827. time = time * battle_config.cast_rate / 100;
  14828. // return final cast time
  14829. time = max(time, 0);
  14830. //ShowInfo("Castime castfix = %f\n",time);
  14831. return (int)time;
  14832. }
  14833. #ifndef RENEWAL_CAST
  14834. /**
  14835. * Get the skill cast time for Pre-Re cast
  14836. * @param bl: The caster
  14837. * @param time: Cast time before Status Change addition or reduction
  14838. * @return time: Modified castime after status change addition or reduction
  14839. */
  14840. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  14841. {
  14842. struct status_change *sc = status_get_sc(bl);
  14843. if (time < 0)
  14844. return 0;
  14845. if (bl->type == BL_MOB)
  14846. return (int)time;
  14847. if (sc && sc->count) {
  14848. if (!(flag&2)) {
  14849. if (sc->data[SC_SLOWCAST])
  14850. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  14851. if (sc->data[SC_PARALYSIS])
  14852. time += sc->data[SC_PARALYSIS]->val3;
  14853. if (sc->data[SC_IZAYOI])
  14854. time -= time * 50 / 100;
  14855. }
  14856. if (sc->data[SC_SUFFRAGIUM]) {
  14857. if(!(flag&2))
  14858. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  14859. //Suffragium ends even if the skill is not affected by it
  14860. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14861. }
  14862. }
  14863. time = max(time, 0);
  14864. //ShowInfo("Castime castfix_sc = %f\n",time);
  14865. return (int)time;
  14866. }
  14867. #else
  14868. /**
  14869. * Get the skill cast time for RENEWAL_CAST.
  14870. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  14871. * Additive value:
  14872. * Variable CastTime : time += value
  14873. * Fixed CastTime : fixed += value
  14874. * Multipicative value
  14875. * Variable CastTime : VARCAST_REDUCTION(value)
  14876. * Fixed CastTime : FIXEDCASTRATE2(value)
  14877. * @param bl: The caster
  14878. * @param time: Cast time without reduction
  14879. * @param skill_id: Skill ID of the casted skill
  14880. * @param skill_lv: Skill level of the casted skill
  14881. * @return time: Modified castime after status and bonus addition or reduction
  14882. */
  14883. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  14884. {
  14885. struct status_change *sc = status_get_sc(bl);
  14886. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  14887. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  14888. uint8 i = 0, flag = skill_get_castnodex(skill_id);
  14889. nullpo_ret(bl);
  14890. if (time < 0)
  14891. return 0;
  14892. if (bl->type == BL_MOB)
  14893. return (int)time;
  14894. if (fixed < 0 || !battle_config.default_fixed_castrate) // no fixed cast time
  14895. fixed = 0;
  14896. else if (fixed == 0) {
  14897. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  14898. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  14899. }
  14900. // Additive Variable Cast bonus adjustments by items
  14901. if (sd && !(flag&4)) {
  14902. if (sd->bonus.varcastrate != 0)
  14903. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  14904. if (sd->bonus.fixcastrate != 0)
  14905. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  14906. if (sd->bonus.add_varcast != 0)
  14907. time += sd->bonus.add_varcast; // bonus bVariableCast
  14908. if (sd->bonus.add_fixcast != 0)
  14909. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  14910. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) {
  14911. if (sd->skillfixcast[i].id == skill_id) { // bonus2 bSkillFixedCast
  14912. fixed += sd->skillfixcast[i].val;
  14913. break;
  14914. }
  14915. }
  14916. for (i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++) {
  14917. if (sd->skillvarcast[i].id == skill_id) { // bonus2 bSkillVariableCast
  14918. time += sd->skillvarcast[i].val;
  14919. break;
  14920. }
  14921. }
  14922. for (i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
  14923. if (sd->skillcastrate[i].id == skill_id) { // bonus2 bVariableCastrate
  14924. reduce_cast_rate += sd->skillcastrate[i].val;
  14925. break;
  14926. }
  14927. }
  14928. for (i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++) {
  14929. if (sd->skillfixcastrate[i].id == skill_id) { // bonus2 bFixedCastrate
  14930. fixcast_r = max(fixcast_r, sd->skillfixcastrate[i].val);
  14931. break;
  14932. }
  14933. }
  14934. }
  14935. // Adjusted by active statuses
  14936. if (sc && sc->count && !(flag&2)) {
  14937. // Multiplicative Variable CastTime values
  14938. if (sc->data[SC_SLOWCAST])
  14939. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  14940. if (sc->data[SC__LAZINESS])
  14941. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  14942. if (sc->data[SC_SUFFRAGIUM]) {
  14943. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  14944. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14945. }
  14946. if (sc->data[SC_MEMORIZE]) {
  14947. reduce_cast_rate += 50;
  14948. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14949. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14950. }
  14951. if (sc->data[SC_POEMBRAGI])
  14952. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  14953. if (sc->data[SC_IZAYOI])
  14954. VARCAST_REDUCTION(50);
  14955. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  14956. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  14957. if (sc->data[SC_TELEKINESIS_INTENSE])
  14958. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  14959. // Multiplicative Fixed CastTime values
  14960. if (sc->data[SC_SECRAMENT])
  14961. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  14962. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  14963. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  14964. if (sc->data[SC_DANCEWITHWUG])
  14965. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  14966. if (sc->data[SC_HEAT_BARREL])
  14967. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  14968. // Additive Fixed CastTime values
  14969. if (sc->data[SC_MANDRAGORA])
  14970. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  14971. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  14972. fixed -= 1000;
  14973. if (sc->data[SC_IZAYOI])
  14974. fixed = 0;
  14975. }
  14976. if (varcast_r < 0)
  14977. time = time * (1 - (float)min(varcast_r, 100) / 100);
  14978. // Apply Variable CastTime calculation by INT & DEX
  14979. if (!(flag&1))
  14980. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  14981. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  14982. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  14983. return (int)time;
  14984. }
  14985. #endif
  14986. /*==========================================
  14987. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  14988. *------------------------------------------*/
  14989. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  14990. {
  14991. int delaynodex = skill_get_delaynodex(skill_id);
  14992. int time = skill_get_delay(skill_id, skill_lv);
  14993. struct map_session_data *sd;
  14994. struct status_change *sc = status_get_sc(bl);
  14995. nullpo_ret(bl);
  14996. sd = BL_CAST(BL_PC, bl);
  14997. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  14998. return 0; //Will use picked skill's delay.
  14999. if (bl->type&battle_config.no_skill_delay)
  15000. return battle_config.min_skill_delay_limit;
  15001. if (time < 0)
  15002. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  15003. // Delay reductions
  15004. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  15005. case MO_TRIPLEATTACK:
  15006. case MO_CHAINCOMBO:
  15007. case MO_COMBOFINISH:
  15008. case CH_TIGERFIST:
  15009. case CH_CHAINCRUSH:
  15010. case SR_DRAGONCOMBO:
  15011. case SR_FALLENEMPIRE:
  15012. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  15013. if (time == 0)
  15014. time = 1000;
  15015. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  15016. break;
  15017. case HP_BASILICA:
  15018. if (sc && !sc->data[SC_BASILICA])
  15019. time = 0; // There is no Delay on Basilica creation, only on cancel
  15020. break;
  15021. default:
  15022. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  15023. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15024. if (scale > 0)
  15025. time = time * scale / battle_config.castrate_dex_scale;
  15026. else //To be capped later to minimum.
  15027. time = 0;
  15028. }
  15029. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  15030. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  15031. if (scale > 0)
  15032. time = time * scale / battle_config.castrate_dex_scale;
  15033. else //To be capped later to minimum.
  15034. time = 0;
  15035. }
  15036. }
  15037. if (sc && sc->data[SC_SPIRIT]) {
  15038. switch (skill_id) {
  15039. case CR_SHIELDBOOMERANG:
  15040. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  15041. time /= 2;
  15042. break;
  15043. case AS_SONICBLOW:
  15044. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  15045. time /= 2;
  15046. break;
  15047. }
  15048. }
  15049. if (!(delaynodex&2)) {
  15050. if (sc && sc->count) {
  15051. if (sc->data[SC_POEMBRAGI])
  15052. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  15053. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  15054. time /= 2; // After Delay of Wind element spells reduced by 50%.
  15055. }
  15056. }
  15057. if (!(delaynodex&4) && sd && sd->delayrate != 100)
  15058. time = time * sd->delayrate / 100;
  15059. if (battle_config.delay_rate != 100)
  15060. time = time * battle_config.delay_rate / 100;
  15061. //ShowInfo("Delay delayfix = %d\n",time);
  15062. return max(time,0);
  15063. }
  15064. /*==========================================
  15065. * Weapon Repair [Celest/DracoRPG]
  15066. *------------------------------------------*/
  15067. void skill_repairweapon(struct map_session_data *sd, int idx) {
  15068. int material;
  15069. int materials[4] = { 1002, 998, 999, 756 };
  15070. struct item *item;
  15071. struct map_session_data *target_sd;
  15072. nullpo_retv(sd);
  15073. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  15074. return;
  15075. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  15076. return;
  15077. if( idx < 0 || idx >= MAX_INVENTORY )
  15078. return; //Invalid index??
  15079. item = &target_sd->status.inventory[idx];
  15080. if( !item->nameid || !item->attribute )
  15081. return; //Again invalid item....
  15082. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  15083. clif_item_repaireffect(sd, idx, 1);
  15084. return;
  15085. }
  15086. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  15087. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  15088. else
  15089. material = materials [2]; // Armors consume 1 Steel
  15090. if ( pc_search_inventory(sd,material) < 0 ) {
  15091. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15092. return;
  15093. }
  15094. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  15095. item->attribute = 0;/* clear broken state */
  15096. clif_equiplist(target_sd);
  15097. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  15098. clif_item_repaireffect(sd,idx,0);
  15099. if( sd != target_sd )
  15100. clif_item_repaireffect(target_sd,idx,0);
  15101. }
  15102. /*==========================================
  15103. * Item Appraisal
  15104. *------------------------------------------*/
  15105. void skill_identify(struct map_session_data *sd, int idx)
  15106. {
  15107. int flag=1;
  15108. nullpo_retv(sd);
  15109. if(idx >= 0 && idx < MAX_INVENTORY) {
  15110. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  15111. flag=0;
  15112. sd->status.inventory[idx].identify=1;
  15113. }
  15114. }
  15115. clif_item_identified(sd,idx,flag);
  15116. }
  15117. /*==========================================
  15118. * Weapon Refine [Celest]
  15119. *------------------------------------------*/
  15120. void skill_weaponrefine(struct map_session_data *sd, int idx)
  15121. {
  15122. nullpo_retv(sd);
  15123. if (idx >= 0 && idx < MAX_INVENTORY)
  15124. {
  15125. struct item *item;
  15126. struct item_data *ditem = sd->inventory_data[idx];
  15127. item = &sd->status.inventory[idx];
  15128. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  15129. int i = 0, per;
  15130. int material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON, };
  15131. if( ditem->flag.no_refine ) { // if the item isn't refinable
  15132. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15133. return;
  15134. }
  15135. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  15136. clif_upgrademessage(sd->fd, 2, item->nameid);
  15137. return;
  15138. }
  15139. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  15140. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  15141. return;
  15142. }
  15143. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  15144. if( sd->class_&JOBL_THIRD )
  15145. per += 10;
  15146. else
  15147. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  15148. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  15149. if (per > rnd() % 100) {
  15150. int ep=0;
  15151. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  15152. item->refine++;
  15153. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  15154. if(item->equip) {
  15155. ep = item->equip;
  15156. pc_unequipitem(sd,idx,3);
  15157. }
  15158. clif_delitem(sd,idx,1,3);
  15159. clif_upgrademessage(sd->fd, 0, item->nameid);
  15160. clif_inventorylist(sd);
  15161. clif_refine(sd->fd,0,idx,item->refine);
  15162. if (ep)
  15163. pc_equipitem(sd,idx,ep);
  15164. clif_misceffect(&sd->bl,3);
  15165. if(item->refine == 10 &&
  15166. item->card[0] == CARD0_FORGE &&
  15167. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  15168. { // Fame point system [DracoRPG]
  15169. switch(ditem->wlv){
  15170. case 1:
  15171. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  15172. break;
  15173. case 2:
  15174. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  15175. break;
  15176. case 3:
  15177. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  15178. break;
  15179. }
  15180. }
  15181. } else {
  15182. item->refine = 0;
  15183. if(item->equip)
  15184. pc_unequipitem(sd,idx,3);
  15185. clif_upgrademessage(sd->fd, 1, item->nameid);
  15186. clif_refine(sd->fd,1,idx,item->refine);
  15187. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  15188. clif_misceffect(&sd->bl,2);
  15189. clif_emotion(&sd->bl, E_OMG);
  15190. }
  15191. }
  15192. }
  15193. }
  15194. /*==========================================
  15195. *
  15196. *------------------------------------------*/
  15197. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  15198. {
  15199. uint16 skill_lv;
  15200. int maxlv=1,lv;
  15201. nullpo_ret(sd);
  15202. skill_lv = sd->menuskill_val;
  15203. lv=pc_checkskill(sd,skill_id);
  15204. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  15205. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  15206. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  15207. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  15208. maxlv = 10; //Soul Linker bonus. [Skotlex]
  15209. else if(skill_lv==2) maxlv=1;
  15210. else if(skill_lv==3) maxlv=2;
  15211. else if(skill_lv>=4) maxlv=3;
  15212. }
  15213. else if(skill_id==MG_SOULSTRIKE){
  15214. if(skill_lv==5) maxlv=1;
  15215. else if(skill_lv==6) maxlv=2;
  15216. else if(skill_lv>=7) maxlv=3;
  15217. }
  15218. else if(skill_id==MG_FIREBALL){
  15219. if(skill_lv==8) maxlv=1;
  15220. else if(skill_lv>=9) maxlv=2;
  15221. }
  15222. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  15223. else return 0;
  15224. if(maxlv > lv)
  15225. maxlv = lv;
  15226. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  15227. skill_get_time(SA_AUTOSPELL,skill_lv));
  15228. return 0;
  15229. }
  15230. /*==========================================
  15231. * Sitting skills functions.
  15232. *------------------------------------------*/
  15233. static int skill_sit_count(struct block_list *bl, va_list ap)
  15234. {
  15235. struct map_session_data *sd;
  15236. int type =va_arg(ap,int);
  15237. sd=(struct map_session_data*)bl;
  15238. if(!pc_issit(sd))
  15239. return 0;
  15240. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  15241. return 1;
  15242. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  15243. return 1;
  15244. return 0;
  15245. }
  15246. static int skill_sit_in (struct block_list *bl, va_list ap)
  15247. {
  15248. struct map_session_data *sd;
  15249. int type = va_arg(ap,int);
  15250. sd = (struct map_session_data*)bl;
  15251. if(!pc_issit(sd))
  15252. return 0;
  15253. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  15254. sd->state.gangsterparadise = 1;
  15255. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
  15256. sd->state.rest = 1;
  15257. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15258. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15259. }
  15260. return 0;
  15261. }
  15262. static int skill_sit_out (struct block_list *bl, va_list ap)
  15263. {
  15264. struct map_session_data *sd;
  15265. int type = va_arg(ap,int);
  15266. sd = (struct map_session_data*)bl;
  15267. if(sd->state.gangsterparadise && type&1)
  15268. sd->state.gangsterparadise = 0;
  15269. if(sd->state.rest && type&2) {
  15270. sd->state.rest = 0;
  15271. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15272. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15273. }
  15274. return 0;
  15275. }
  15276. int skill_sit (struct map_session_data *sd, int type)
  15277. {
  15278. int flag = 0;
  15279. int range = 0, lv;
  15280. nullpo_ret(sd);
  15281. if((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  15282. flag |= 1;
  15283. range = skill_get_splash(RG_GANGSTER, lv);
  15284. }
  15285. if((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  15286. flag |= 2;
  15287. range = skill_get_splash(TK_HPTIME, lv);
  15288. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  15289. flag |= 2;
  15290. range = skill_get_splash(TK_SPTIME, lv);
  15291. }
  15292. if (type)
  15293. clif_status_load(&sd->bl, SI_SIT, 1);
  15294. else
  15295. clif_status_load(&sd->bl, SI_SIT, 0);
  15296. if (!flag) return 0;
  15297. if(type) {
  15298. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  15299. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  15300. } else {
  15301. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  15302. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  15303. }
  15304. return 0;
  15305. }
  15306. /*==========================================
  15307. * Do Forstjoke/Scream effect
  15308. *------------------------------------------*/
  15309. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  15310. {
  15311. struct block_list *src;
  15312. uint16 skill_id,skill_lv;
  15313. unsigned int tick;
  15314. nullpo_ret(bl);
  15315. nullpo_ret(src = va_arg(ap,struct block_list*));
  15316. skill_id = va_arg(ap,int);
  15317. skill_lv = va_arg(ap,int);
  15318. if(!skill_lv)
  15319. return 0;
  15320. tick = va_arg(ap,unsigned int);
  15321. if (src == bl || status_isdead(bl))
  15322. return 0;
  15323. if (bl->type == BL_PC) {
  15324. struct map_session_data *sd = (struct map_session_data *)bl;
  15325. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  15326. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  15327. }
  15328. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  15329. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  15330. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15331. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  15332. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15333. return 0;
  15334. }
  15335. /**
  15336. * Set map cell flag as skill unit effect
  15337. * @param src Skill unit
  15338. * @param skill_id
  15339. * @param skill_lv
  15340. * @param cell Cell type cell_t
  15341. * @param flag 0/1
  15342. */
  15343. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  15344. {
  15345. int range = skill_get_unit_range(skill_id,skill_lv);
  15346. int x, y;
  15347. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  15348. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  15349. map_setcell(src->bl.m, x, y, cell, flag);
  15350. }
  15351. /**
  15352. * Do skill attack area (such splash effect) around the 'first' target.
  15353. * First target will skip skill condition, always receive damage. But,
  15354. * around it, still need target/condition validation by
  15355. * battle_check_target and status_check_skilluse
  15356. * @param bl
  15357. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  15358. */
  15359. int skill_attack_area(struct block_list *bl, va_list ap)
  15360. {
  15361. struct block_list *src,*dsrc;
  15362. int atk_type,skill_id,skill_lv,flag,type;
  15363. unsigned int tick;
  15364. if(status_isdead(bl))
  15365. return 0;
  15366. atk_type = va_arg(ap,int);
  15367. src = va_arg(ap,struct block_list*);
  15368. dsrc = va_arg(ap,struct block_list*);
  15369. skill_id = va_arg(ap,int);
  15370. skill_lv = va_arg(ap,int);
  15371. tick = va_arg(ap,unsigned int);
  15372. flag = va_arg(ap,int);
  15373. type = va_arg(ap,int);
  15374. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  15375. switch (skill_id) {
  15376. case LG_CANNONSPEAR:
  15377. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  15378. default:
  15379. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15380. }
  15381. }
  15382. if(battle_check_target(dsrc,bl,type) <= 0 ||
  15383. !status_check_skilluse(NULL, bl, skill_id, 2))
  15384. return 0;
  15385. switch (skill_id) {
  15386. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  15387. case NPC_ACIDBREATH:
  15388. case NPC_DARKNESSBREATH:
  15389. case NPC_FIREBREATH:
  15390. case NPC_ICEBREATH:
  15391. case NPC_THUNDERBREATH:
  15392. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15393. default:
  15394. //Area-splash, disable skill animation.
  15395. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  15396. }
  15397. }
  15398. /**
  15399. * Clear skill unit group
  15400. * @param bl
  15401. * @param flag &1
  15402. */
  15403. int skill_clear_group(struct block_list *bl, int flag)
  15404. {
  15405. struct unit_data *ud = NULL;
  15406. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  15407. int i, count = 0;
  15408. nullpo_ret(bl);
  15409. if (!(ud = unit_bl2ud(bl)))
  15410. return 0;
  15411. // All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  15412. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15413. switch (ud->skillunit[i]->skill_id) {
  15414. case SA_DELUGE:
  15415. case SA_VOLCANO:
  15416. case SA_VIOLENTGALE:
  15417. case SA_LANDPROTECTOR:
  15418. case NJ_SUITON:
  15419. case NJ_KAENSIN:
  15420. case SC_CHAOSPANIC:
  15421. if (flag&1)
  15422. group[count++] = ud->skillunit[i];
  15423. break;
  15424. case SO_CLOUD_KILL:
  15425. if( flag&4 )
  15426. group[count++] = ud->skillunit[i];
  15427. break;
  15428. case SO_WARMER:
  15429. if( flag&8 )
  15430. group[count++] = ud->skillunit[i];
  15431. break;
  15432. default:
  15433. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  15434. group[count++] = ud->skillunit[i];
  15435. break;
  15436. }
  15437. }
  15438. for (i = 0; i < count; i++)
  15439. skill_delunitgroup(group[i]);
  15440. return count;
  15441. }
  15442. /**
  15443. * Returns the first element field found [Skotlex]
  15444. * @param bl
  15445. * @return skill_unit_group
  15446. */
  15447. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  15448. {
  15449. struct unit_data *ud = NULL;
  15450. int i;
  15451. nullpo_ret(bl);
  15452. if (!(ud = unit_bl2ud(bl)))
  15453. return NULL;
  15454. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15455. switch (ud->skillunit[i]->skill_id) {
  15456. case SA_DELUGE:
  15457. case SA_VOLCANO:
  15458. case SA_VIOLENTGALE:
  15459. case SA_LANDPROTECTOR:
  15460. case NJ_SUITON:
  15461. case SO_CLOUD_KILL:
  15462. case SO_WARMER:
  15463. case SC_CHAOSPANIC:
  15464. return ud->skillunit[i];
  15465. }
  15466. }
  15467. return NULL;
  15468. }
  15469. /// Graffiti cleaner [Valaris]
  15470. int skill_graffitiremover(struct block_list *bl, va_list ap)
  15471. {
  15472. struct skill_unit *unit = NULL;
  15473. nullpo_ret(bl);
  15474. nullpo_ret(ap);
  15475. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  15476. return 0;
  15477. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  15478. skill_delunit(unit);
  15479. return 0;
  15480. }
  15481. /// Greed effect
  15482. int skill_greed(struct block_list *bl, va_list ap)
  15483. {
  15484. struct block_list *src;
  15485. struct map_session_data *sd = NULL;
  15486. struct flooritem_data *fitem = NULL;
  15487. nullpo_ret(bl);
  15488. nullpo_ret(src = va_arg(ap, struct block_list *));
  15489. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  15490. pc_takeitem(sd, fitem);
  15491. return 0;
  15492. }
  15493. /// Ranger's Detonator [Jobbie/3CeAM]
  15494. int skill_detonator(struct block_list *bl, va_list ap)
  15495. {
  15496. struct skill_unit *unit = NULL;
  15497. struct block_list *src;
  15498. int unit_id;
  15499. nullpo_ret(bl);
  15500. nullpo_ret(ap);
  15501. src = va_arg(ap,struct block_list *);
  15502. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  15503. return 0;
  15504. if( unit->group->src_id != src->id )
  15505. return 0;
  15506. unit_id = unit->group->unit_id;
  15507. switch( unit_id )
  15508. { //List of Hunter and Ranger Traps that can be detonate.
  15509. case UNT_BLASTMINE:
  15510. case UNT_SANDMAN:
  15511. case UNT_CLAYMORETRAP:
  15512. case UNT_TALKIEBOX:
  15513. case UNT_CLUSTERBOMB:
  15514. case UNT_FIRINGTRAP:
  15515. case UNT_ICEBOUNDTRAP:
  15516. switch(unit_id) {
  15517. case UNT_TALKIEBOX:
  15518. clif_talkiebox(bl,unit->group->valstr);
  15519. unit->group->val2 = -1;
  15520. break;
  15521. case UNT_CLAYMORETRAP:
  15522. case UNT_FIRINGTRAP:
  15523. case UNT_ICEBOUNDTRAP:
  15524. if (battle_config.skill_wall_check)
  15525. map_foreachinshootrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
  15526. else
  15527. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
  15528. break;
  15529. default:
  15530. if(battle_config.skill_wall_check && !(skill_get_nk(unit->group->skill_id)&NK_NO_DAMAGE))
  15531. map_foreachinshootrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  15532. else
  15533. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  15534. break;
  15535. }
  15536. clif_changetraplook(bl, UNT_USED_TRAPS);
  15537. unit->group->unit_id = UNT_USED_TRAPS;
  15538. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  15539. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  15540. break;
  15541. }
  15542. return 0;
  15543. }
  15544. /**
  15545. * Rebellion's Bind Trap explosion
  15546. * @author [Cydh]
  15547. **/
  15548. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  15549. struct skill_unit *su = NULL;
  15550. struct block_list *src = NULL;
  15551. nullpo_ret(bl);
  15552. nullpo_ret(ap);
  15553. src = va_arg(ap,struct block_list *);
  15554. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  15555. return 0;
  15556. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id )
  15557. return 0;
  15558. map_foreachinrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  15559. clif_changetraplook(bl, UNT_USED_TRAPS);
  15560. su->group->unit_id = UNT_USED_TRAPS;
  15561. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  15562. return 1;
  15563. }
  15564. /*==========================================
  15565. * Check new skill unit cell when overlapping in other skill unit cell.
  15566. * Catched skill in cell value pushed to *unit pointer.
  15567. * Set (*alive) to 0 will ends 'new unit' check
  15568. *------------------------------------------*/
  15569. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  15570. {
  15571. uint16 skill_id;
  15572. int *alive;
  15573. struct skill_unit *unit;
  15574. skill_id = va_arg(ap,int);
  15575. alive = va_arg(ap,int *);
  15576. unit = (struct skill_unit *)bl;
  15577. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  15578. return 0;
  15579. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  15580. return 0;
  15581. switch (skill_id) {
  15582. case SA_LANDPROTECTOR:
  15583. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  15584. (*alive) = 0;
  15585. skill_delunit(unit);
  15586. return 1;
  15587. }
  15588. //It deletes everything except traps and barriers
  15589. if ((!(skill_get_inf2(unit->group->skill_id)&(INF2_TRAP)) && !(skill_get_inf3(unit->group->skill_id)&(INF3_NOLP))) || unit->group->skill_id == WZ_FIREPILLAR || unit->group->skill_id == GN_HELLS_PLANT) {
  15590. skill_delunit(unit);
  15591. return 1;
  15592. }
  15593. break;
  15594. case HW_GANBANTEIN:
  15595. case LG_EARTHDRIVE:
  15596. // Officially songs/dances are removed
  15597. skill_delunit(unit);
  15598. return 1;
  15599. case SA_VOLCANO:
  15600. case SA_DELUGE:
  15601. case SA_VIOLENTGALE:
  15602. // The official implementation makes them fail to appear when casted on top of ANYTHING
  15603. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  15604. // hence, I leave the alternate implementation here, commented. [Skotlex]
  15605. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id, 0) != UNT_DUMMYSKILL)
  15606. {
  15607. (*alive) = 0;
  15608. return 1;
  15609. }
  15610. /*
  15611. switch (unit->group->skill_id)
  15612. { //These cannot override each other.
  15613. case SA_VOLCANO:
  15614. case SA_DELUGE:
  15615. case SA_VIOLENTGALE:
  15616. (*alive) = 0;
  15617. return 1;
  15618. }
  15619. */
  15620. break;
  15621. case PF_FOGWALL:
  15622. switch(unit->group->skill_id) {
  15623. case SA_VOLCANO: //Can't be placed on top of these
  15624. case SA_VIOLENTGALE:
  15625. (*alive) = 0;
  15626. return 1;
  15627. case SA_DELUGE:
  15628. case NJ_SUITON:
  15629. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  15630. (*alive) = 2;
  15631. break;
  15632. }
  15633. break;
  15634. case WZ_WATERBALL:
  15635. switch (unit->group->skill_id) {
  15636. case SA_DELUGE:
  15637. case NJ_SUITON:
  15638. //Consumes deluge/suiton
  15639. skill_delunit(unit);
  15640. return 1;
  15641. }
  15642. break;
  15643. case WZ_ICEWALL:
  15644. case HP_BASILICA:
  15645. case HW_GRAVITATION:
  15646. //These can't be placed on top of themselves (duration can't be refreshed)
  15647. if (unit->group->skill_id == skill_id)
  15648. {
  15649. (*alive) = 0;
  15650. return 1;
  15651. }
  15652. break;
  15653. case GN_CRAZYWEED_ATK:
  15654. if (unit->group->skill_id == WZ_FIREPILLAR && unit->group->unit_id != UNT_FIREPILLAR_ACTIVE)
  15655. break;
  15656. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_CRAZYWEED) {
  15657. skill_delunit(unit);
  15658. return 1;
  15659. }
  15660. break;
  15661. case RL_FIRE_RAIN:
  15662. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_FIRERAIN) {
  15663. skill_delunit(unit);
  15664. return 1;
  15665. }
  15666. break;
  15667. }
  15668. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_TRAP)) && !(skill_get_inf3(skill_id)&(INF3_NOLP) ) ) { //It deletes everything except traps and barriers
  15669. (*alive) = 0;
  15670. return 1;
  15671. }
  15672. return 0;
  15673. }
  15674. /*==========================================
  15675. * Splash effect for skill unit 'trap type'.
  15676. * Chance triggered when damaged, timeout, or char step on it.
  15677. *------------------------------------------*/
  15678. static int skill_trap_splash(struct block_list *bl, va_list ap)
  15679. {
  15680. struct block_list *src = va_arg(ap,struct block_list *);
  15681. struct skill_unit *unit = NULL;
  15682. int tick = va_arg(ap,int);
  15683. struct skill_unit_group *sg;
  15684. struct block_list *ss; //Skill src bl
  15685. nullpo_ret(src);
  15686. unit = (struct skill_unit *)src;
  15687. if (!unit || !unit->alive || bl->prev == NULL)
  15688. return 0;
  15689. nullpo_ret(sg = unit->group);
  15690. nullpo_ret(ss = map_id2bl(sg->src_id));
  15691. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  15692. return 0;
  15693. switch (sg->unit_id) {
  15694. case UNT_B_TRAP:
  15695. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  15696. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  15697. break;
  15698. case UNT_SHOCKWAVE:
  15699. case UNT_SANDMAN:
  15700. case UNT_FLASHER:
  15701. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  15702. break;
  15703. case UNT_GROUNDDRIFT_WIND:
  15704. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15705. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  15706. break;
  15707. case UNT_GROUNDDRIFT_DARK:
  15708. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15709. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  15710. break;
  15711. case UNT_GROUNDDRIFT_POISON:
  15712. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15713. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  15714. break;
  15715. case UNT_GROUNDDRIFT_WATER:
  15716. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15717. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  15718. break;
  15719. case UNT_GROUNDDRIFT_FIRE:
  15720. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15721. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  15722. break;
  15723. case UNT_ELECTRICSHOCKER:
  15724. if (bl->id != ss->id) {
  15725. if (status_get_mode(bl)&MD_BOSS)
  15726. break;
  15727. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  15728. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  15729. clif_fixpos(bl);
  15730. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, 5);
  15731. }
  15732. }
  15733. break;
  15734. case UNT_MAGENTATRAP:
  15735. case UNT_COBALTTRAP:
  15736. case UNT_MAIZETRAP:
  15737. case UNT_VERDURETRAP:
  15738. if( bl->type != BL_PC && !is_boss(bl) )
  15739. sc_start2(ss,bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
  15740. break;
  15741. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  15742. skill_addtimerskill(ss, tick + status_get_amotion(ss), bl->id, 0, 0, WM_REVERBERATION_MELEE, sg->skill_lv, BF_WEAPON, 0);
  15743. skill_addtimerskill(ss, tick + status_get_amotion(ss) * 2, bl->id, 0, 0, WM_REVERBERATION_MAGIC, sg->skill_lv, BF_MAGIC, 0);
  15744. break;
  15745. case UNT_FIRINGTRAP:
  15746. case UNT_ICEBOUNDTRAP:
  15747. if( src->id == bl->id ) break;
  15748. if( bl->type == BL_SKILL ) {
  15749. struct skill_unit *su = (struct skill_unit *)bl;
  15750. if (su && su->group->unit_id == UNT_USED_TRAPS)
  15751. break;
  15752. }
  15753. case UNT_CLUSTERBOMB:
  15754. if( ss != bl )
  15755. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  15756. break;
  15757. case UNT_CLAYMORETRAP:
  15758. if( src->id == bl->id ) break;
  15759. if( bl->type == BL_SKILL ) {
  15760. struct skill_unit *su = (struct skill_unit *)bl;
  15761. if (!su)
  15762. return 0;
  15763. switch(su->group->unit_id) {
  15764. case UNT_CLAYMORETRAP:
  15765. case UNT_LANDMINE:
  15766. case UNT_BLASTMINE:
  15767. case UNT_SHOCKWAVE:
  15768. case UNT_SANDMAN:
  15769. case UNT_FLASHER:
  15770. case UNT_FREEZINGTRAP:
  15771. case UNT_FIRINGTRAP:
  15772. case UNT_ICEBOUNDTRAP:
  15773. clif_changetraplook(bl, UNT_USED_TRAPS);
  15774. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  15775. su->group->unit_id = UNT_USED_TRAPS;
  15776. break;
  15777. }
  15778. }
  15779. default:
  15780. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  15781. break;
  15782. }
  15783. return 1;
  15784. }
  15785. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  15786. {
  15787. uint16 skill_id, skill_lv;
  15788. struct skill_unit *unit;
  15789. nullpo_ret(bl);
  15790. skill_id = va_arg(ap,int);
  15791. skill_lv = va_arg(ap,int);
  15792. unit = (struct skill_unit *)bl;
  15793. if( unit == NULL || unit->group == NULL )
  15794. return 0;
  15795. if( skill_get_inf2(skill_id)&INF2_TRAP )
  15796. return 0;
  15797. if( unit->group->skill_id == SC_MAELSTROM ) {
  15798. struct block_list *src;
  15799. if( (src = map_id2bl(unit->group->src_id)) ){
  15800. int sp = unit->group->skill_lv * skill_lv;
  15801. if( src->type == BL_PC )
  15802. sp += ((TBL_PC*)src)->status.job_level / 5;
  15803. status_heal(src, 0, sp/2, 1);
  15804. }
  15805. }
  15806. return 0;
  15807. }
  15808. /**
  15809. * Remove current enchanted element for new element
  15810. * @param bl Char
  15811. * @param type New element
  15812. */
  15813. void skill_enchant_elemental_end(struct block_list *bl, int type)
  15814. {
  15815. struct status_change *sc;
  15816. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  15817. int i;
  15818. nullpo_retv(bl);
  15819. nullpo_retv(sc= status_get_sc(bl));
  15820. if (!sc->count)
  15821. return;
  15822. for (i = 0; i < ARRAYLENGTH(scs); i++)
  15823. if (type != scs[i] && sc->data[scs[i]])
  15824. status_change_end(bl, scs[i], INVALID_TIMER);
  15825. }
  15826. /**
  15827. * Check camouflage condition
  15828. * @param bl
  15829. * @param sce
  15830. * @return True if near wall; False otherwise
  15831. */
  15832. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  15833. {
  15834. bool wall = true;
  15835. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  15836. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  15837. { //Check for walls.
  15838. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15839. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15840. int i;
  15841. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15842. if( i == 8 )
  15843. wall = false;
  15844. }
  15845. if( sce ) {
  15846. if( !wall ) {
  15847. if( sce->val1 < 3 ) //End cloaking.
  15848. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  15849. else if( sce->val4&1 ) { //Remove wall bonus
  15850. sce->val4&=~1;
  15851. status_calc_bl(bl,SCB_SPEED);
  15852. }
  15853. } else {
  15854. if( !(sce->val4&1) ) { //Add wall speed bonus
  15855. sce->val4|=1;
  15856. status_calc_bl(bl,SCB_SPEED);
  15857. }
  15858. }
  15859. }
  15860. return wall;
  15861. }
  15862. /** Check Shadow Form on the target
  15863. * @param bl: Target
  15864. * @param damage: Damage amount
  15865. * @param hit
  15866. * @return true - in Shadow Form state; false - otherwise
  15867. */
  15868. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  15869. {
  15870. struct status_change *sc;
  15871. nullpo_retr(false,bl);
  15872. if (!damage)
  15873. return false;
  15874. sc = status_get_sc(bl);
  15875. if( sc && sc->data[SC__SHADOWFORM] ) {
  15876. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  15877. if( !src || src->m != bl->m ) {
  15878. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15879. return false;
  15880. }
  15881. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  15882. if( src->type == BL_PC )
  15883. ((TBL_PC*)src)->shadowform_id = 0;
  15884. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15885. return false;
  15886. }
  15887. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0);
  15888. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  15889. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15890. if( src->type == BL_PC )
  15891. ((TBL_PC*)src)->shadowform_id = 0;
  15892. }
  15893. return true;
  15894. }
  15895. return false;
  15896. }
  15897. /**
  15898. * Check camouflage condition
  15899. * @param bl
  15900. * @param sce
  15901. * @return True if near wall; False otherwise
  15902. * @TODO: Seems wrong
  15903. */
  15904. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  15905. {
  15906. bool wall = true;
  15907. if( bl->type == BL_PC ) { //Check for walls.
  15908. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15909. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15910. int i;
  15911. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15912. if( i == 8 )
  15913. wall = false;
  15914. }
  15915. if( sce ) {
  15916. if( !wall ) {
  15917. if( sce->val1 == 1 ) //End camouflage.
  15918. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  15919. }
  15920. status_calc_bl(bl,SCB_SPEED);
  15921. }
  15922. return wall;
  15923. }
  15924. /**
  15925. * Process skill unit visibilty for single BL in area
  15926. * @param bl
  15927. * @param ap
  15928. * @author [Cydh]
  15929. **/
  15930. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  15931. struct skill_unit *su = NULL;
  15932. struct block_list *src = NULL;
  15933. unsigned int party1 = 0;
  15934. bool visible = true;
  15935. nullpo_ret(bl);
  15936. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  15937. nullpo_ret((src = va_arg(ap, struct block_list*)));
  15938. party1 = va_arg(ap, unsigned int);
  15939. if (src != bl) {
  15940. unsigned int party2 = status_get_party_id(bl);
  15941. if (!party1 || !party2 || party1 != party2)
  15942. visible = false;
  15943. }
  15944. clif_getareachar_skillunit(bl, su, SELF, visible);
  15945. return 1;
  15946. }
  15947. /**
  15948. * Check for skill unit visibilty in area on
  15949. * - skill first placement
  15950. * - skill moved (knocked back, moved dance)
  15951. * @param su Skill unit
  15952. * @param target Affected target for this visibility @see enum send_target
  15953. * @author [Cydh]
  15954. **/
  15955. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  15956. nullpo_retv(su);
  15957. if (!su->hidden) // It's not hidden, just do this!
  15958. clif_getareachar_skillunit(&su->bl, su, target, true);
  15959. else {
  15960. struct block_list *src = battle_get_master(&su->bl);
  15961. map_foreachinarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  15962. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  15963. }
  15964. }
  15965. /**
  15966. * Check for skill unit visibilty on single BL on insight/spawn action
  15967. * @param su Skill unit
  15968. * @param bl Block list
  15969. * @author [Cydh]
  15970. **/
  15971. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  15972. bool visible = true;
  15973. struct block_list *src = NULL;
  15974. nullpo_retv(bl);
  15975. nullpo_retv(su);
  15976. nullpo_retv((src = battle_get_master(&su->bl)));
  15977. if (su->hidden && src != bl) {
  15978. unsigned int party1 = status_get_party_id(src);
  15979. unsigned int party2 = status_get_party_id(bl);
  15980. if (!party1 || !party2 || party1 != party2)
  15981. visible = false;
  15982. }
  15983. clif_getareachar_skillunit(bl, su, SELF, visible);
  15984. }
  15985. /**
  15986. * Initialize new skill unit for skill unit group.
  15987. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  15988. * @param group Skill unit group
  15989. * @param idx
  15990. * @param x
  15991. * @param y
  15992. * @param val1
  15993. * @param val2
  15994. */
  15995. struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2, bool hidden)
  15996. {
  15997. struct skill_unit *unit;
  15998. nullpo_retr(NULL, group);
  15999. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  16000. nullpo_retr(NULL, (unit = &group->unit[idx]));
  16001. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  16002. return unit;
  16003. if(!unit->alive)
  16004. group->alive_count++;
  16005. unit->bl.id = map_get_new_object_id();
  16006. unit->bl.type = BL_SKILL;
  16007. unit->bl.m = group->map;
  16008. unit->bl.x = x;
  16009. unit->bl.y = y;
  16010. unit->group = group;
  16011. unit->alive = 1;
  16012. unit->val1 = val1;
  16013. unit->val2 = val2;
  16014. unit->hidden = hidden;
  16015. // Stores new skill unit
  16016. idb_put(skillunit_db, unit->bl.id, unit);
  16017. map_addiddb(&unit->bl);
  16018. if(map_addblock(&unit->bl))
  16019. return NULL;
  16020. // Perform oninit actions
  16021. switch (group->skill_id) {
  16022. case WZ_ICEWALL:
  16023. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  16024. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  16025. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  16026. break;
  16027. case SA_LANDPROTECTOR:
  16028. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  16029. break;
  16030. case HP_BASILICA:
  16031. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  16032. break;
  16033. case SC_MAELSTROM:
  16034. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  16035. break;
  16036. default:
  16037. if (group->state.song_dance&0x1) //Check for dissonance.
  16038. skill_dance_overlap(unit, 1);
  16039. break;
  16040. }
  16041. skill_getareachar_skillunit_visibilty(unit, AREA);
  16042. return unit;
  16043. }
  16044. /**
  16045. * Remove unit
  16046. * @param unit
  16047. */
  16048. int skill_delunit(struct skill_unit* unit)
  16049. {
  16050. struct skill_unit_group *group;
  16051. nullpo_ret(unit);
  16052. if( !unit->alive )
  16053. return 0;
  16054. unit->alive = 0;
  16055. nullpo_ret(group = unit->group);
  16056. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  16057. skill_dance_overlap(unit, 0);
  16058. // invoke onout event
  16059. if( !unit->range )
  16060. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  16061. // perform ondelete actions
  16062. switch (group->skill_id) {
  16063. case HT_ANKLESNARE:
  16064. case SC_ESCAPE:
  16065. {
  16066. struct block_list* target = map_id2bl(group->val2);
  16067. enum sc_type type = status_skill2sc(group->skill_id);
  16068. if( target )
  16069. status_change_end(target, type, INVALID_TIMER);
  16070. }
  16071. break;
  16072. case WZ_ICEWALL:
  16073. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  16074. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  16075. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  16076. break;
  16077. case SA_LANDPROTECTOR:
  16078. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  16079. break;
  16080. case HP_BASILICA:
  16081. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  16082. break;
  16083. case RA_ELECTRICSHOCKER: {
  16084. struct block_list* target = map_id2bl(group->val2);
  16085. if( target )
  16086. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  16087. }
  16088. break;
  16089. case SC_MAELSTROM:
  16090. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  16091. break;
  16092. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  16093. if( group->val2 ) { // Someone Traped
  16094. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  16095. if( tsc && tsc->data[SC__MANHOLE] )
  16096. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  16097. }
  16098. break;
  16099. }
  16100. clif_skill_delunit(unit);
  16101. unit->group=NULL;
  16102. map_delblock(&unit->bl); // don't free yet
  16103. map_deliddb(&unit->bl);
  16104. idb_remove(skillunit_db, unit->bl.id);
  16105. if(--group->alive_count==0)
  16106. skill_delunitgroup(group);
  16107. return 0;
  16108. }
  16109. static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
  16110. /// Returns the target skill_unit_group or NULL if not found.
  16111. struct skill_unit_group* skill_id2group(int group_id) {
  16112. return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
  16113. }
  16114. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  16115. /**
  16116. * Returns a new group_id that isn't being used in skillunit_group_db.
  16117. * Fatal error if nothing is available.
  16118. */
  16119. static int skill_get_new_group_id(void)
  16120. {
  16121. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  16122. return skill_unit_group_newid++;// available
  16123. {// find next id
  16124. int base_id = skill_unit_group_newid;
  16125. while( base_id != ++skill_unit_group_newid )
  16126. {
  16127. if( skill_unit_group_newid < MAX_SKILL )
  16128. skill_unit_group_newid = MAX_SKILL;
  16129. if( skill_id2group(skill_unit_group_newid) == NULL )
  16130. return skill_unit_group_newid++;// available
  16131. }
  16132. // full loop, nothing available
  16133. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  16134. exit(1);
  16135. }
  16136. }
  16137. /**
  16138. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  16139. * @param src Object that cast the skill
  16140. * @param count How many 'cells' used that needed. Related with skill layout
  16141. * @param skill_id ID of used skill
  16142. * @param skill_lv Skill level of used skill
  16143. * @param unit_id Unit ID (look at skill_unit_db.txt)
  16144. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  16145. * @param interval Time interval
  16146. * @return skill_unit_group
  16147. */
  16148. struct skill_unit_group* skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval)
  16149. {
  16150. struct unit_data* ud = unit_bl2ud( src );
  16151. struct skill_unit_group* group;
  16152. int i;
  16153. if(!(skill_id && skill_lv)) return 0;
  16154. nullpo_retr(NULL, src);
  16155. nullpo_retr(NULL, ud);
  16156. // Find a free spot to store the new unit group
  16157. // TODO: Make this flexible maybe by changing this fixed array?
  16158. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  16159. if(i == MAX_SKILLUNITGROUP) {
  16160. // Array is full, make room by discarding oldest group
  16161. int j = 0;
  16162. unsigned maxdiff = 0, tick = gettick();
  16163. for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  16164. unsigned int x = DIFF_TICK(tick,ud->skillunit[i]->tick);
  16165. if(x > maxdiff){
  16166. maxdiff = x;
  16167. j = i;
  16168. }
  16169. }
  16170. skill_delunitgroup(ud->skillunit[j]);
  16171. // Since elements must have shifted, we use the last slot.
  16172. i = MAX_SKILLUNITGROUP-1;
  16173. }
  16174. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  16175. group->src_id = src->id;
  16176. group->party_id = status_get_party_id(src);
  16177. group->guild_id = status_get_guild_id(src);
  16178. group->bg_id = bg_team_get_id(src);
  16179. group->group_id = skill_get_new_group_id();
  16180. group->link_group_id = 0;
  16181. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  16182. group->unit_count = count;
  16183. group->alive_count = 0;
  16184. group->val1 = 0;
  16185. group->val2 = 0;
  16186. group->val3 = 0;
  16187. group->skill_id = skill_id;
  16188. group->skill_lv = skill_lv;
  16189. group->unit_id = unit_id;
  16190. group->map = src->m;
  16191. group->limit = limit;
  16192. group->interval = interval;
  16193. group->tick = gettick();
  16194. group->valstr = NULL;
  16195. ud->skillunit[i] = group;
  16196. // Stores this new group to DBMap
  16197. idb_put(skillunit_group_db, group->group_id, group);
  16198. return group;
  16199. }
  16200. /**
  16201. * Remove skill unit group
  16202. * @param group
  16203. * @param file
  16204. * @param line
  16205. * @param *func
  16206. */
  16207. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  16208. {
  16209. struct block_list* src;
  16210. struct unit_data *ud;
  16211. short i, j;
  16212. int link_group_id;
  16213. if( group == NULL ) {
  16214. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  16215. return 0;
  16216. }
  16217. src = map_id2bl(group->src_id);
  16218. ud = unit_bl2ud(src);
  16219. if (!src || !ud) {
  16220. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  16221. return 0;
  16222. }
  16223. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  16224. switch( group->skill_id ) {
  16225. case BA_DISSONANCE:
  16226. case BA_POEMBRAGI:
  16227. case BA_WHISTLE:
  16228. case BA_ASSASSINCROSS:
  16229. case BA_APPLEIDUN:
  16230. case DC_UGLYDANCE:
  16231. case DC_HUMMING:
  16232. case DC_DONTFORGETME:
  16233. case DC_FORTUNEKISS:
  16234. case DC_SERVICEFORYOU:
  16235. case NC_NEUTRALBARRIER:
  16236. case NC_STEALTHFIELD:
  16237. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  16238. break;
  16239. }
  16240. }
  16241. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  16242. struct status_change* sc = status_get_sc(src);
  16243. if (sc && sc->data[SC_DANCING]) {
  16244. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  16245. status_change_end(src, SC_DANCING, INVALID_TIMER);
  16246. }
  16247. }
  16248. // End SC from the master when the skill group is deleted
  16249. i = SC_NONE;
  16250. switch (group->unit_id) {
  16251. case UNT_GOSPEL: i = SC_GOSPEL; break;
  16252. case UNT_BASILICA: i = SC_BASILICA; break;
  16253. }
  16254. if (i != SC_NONE) {
  16255. struct status_change *sc = status_get_sc(src);
  16256. if (sc && sc->data[i]) {
  16257. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  16258. status_change_end(src, (sc_type)i, INVALID_TIMER);
  16259. }
  16260. }
  16261. switch( group->skill_id ) {
  16262. case SG_SUN_WARM:
  16263. case SG_MOON_WARM:
  16264. case SG_STAR_WARM:
  16265. {
  16266. struct status_change *sc = NULL;
  16267. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  16268. sc->data[SC_WARM]->val4 = 0;
  16269. status_change_end(src, SC_WARM, INVALID_TIMER);
  16270. }
  16271. }
  16272. break;
  16273. case NC_NEUTRALBARRIER:
  16274. {
  16275. struct status_change *sc = NULL;
  16276. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  16277. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  16278. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  16279. }
  16280. }
  16281. break;
  16282. case NC_STEALTHFIELD:
  16283. {
  16284. struct status_change *sc = NULL;
  16285. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  16286. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  16287. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  16288. }
  16289. }
  16290. break;
  16291. case LG_BANDING:
  16292. {
  16293. struct status_change *sc = NULL;
  16294. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  16295. sc->data[SC_BANDING]->val4 = 0;
  16296. status_change_end(src,SC_BANDING,INVALID_TIMER);
  16297. }
  16298. }
  16299. break;
  16300. }
  16301. if (src->type==BL_PC && group->state.ammo_consume)
  16302. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  16303. group->alive_count=0;
  16304. // remove all unit cells
  16305. if(group->unit != NULL)
  16306. for( i = 0; i < group->unit_count; i++ )
  16307. skill_delunit(&group->unit[i]);
  16308. // clear Talkie-box string
  16309. if( group->valstr != NULL ) {
  16310. aFree(group->valstr);
  16311. group->valstr = NULL;
  16312. }
  16313. idb_remove(skillunit_group_db, group->group_id);
  16314. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  16315. group->unit = NULL;
  16316. group->group_id = 0;
  16317. group->unit_count = 0;
  16318. link_group_id = group->link_group_id;
  16319. group->link_group_id = 0;
  16320. // locate this group, swap with the last entry and delete it
  16321. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  16322. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  16323. j--;
  16324. if( i < MAX_SKILLUNITGROUP ) {
  16325. ud->skillunit[i] = ud->skillunit[j];
  16326. ud->skillunit[j] = NULL;
  16327. ers_free(skill_unit_ers, group);
  16328. } else
  16329. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  16330. if(link_group_id) {
  16331. struct skill_unit_group* group_cur = skill_id2group(link_group_id);
  16332. if(group_cur)
  16333. skill_delunitgroup(group_cur);
  16334. }
  16335. return 1;
  16336. }
  16337. /**
  16338. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  16339. * @param src
  16340. */
  16341. void skill_clear_unitgroup(struct block_list *src)
  16342. {
  16343. struct unit_data *ud;
  16344. nullpo_retv(src);
  16345. nullpo_retv((ud = unit_bl2ud(src)));
  16346. while (ud->skillunit[0])
  16347. skill_delunitgroup(ud->skillunit[0]);
  16348. }
  16349. /**
  16350. * Search tickset for skill unit in skill unit group
  16351. * @param bl Block List for skill_unit
  16352. * @param group Skill unit group
  16353. * @param tick
  16354. * @return skill_unit_group_tickset if found
  16355. */
  16356. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int tick)
  16357. {
  16358. int i, j = -1, s, id;
  16359. struct unit_data *ud;
  16360. struct skill_unit_group_tickset *set;
  16361. nullpo_ret(bl);
  16362. if (group->interval == -1)
  16363. return NULL;
  16364. ud = unit_bl2ud(bl);
  16365. if (!ud)
  16366. return NULL;
  16367. set = ud->skillunittick;
  16368. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  16369. id = s = group->skill_id;
  16370. else
  16371. id = s = group->group_id;
  16372. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  16373. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  16374. if (set[k].id == id)
  16375. return &set[k];
  16376. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  16377. j=k;
  16378. }
  16379. if (j == -1) {
  16380. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  16381. j = id % MAX_SKILLUNITGROUPTICKSET;
  16382. }
  16383. set[j].id = id;
  16384. set[j].tick = tick;
  16385. return &set[j];
  16386. }
  16387. /*==========================================
  16388. * Check for validity skill unit that triggered by skill_unit_timer_sub
  16389. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  16390. *------------------------------------------*/
  16391. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  16392. {
  16393. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  16394. struct skill_unit_group* group = NULL;
  16395. unsigned int tick = va_arg(ap,unsigned int);
  16396. nullpo_ret(unit);
  16397. if( !unit->alive || bl->prev == NULL )
  16398. return 0;
  16399. nullpo_ret(group = unit->group);
  16400. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && !(skill_get_inf3(group->skill_id)&(INF3_NOLP)) && group->skill_id != NC_NEUTRALBARRIER && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) )
  16401. return 0; //AoE skills are ineffective. [Skotlex]
  16402. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  16403. return 0;
  16404. skill_unit_onplace_timer(unit,bl,tick);
  16405. return 1;
  16406. }
  16407. /**
  16408. * @see DBApply
  16409. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  16410. */
  16411. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  16412. {
  16413. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  16414. struct skill_unit_group* group = NULL;
  16415. unsigned int tick = va_arg(ap,unsigned int);
  16416. bool dissonance;
  16417. struct block_list* bl = &unit->bl;
  16418. nullpo_ret(unit);
  16419. if( !unit->alive )
  16420. return 0;
  16421. nullpo_ret(group = unit->group);
  16422. // Check for expiration
  16423. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  16424. {// skill unit expired (inlined from skill_unit_onlimit())
  16425. switch( group->unit_id ) {
  16426. case UNT_BLASTMINE:
  16427. #ifdef RENEWAL
  16428. case UNT_CLAYMORETRAP:
  16429. #endif
  16430. case UNT_GROUNDDRIFT_WIND:
  16431. case UNT_GROUNDDRIFT_DARK:
  16432. case UNT_GROUNDDRIFT_POISON:
  16433. case UNT_GROUNDDRIFT_WATER:
  16434. case UNT_GROUNDDRIFT_FIRE:
  16435. group->unit_id = UNT_USED_TRAPS;
  16436. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  16437. group->limit=DIFF_TICK(tick+1500,group->tick);
  16438. unit->limit=DIFF_TICK(tick+1500,group->tick);
  16439. break;
  16440. case UNT_ANKLESNARE:
  16441. case UNT_ELECTRICSHOCKER:
  16442. if (group->val2 > 0) { //Used Trap doesn't return back to item
  16443. skill_delunit(unit);
  16444. break;
  16445. }
  16446. case UNT_SKIDTRAP:
  16447. case UNT_LANDMINE:
  16448. case UNT_SHOCKWAVE:
  16449. case UNT_SANDMAN:
  16450. case UNT_FLASHER:
  16451. case UNT_FREEZINGTRAP:
  16452. #ifndef RENEWAL
  16453. case UNT_CLAYMORETRAP:
  16454. #endif
  16455. case UNT_TALKIEBOX:
  16456. case UNT_CLUSTERBOMB:
  16457. case UNT_MAGENTATRAP:
  16458. case UNT_COBALTTRAP:
  16459. case UNT_MAIZETRAP:
  16460. case UNT_VERDURETRAP:
  16461. case UNT_FIRINGTRAP:
  16462. case UNT_ICEBOUNDTRAP:
  16463. {
  16464. struct block_list* src;
  16465. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  16466. { // revert unit back into a trap
  16467. struct item item_tmp;
  16468. memset(&item_tmp,0,sizeof(item_tmp));
  16469. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  16470. item_tmp.identify = 1;
  16471. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  16472. }
  16473. skill_delunit(unit);
  16474. }
  16475. break;
  16476. case UNT_WARP_ACTIVE:
  16477. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  16478. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  16479. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  16480. // restart timers
  16481. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  16482. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  16483. // apply effect to all units standing on it
  16484. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  16485. break;
  16486. case UNT_CALLFAMILY:
  16487. {
  16488. struct map_session_data *sd = NULL;
  16489. if(group->val1) {
  16490. sd = map_charid2sd(group->val1);
  16491. group->val1 = 0;
  16492. if (sd && !map[sd->bl.m].flag.nowarp)
  16493. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16494. }
  16495. if(group->val2) {
  16496. sd = map_charid2sd(group->val2);
  16497. group->val2 = 0;
  16498. if (sd && !map[sd->bl.m].flag.nowarp)
  16499. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16500. }
  16501. skill_delunit(unit);
  16502. }
  16503. break;
  16504. case UNT_REVERBERATION:
  16505. case UNT_NETHERWORLD:
  16506. if( unit->val1 <= 0 ) { // If it was deactivated.
  16507. skill_delunit(unit);
  16508. break;
  16509. }
  16510. clif_changetraplook(bl,UNT_USED_TRAPS);
  16511. if (group->unit_id == UNT_REVERBERATION)
  16512. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16513. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16514. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16515. group->unit_id = UNT_USED_TRAPS;
  16516. break;
  16517. case UNT_FEINTBOMB: {
  16518. struct block_list *src = map_id2bl(group->src_id);
  16519. struct status_change *sc;
  16520. if (src && (sc = status_get_sc(src)) != NULL && sc->data[SC__FEINTBOMB]) { // Copycat explodes if caster is still hidden.
  16521. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  16522. status_change_end(bl, SC__FEINTBOMB, INVALID_TIMER);
  16523. }
  16524. skill_delunit(unit);
  16525. }
  16526. break;
  16527. case UNT_BANDING:
  16528. {
  16529. struct block_list *src = map_id2bl(group->src_id);
  16530. struct status_change *sc;
  16531. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  16532. skill_delunit(unit);
  16533. break;
  16534. }
  16535. // This unit isn't removed while SC_BANDING is active.
  16536. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  16537. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  16538. }
  16539. break;
  16540. case UNT_B_TRAP:
  16541. {
  16542. struct block_list* src;
  16543. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  16544. struct item item_tmp;
  16545. memset(&item_tmp, 0, sizeof(item_tmp));
  16546. item_tmp.nameid = group->item_id;
  16547. item_tmp.identify = 1;
  16548. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  16549. }
  16550. skill_delunit(unit);
  16551. }
  16552. break;
  16553. default:
  16554. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR)) {
  16555. // Deal damage before expiration
  16556. break;
  16557. }
  16558. skill_delunit(unit);
  16559. break;
  16560. }
  16561. } else {// skill unit is still active
  16562. switch( group->unit_id ) {
  16563. case UNT_ICEWALL:
  16564. // icewall loses 50 hp every second
  16565. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  16566. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  16567. unit->limit = DIFF_TICK(tick+700,group->tick);
  16568. break;
  16569. case UNT_BLASTMINE:
  16570. case UNT_SKIDTRAP:
  16571. case UNT_LANDMINE:
  16572. case UNT_SHOCKWAVE:
  16573. case UNT_SANDMAN:
  16574. case UNT_FLASHER:
  16575. case UNT_CLAYMORETRAP:
  16576. case UNT_FREEZINGTRAP:
  16577. case UNT_TALKIEBOX:
  16578. case UNT_ANKLESNARE:
  16579. case UNT_B_TRAP:
  16580. if( unit->val1 <= 0 ) {
  16581. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  16582. skill_delunit(unit);
  16583. else {
  16584. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  16585. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  16586. group->unit_id = UNT_USED_TRAPS;
  16587. }
  16588. }
  16589. break;
  16590. case UNT_REVERBERATION:
  16591. case UNT_NETHERWORLD:
  16592. if (unit->val1 <= 0) {
  16593. clif_changetraplook(bl,UNT_USED_TRAPS);
  16594. if (group->unit_id == UNT_REVERBERATION)
  16595. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16596. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16597. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16598. group->unit_id = UNT_USED_TRAPS;
  16599. }
  16600. break;
  16601. case UNT_WALLOFTHORN:
  16602. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  16603. skill_delunitgroup(group);
  16604. break;
  16605. }
  16606. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  16607. skill_delunit(unit);
  16608. break;
  16609. case UNT_SANCTUARY:
  16610. if (group->val1 <= 0) {
  16611. skill_delunitgroup(group);
  16612. }
  16613. break;
  16614. default:
  16615. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR) {
  16616. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  16617. // Unit will expire the next interval, start dropping Meteor
  16618. struct block_list* src;
  16619. if ((src = map_id2bl(group->src_id)) != NULL) {
  16620. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  16621. group->val2 = 1;
  16622. }
  16623. }
  16624. // No damage until expiration
  16625. return 0;
  16626. }
  16627. break;
  16628. }
  16629. }
  16630. //Don't continue if unit or even group is expired and has been deleted.
  16631. if( !group || !unit->alive )
  16632. return 0;
  16633. dissonance = skill_dance_switch(unit, 0);
  16634. if( unit->range >= 0 && group->interval != -1 )
  16635. {
  16636. if( battle_config.skill_wall_check )
  16637. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16638. else
  16639. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16640. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  16641. group->unit_id = UNT_USED_TRAPS;
  16642. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  16643. unit->range = -1; //Disable processed cell.
  16644. if (--group->val1 <= 0) { // number of live cells
  16645. //All tiles were processed, disable skill.
  16646. group->target_flag=BCT_NOONE;
  16647. group->bl_flag= BL_NUL;
  16648. }
  16649. }
  16650. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR) {
  16651. skill_delunit(unit);
  16652. return 0;
  16653. }
  16654. }
  16655. if( dissonance )
  16656. skill_dance_switch(unit, 1);
  16657. return 0;
  16658. }
  16659. /*==========================================
  16660. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  16661. *------------------------------------------*/
  16662. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  16663. {
  16664. map_freeblock_lock();
  16665. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  16666. map_freeblock_unlock();
  16667. return 0;
  16668. }
  16669. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  16670. /*==========================================
  16671. * flag :
  16672. * 1 : store that skill_unit in array
  16673. * 2 : clear that skill_unit
  16674. * 4 : call_on_left
  16675. *------------------------------------------*/
  16676. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  16677. {
  16678. struct skill_unit* unit = (struct skill_unit *)bl;
  16679. struct skill_unit_group* group = NULL;
  16680. struct block_list* target = va_arg(ap,struct block_list*);
  16681. unsigned int tick = va_arg(ap,unsigned int);
  16682. int flag = va_arg(ap,int);
  16683. bool dissonance;
  16684. uint16 skill_id;
  16685. int i;
  16686. nullpo_ret(unit);
  16687. nullpo_ret(target);
  16688. if( !unit->alive || target->prev == NULL )
  16689. return 0;
  16690. nullpo_ret(group = unit->group);
  16691. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  16692. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  16693. dissonance = skill_dance_switch(unit, 0);
  16694. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  16695. skill_id = group->skill_id;
  16696. if( group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  16697. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  16698. if( dissonance ) {
  16699. skill_dance_switch(unit, 1);
  16700. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  16701. }
  16702. return 0;
  16703. }
  16704. //Target-type check.
  16705. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  16706. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  16707. if( flag&1 ) {
  16708. if( flag&2 ) { //Clear this skill id.
  16709. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  16710. if( i < ARRAYLENGTH(skill_unit_temp) )
  16711. skill_unit_temp[i] = 0;
  16712. }
  16713. } else {
  16714. if( flag&2 ) { //Store this skill id.
  16715. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16716. if( i < ARRAYLENGTH(skill_unit_temp) )
  16717. skill_unit_temp[i] = skill_id;
  16718. else
  16719. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16720. }
  16721. }
  16722. if( flag&4 )
  16723. skill_unit_onleft(skill_id,target,tick);
  16724. }
  16725. if( dissonance )
  16726. skill_dance_switch(unit, 1);
  16727. return 0;
  16728. } else {
  16729. if( flag&1 ) {
  16730. int result = skill_unit_onplace(unit,target,tick);
  16731. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  16732. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  16733. if( i < ARRAYLENGTH(skill_unit_temp) )
  16734. skill_unit_temp[i] = 0;
  16735. }
  16736. } else {
  16737. int result = skill_unit_onout(unit,target,tick);
  16738. if( flag&2 && result ) { //Store this unit id.
  16739. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16740. if( i < ARRAYLENGTH(skill_unit_temp) )
  16741. skill_unit_temp[i] = skill_id;
  16742. else
  16743. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16744. }
  16745. }
  16746. //TODO: Normally, this is dangerous since the unit and group could be freed
  16747. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  16748. //cells do not get deleted within them. [Skotlex]
  16749. if( dissonance )
  16750. skill_dance_switch(unit, 1);
  16751. if( flag&4 )
  16752. skill_unit_onleft(skill_id,target,tick);
  16753. return 1;
  16754. }
  16755. }
  16756. /*==========================================
  16757. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  16758. * Flag values:
  16759. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  16760. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  16761. * units to figure out when they have left a group.
  16762. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  16763. *------------------------------------------*/
  16764. int skill_unit_move(struct block_list *bl, unsigned int tick, int flag)
  16765. {
  16766. nullpo_ret(bl);
  16767. if( bl->prev == NULL )
  16768. return 0;
  16769. if( flag&2 && !(flag&1) ) //Onout, clear data
  16770. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  16771. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  16772. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  16773. int i;
  16774. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  16775. if( skill_unit_temp[i] )
  16776. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  16777. }
  16778. return 0;
  16779. }
  16780. /*==========================================
  16781. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  16782. * @param bl Skill unit
  16783. * @param m Map
  16784. * @param dx
  16785. * @param dy
  16786. *------------------------------------------*/
  16787. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  16788. unsigned int tick = gettick();
  16789. struct skill_unit *su;
  16790. if (bl->type != BL_SKILL)
  16791. return;
  16792. if (!(su = (struct skill_unit *)bl))
  16793. return;
  16794. if (!su->alive)
  16795. return;
  16796. if (su->group && skill_get_unit_flag(su->group->skill_id)&UF_ENSEMBLE)
  16797. return; //Ensembles may not be moved around.
  16798. if (!bl->prev) {
  16799. bl->x = dx;
  16800. bl->y = dy;
  16801. return;
  16802. }
  16803. map_moveblock(bl, dx, dy, tick);
  16804. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  16805. skill_getareachar_skillunit_visibilty(su, AREA);
  16806. return;
  16807. }
  16808. /**
  16809. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  16810. * @param group Skill Group
  16811. * @param m Map
  16812. * @param dx
  16813. * @param dy
  16814. */
  16815. void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  16816. {
  16817. int i, j;
  16818. unsigned int tick = gettick();
  16819. int *m_flag;
  16820. struct skill_unit *unit1;
  16821. struct skill_unit *unit2;
  16822. if (group == NULL)
  16823. return;
  16824. if (group->unit_count <= 0)
  16825. return;
  16826. if (group->unit == NULL)
  16827. return;
  16828. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  16829. return; //Ensembles may not be moved around.
  16830. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  16831. // m_flag
  16832. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  16833. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  16834. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  16835. // 3: Both 1+2.
  16836. for(i = 0; i < group->unit_count; i++) {
  16837. unit1 =& group->unit[i];
  16838. if (!unit1->alive || unit1->bl.m != m)
  16839. continue;
  16840. for(j = 0; j < group->unit_count; j++) {
  16841. unit2 = &group->unit[j];
  16842. if (!unit2->alive)
  16843. continue;
  16844. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  16845. m_flag[i] |= 0x1;
  16846. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  16847. m_flag[i] |= 0x2;
  16848. }
  16849. }
  16850. j = 0;
  16851. for (i = 0; i < group->unit_count; i++) {
  16852. unit1 = &group->unit[i];
  16853. if (!unit1->alive)
  16854. continue;
  16855. if (!(m_flag[i]&0x2)) {
  16856. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  16857. skill_dance_overlap(unit1, 0);
  16858. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  16859. }
  16860. //Move Cell using "smart" criteria (avoid useless moving around)
  16861. switch(m_flag[i]) {
  16862. case 0:
  16863. //Cell moves independently, safely move it.
  16864. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  16865. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  16866. break;
  16867. case 1:
  16868. //Cell moves unto another cell, look for a replacement cell that won't collide
  16869. //and has no cell moving into it (flag == 2)
  16870. for(; j < group->unit_count; j++) {
  16871. int dx2, dy2;
  16872. if(m_flag[j] != 2 || !group->unit[j].alive)
  16873. continue;
  16874. //Move to where this cell would had moved.
  16875. unit2 = &group->unit[j];
  16876. dx2 = unit2->bl.x + dx - unit1->bl.x;
  16877. dy2 = unit2->bl.y + dy - unit1->bl.y;
  16878. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  16879. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  16880. j++; //Skip this cell as we have used it.
  16881. break;
  16882. }
  16883. break;
  16884. case 2:
  16885. case 3:
  16886. break; //Don't move the cell as a cell will end on this tile anyway.
  16887. }
  16888. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  16889. if (group->state.song_dance&0x1) //Check for dissonance effect.
  16890. skill_dance_overlap(unit1, 1);
  16891. skill_getareachar_skillunit_visibilty(unit1, AREA);
  16892. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  16893. }
  16894. }
  16895. aFree(m_flag);
  16896. }
  16897. /**
  16898. * Checking product requirement in player's inventory.
  16899. * Checking if player has the item or not, the amount, and the weight limit.
  16900. * @param sd Player
  16901. * @param nameid Product requested
  16902. * @param trigger Trigger criteria to match will 'ItemLv'
  16903. * @param qty Amount of item will be created
  16904. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  16905. */
  16906. short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty)
  16907. {
  16908. short i, j;
  16909. nullpo_ret(sd);
  16910. if (!nameid || !itemdb_exists(nameid))
  16911. return 0;
  16912. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  16913. if (skill_produce_db[i].nameid == nameid) {
  16914. if ((j = skill_produce_db[i].req_skill) > 0 &&
  16915. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  16916. continue; // must iterate again to check other skills that produce it. [malufett]
  16917. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  16918. continue; // special case
  16919. break;
  16920. }
  16921. }
  16922. if (i >= MAX_SKILL_PRODUCE_DB)
  16923. return 0;
  16924. // Cannot carry the produced stuff
  16925. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  16926. return 0;
  16927. // Matching the requested produce list
  16928. if (trigger >= 0) {
  16929. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  16930. if (skill_produce_db[i].itemlv != trigger)
  16931. return 0;
  16932. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  16933. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  16934. return 0;
  16935. } else { // Weapon (itemlv must be higher or equal)
  16936. if (skill_produce_db[i].itemlv > trigger)
  16937. return 0;
  16938. }
  16939. }
  16940. // Check on player's inventory
  16941. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  16942. unsigned short nameid_produce;
  16943. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  16944. continue;
  16945. if (skill_produce_db[i].mat_amount[j] == 0) {
  16946. if (pc_search_inventory(sd,nameid_produce) < 0)
  16947. return 0;
  16948. } else {
  16949. unsigned short idx, amt;
  16950. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  16951. if (sd->status.inventory[idx].nameid == nameid_produce)
  16952. amt += sd->status.inventory[idx].amount;
  16953. if (amt < qty * skill_produce_db[i].mat_amount[j])
  16954. return 0;
  16955. }
  16956. }
  16957. return i + 1;
  16958. }
  16959. /**
  16960. * Attempt to produce an item
  16961. * @param sd Player
  16962. * @param skill_id Skill used
  16963. * @param nameid Requested product
  16964. * @param slot1
  16965. * @param slot2
  16966. * @param slot3
  16967. * @param qty Amount of requested item
  16968. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  16969. * @return True is success, False if failed
  16970. */
  16971. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  16972. {
  16973. int slot[3];
  16974. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  16975. int num = -1; // exclude the recipe
  16976. struct status_data *status;
  16977. struct item_data* data;
  16978. nullpo_ret(sd);
  16979. status = status_get_status_data(&sd->bl);
  16980. if( sd->skill_id_old == skill_id )
  16981. skill_lv = sd->skill_lv_old;
  16982. if (produce_idx == -1) {
  16983. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  16984. return false;
  16985. idx--;
  16986. }
  16987. else
  16988. idx = produce_idx;
  16989. if (qty < 1)
  16990. qty = 1;
  16991. if (!skill_id) //A skill can be specified for some override cases.
  16992. skill_id = skill_produce_db[idx].req_skill;
  16993. if( skill_id == GC_RESEARCHNEWPOISON )
  16994. skill_id = GC_CREATENEWPOISON;
  16995. slot[0] = slot1;
  16996. slot[1] = slot2;
  16997. slot[2] = slot3;
  16998. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  16999. short j;
  17000. if (slot[i] <= 0)
  17001. continue;
  17002. j = pc_search_inventory(sd,slot[i]);
  17003. if (j < 0)
  17004. continue;
  17005. if (slot[i] == ITEMID_STAR_CRUMB) {
  17006. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17007. sc++;
  17008. }
  17009. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  17010. static const int ele_table[4] = { 3, 1, 4, 2 };
  17011. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17012. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  17013. }
  17014. }
  17015. if (skill_id == RK_RUNEMASTERY) {
  17016. int temp_qty, runemastery_skill_lv = pc_checkskill(sd,skill_id);
  17017. data = itemdb_search(nameid);
  17018. if (runemastery_skill_lv >= 10) temp_qty = 1 + rnd()%3;
  17019. else if (runemastery_skill_lv > 5) temp_qty = 1 + rnd()%2;
  17020. else temp_qty = 1;
  17021. if (data->stack.inventory) {
  17022. for (i = 0; i < MAX_INVENTORY; i++) {
  17023. if (sd->status.inventory[i].nameid == nameid) {
  17024. if (sd->status.inventory[i].amount >= data->stack.amount) {
  17025. clif_msg(sd,RUNE_CANT_CREATE);
  17026. return 0;
  17027. } else {
  17028. // The amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  17029. if (temp_qty + sd->status.inventory[i].amount >= data->stack.amount)
  17030. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  17031. }
  17032. break;
  17033. }
  17034. }
  17035. }
  17036. qty = temp_qty;
  17037. }
  17038. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  17039. short id, x, j;
  17040. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  17041. continue;
  17042. num++;
  17043. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  17044. do {
  17045. int y = 0;
  17046. j = pc_search_inventory(sd,id);
  17047. if (j >= 0) {
  17048. y = sd->status.inventory[j].amount;
  17049. if (y > x)
  17050. y = x;
  17051. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  17052. } else {
  17053. ShowError("skill_produce_mix: material item error\n");
  17054. return false;
  17055. }
  17056. x -= y;
  17057. } while( j >= 0 && x > 0 );
  17058. }
  17059. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
  17060. wlv = itemdb_wlv(nameid);
  17061. if (!equip) {
  17062. switch (skill_id) {
  17063. case BS_IRON:
  17064. case BS_STEEL:
  17065. case BS_ENCHANTEDSTONE:
  17066. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  17067. i = pc_checkskill(sd,skill_id);
  17068. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  17069. switch (nameid) {
  17070. case ITEMID_IRON:
  17071. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  17072. break;
  17073. case ITEMID_STEEL:
  17074. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  17075. break;
  17076. case ITEMID_STAR_CRUMB:
  17077. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  17078. break;
  17079. default: // Enchanted Stones
  17080. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  17081. break;
  17082. }
  17083. break;
  17084. case ASC_CDP:
  17085. make_per = (2000 + 40*status->dex + 20*status->luk);
  17086. break;
  17087. case AL_HOLYWATER:
  17088. case AB_ANCILLA:
  17089. make_per = 100000; //100% success
  17090. break;
  17091. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  17092. case AM_TWILIGHT1:
  17093. case AM_TWILIGHT2:
  17094. case AM_TWILIGHT3:
  17095. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  17096. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  17097. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  17098. if (hom_is_active(sd->hd)) {//Player got a homun
  17099. int skill;
  17100. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  17101. make_per += skill*100; //+1% bonus per level
  17102. }
  17103. switch(nameid){
  17104. case ITEMID_RED_POTION:
  17105. case ITEMID_YELLOW_POTION:
  17106. case ITEMID_WHITE_POTION:
  17107. make_per += (1+rnd()%100)*10 + 2000;
  17108. break;
  17109. case ITEMID_ALCOHOL:
  17110. make_per += (1+rnd()%100)*10 + 1000;
  17111. break;
  17112. case ITEMID_FIRE_BOTTLE:
  17113. case ITEMID_ACID_BOTTLE:
  17114. case ITEMID_MAN_EATER_BOTTLE:
  17115. case ITEMID_MINI_BOTTLE:
  17116. make_per += (1+rnd()%100)*10;
  17117. break;
  17118. case ITEMID_YELLOW_SLIM_POTION:
  17119. make_per -= (1+rnd()%50)*10;
  17120. break;
  17121. case ITEMID_WHITE_SLIM_POTION:
  17122. case ITEMID_COATING_BOTTLE:
  17123. make_per -= (1+rnd()%100)*10;
  17124. break;
  17125. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  17126. case ITEMID_BLUE_POTION:
  17127. case ITEMID_RED_SLIM_POTION:
  17128. case ITEMID_ANODYNE:
  17129. case ITEMID_ALOEBERA:
  17130. default:
  17131. break;
  17132. }
  17133. if (battle_config.pp_rate != 100)
  17134. make_per = make_per * battle_config.pp_rate / 100;
  17135. break;
  17136. case SA_CREATECON: // Elemental Converter Creation
  17137. make_per = 100000; // should be 100% success rate
  17138. break;
  17139. case RK_RUNEMASTERY: {
  17140. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  17141. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  17142. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  17143. int D = 0;
  17144. switch (nameid) { //rune rank it_diff 9 craftable rune
  17145. case ITEMID_BERKANA:
  17146. D = -2000;
  17147. break; //Rank S
  17148. case ITEMID_NAUTHIZ:
  17149. case ITEMID_URUZ:
  17150. D = -1500;
  17151. break; //Rank A
  17152. case ITEMID_ISA:
  17153. case ITEMID_WYRD:
  17154. D = -1000;
  17155. break; //Rank B
  17156. case ITEMID_RAIDO:
  17157. case ITEMID_THURISAZ:
  17158. case ITEMID_HAGALAZ:
  17159. case ITEMID_OTHILA:
  17160. D = -500;
  17161. break; //Rank C
  17162. default:
  17163. D = -1500;
  17164. break; //not specified =-15%
  17165. }
  17166. make_per = A + B + C + D;
  17167. }
  17168. break;
  17169. case GC_CREATENEWPOISON:
  17170. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  17171. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  17172. break;
  17173. case GN_CHANGEMATERIAL:
  17174. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  17175. if (skill_changematerial_db[i].nameid == nameid) {
  17176. make_per = skill_changematerial_db[i].rate * 10;
  17177. break;
  17178. }
  17179. }
  17180. break;
  17181. case GN_S_PHARMACY:
  17182. {
  17183. int difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  17184. make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
  17185. (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
  17186. switch(nameid){// difficulty factor
  17187. case ITEMID_HP_INCREASE_POTION_SMALL:
  17188. case ITEMID_SP_INCREASE_POTION_SMALL:
  17189. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  17190. difficulty += 10;
  17191. break;
  17192. case ITEMID_BOMB_MUSHROOM_SPORE:
  17193. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  17194. difficulty += 15;
  17195. break;
  17196. case ITEMID_BANANA_BOMB:
  17197. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  17198. case ITEMID_SP_INCREASE_POTION_LARGE:
  17199. case ITEMID_VITATA500:
  17200. difficulty += 20;
  17201. break;
  17202. case ITEMID_SEED_OF_HORNY_PLANT:
  17203. case ITEMID_BLOODSUCK_PLANT_SEED:
  17204. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  17205. difficulty += 30;
  17206. break;
  17207. case ITEMID_HP_INCREASE_POTION_LARGE:
  17208. case ITEMID_CURE_FREE:
  17209. difficulty += 40;
  17210. break;
  17211. }
  17212. if( make_per >= 400 && make_per > difficulty)
  17213. qty = 10;
  17214. else if( make_per >= 300 && make_per > difficulty)
  17215. qty = 7;
  17216. else if( make_per >= 100 && make_per > difficulty)
  17217. qty = 6;
  17218. else if( make_per >= 1 && make_per > difficulty)
  17219. qty = 5;
  17220. else
  17221. qty = 4;
  17222. make_per = 10000;
  17223. }
  17224. break;
  17225. case GN_MAKEBOMB:
  17226. case GN_MIX_COOKING:
  17227. {
  17228. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  17229. make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3)
  17230. qty = ~(5 + rnd()%5) + 1;
  17231. switch(nameid){// difficulty factor
  17232. case ITEMID_APPLE_BOMB:
  17233. difficulty += 5;
  17234. break;
  17235. case ITEMID_COCONUT_BOMB:
  17236. case ITEMID_MELON_BOMB:
  17237. difficulty += 10;
  17238. break;
  17239. case ITEMID_SAVAGE_FULL_ROAST:
  17240. case ITEMID_COCKTAIL_WARG_BLOOD:
  17241. case ITEMID_MINOR_STEW:
  17242. case ITEMID_SIROMA_ICED_TEA:
  17243. case ITEMID_DROSERA_HERB_SALAD:
  17244. case ITEMID_PETITE_TAIL_NOODLES:
  17245. case ITEMID_PINEAPPLE_BOMB:
  17246. difficulty += 15;
  17247. break;
  17248. case ITEMID_BANANA_BOMB:
  17249. difficulty += 20;
  17250. break;
  17251. }
  17252. if( make_per >= 30 && make_per > difficulty)
  17253. qty = 10 + rnd()%2;
  17254. else if( make_per >= 10 && make_per > difficulty)
  17255. qty = 10;
  17256. else if( make_per == 10 && make_per > difficulty)
  17257. qty = 8;
  17258. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  17259. ;// Food/Bomb creation fails.
  17260. else if( make_per >= 30 && make_per < difficulty)
  17261. qty = 5;
  17262. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  17263. qty = ~qty + 1;
  17264. make_per = 0;
  17265. }
  17266. else
  17267. make_per = 10000;
  17268. qty = (skill_lv > 1 ? qty : 1);
  17269. }
  17270. break;
  17271. default:
  17272. if (sd->menuskill_id == AM_PHARMACY &&
  17273. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  17274. { //Assume Cooking Dish
  17275. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  17276. make_per = 10000; //100% Success
  17277. else
  17278. make_per = 1200 * (sd->menuskill_val - 10)
  17279. + 20 * (sd->status.base_level + 1)
  17280. + 20 * (status->dex + 1)
  17281. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  17282. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  17283. - 10 * (100 - status->luk + 1)
  17284. - 500 * (num - 1)
  17285. - 100 * (rnd()%4 + 1);
  17286. break;
  17287. }
  17288. make_per = 5000;
  17289. break;
  17290. }
  17291. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  17292. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  17293. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  17294. 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
  17295. 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
  17296. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
  17297. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5
  17298. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
  17299. else if (pc_search_inventory(sd,ITEMID_ANVIL) > 0) make_per+= 0; // Anvil: +0?
  17300. if (battle_config.wp_rate != 100)
  17301. make_per = make_per * battle_config.wp_rate / 100;
  17302. }
  17303. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  17304. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  17305. if (make_per < 1) make_per = 1;
  17306. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  17307. struct item tmp_item;
  17308. memset(&tmp_item,0,sizeof(tmp_item));
  17309. tmp_item.nameid = nameid;
  17310. tmp_item.amount = 1;
  17311. tmp_item.identify = 1;
  17312. if (equip) {
  17313. tmp_item.card[0] = CARD0_FORGE;
  17314. tmp_item.card[1] = ((sc*5)<<8)+ele;
  17315. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17316. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17317. } else {
  17318. //Flag is only used on the end, so it can be used here. [Skotlex]
  17319. switch (skill_id) {
  17320. case BS_DAGGER:
  17321. case BS_SWORD:
  17322. case BS_TWOHANDSWORD:
  17323. case BS_AXE:
  17324. case BS_MACE:
  17325. case BS_KNUCKLE:
  17326. case BS_SPEAR:
  17327. flag = battle_config.produce_item_name_input&0x1;
  17328. break;
  17329. case AM_PHARMACY:
  17330. case AM_TWILIGHT1:
  17331. case AM_TWILIGHT2:
  17332. case AM_TWILIGHT3:
  17333. flag = battle_config.produce_item_name_input&0x2;
  17334. break;
  17335. case AL_HOLYWATER:
  17336. case AB_ANCILLA:
  17337. flag = battle_config.produce_item_name_input&0x8;
  17338. break;
  17339. case ASC_CDP:
  17340. flag = battle_config.produce_item_name_input&0x10;
  17341. break;
  17342. default:
  17343. flag = battle_config.produce_item_name_input&0x80;
  17344. break;
  17345. }
  17346. if (flag) {
  17347. tmp_item.card[0] = CARD0_CREATE;
  17348. tmp_item.card[1] = 0;
  17349. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17350. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17351. }
  17352. }
  17353. // if(log_config.produce > 0)
  17354. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  17355. //TODO update PICKLOG
  17356. if (equip) {
  17357. clif_produceeffect(sd,0,nameid);
  17358. clif_misceffect(&sd->bl,3);
  17359. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  17360. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  17361. } else {
  17362. int fame = 0;
  17363. tmp_item.amount = 0;
  17364. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  17365. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  17366. tmp_item.amount = qty;
  17367. break;
  17368. }
  17369. if (qty == 1 || rnd()%10000 < make_per) { //Success
  17370. tmp_item.amount++;
  17371. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  17372. continue;
  17373. if (skill_id != AM_PHARMACY &&
  17374. skill_id != AM_TWILIGHT1 &&
  17375. skill_id != AM_TWILIGHT2 &&
  17376. skill_id != AM_TWILIGHT3)
  17377. continue;
  17378. //Add fame as needed.
  17379. switch(++sd->potion_success_counter) {
  17380. case 3:
  17381. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  17382. break;
  17383. case 5:
  17384. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  17385. break;
  17386. case 7:
  17387. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  17388. break;
  17389. case 10:
  17390. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  17391. sd->potion_success_counter = 0;
  17392. break;
  17393. }
  17394. } else //Failure
  17395. sd->potion_success_counter = 0;
  17396. }
  17397. if (fame)
  17398. pc_addfame(sd,fame);
  17399. //Visual effects and the like.
  17400. switch (skill_id) {
  17401. case AM_PHARMACY:
  17402. case AM_TWILIGHT1:
  17403. case AM_TWILIGHT2:
  17404. case AM_TWILIGHT3:
  17405. case ASC_CDP:
  17406. case GC_CREATENEWPOISON:
  17407. clif_produceeffect(sd,2,nameid);
  17408. clif_misceffect(&sd->bl,5);
  17409. break;
  17410. case BS_IRON:
  17411. case BS_STEEL:
  17412. case BS_ENCHANTEDSTONE:
  17413. clif_produceeffect(sd,0,nameid);
  17414. clif_misceffect(&sd->bl,3);
  17415. break;
  17416. case RK_RUNEMASTERY:
  17417. clif_produceeffect(sd,4,nameid);
  17418. clif_misceffect(&sd->bl,5);
  17419. break;
  17420. default: //Those that don't require a skill?
  17421. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  17422. clif_specialeffect(&sd->bl, 608, AREA);
  17423. if (sd->cook_mastery < 1999)
  17424. pc_setglobalreg(sd, add_str("COOK_MASTERY"), sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  17425. }
  17426. break;
  17427. }
  17428. }
  17429. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  17430. int j, k = 0, l;
  17431. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  17432. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  17433. if (skill_changematerial_db[i].nameid == nameid){
  17434. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  17435. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  17436. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  17437. tmp_item.amount = (isStackable ? total_qty : 1);
  17438. for (l = 0; l < total_qty; l += tmp_item.amount) {
  17439. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17440. clif_additem(sd,0,0,flag);
  17441. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17442. }
  17443. }
  17444. k++;
  17445. }
  17446. }
  17447. break;
  17448. }
  17449. }
  17450. if (k) {
  17451. clif_produceeffect(sd,6,nameid);
  17452. clif_misceffect(&sd->bl,5);
  17453. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17454. return true;
  17455. }
  17456. } else if (tmp_item.amount) { //Success
  17457. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17458. clif_additem(sd,0,0,flag);
  17459. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17460. }
  17461. if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) {
  17462. clif_produceeffect(sd,6,nameid);
  17463. clif_misceffect(&sd->bl,5);
  17464. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17465. }
  17466. return true;
  17467. }
  17468. }
  17469. //Failure
  17470. // if(log_config.produce)
  17471. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  17472. //TODO update PICKLOG
  17473. if (equip) {
  17474. clif_produceeffect(sd,1,nameid);
  17475. clif_misceffect(&sd->bl,2);
  17476. } else {
  17477. switch (skill_id) {
  17478. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  17479. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  17480. case AM_PHARMACY:
  17481. case AM_TWILIGHT1:
  17482. case AM_TWILIGHT2:
  17483. case AM_TWILIGHT3:
  17484. case GC_CREATENEWPOISON:
  17485. clif_produceeffect(sd,3,nameid);
  17486. clif_misceffect(&sd->bl,6);
  17487. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  17488. break;
  17489. case BS_IRON:
  17490. case BS_STEEL:
  17491. case BS_ENCHANTEDSTONE:
  17492. clif_produceeffect(sd,1,nameid);
  17493. clif_misceffect(&sd->bl,2);
  17494. break;
  17495. case RK_RUNEMASTERY:
  17496. clif_produceeffect(sd,5,nameid);
  17497. clif_misceffect(&sd->bl,6);
  17498. break;
  17499. case GN_MIX_COOKING:
  17500. {
  17501. struct item tmp_item;
  17502. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  17503. int rate = rnd()%500;
  17504. memset(&tmp_item,0,sizeof(tmp_item));
  17505. if (rate < 50) i = 4;
  17506. else if (rate < 100) i = 2+rnd()%1;
  17507. else if (rate < 250) i = 1;
  17508. else if (rate < 500) i = 0;
  17509. tmp_item.nameid = compensation[i];
  17510. tmp_item.amount = qty;
  17511. tmp_item.identify = 1;
  17512. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17513. clif_additem(sd,0,0,flag);
  17514. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17515. }
  17516. clif_produceeffect(sd,7,nameid);
  17517. clif_misceffect(&sd->bl,6);
  17518. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17519. }
  17520. break;
  17521. case GN_MAKEBOMB:
  17522. case GN_S_PHARMACY:
  17523. case GN_CHANGEMATERIAL:
  17524. clif_produceeffect(sd,7,nameid);
  17525. clif_misceffect(&sd->bl,6);
  17526. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17527. break;
  17528. default:
  17529. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  17530. clif_specialeffect(&sd->bl, 609, AREA);
  17531. if (sd->cook_mastery > 0)
  17532. pc_setglobalreg(sd, add_str("COOK_MASTERY"), sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  17533. }
  17534. break;
  17535. }
  17536. }
  17537. return false;
  17538. }
  17539. /**
  17540. * Attempt to create arrow by specified material
  17541. * @param sd Player
  17542. * @param nameid Item ID of material
  17543. * @return True if created, False is failed
  17544. */
  17545. bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid)
  17546. {
  17547. short i, j, idx = -1;
  17548. struct item tmp_item;
  17549. nullpo_ret(sd);
  17550. if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
  17551. return false;
  17552. for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
  17553. if (nameid == skill_arrow_db[i].nameid) {
  17554. idx = i;
  17555. break;
  17556. }
  17557. }
  17558. if (!idx || (j = pc_search_inventory(sd,nameid)) < 0)
  17559. return false;
  17560. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  17561. for (i = 0; i < MAX_ARROW_RESULT; i++) {
  17562. char flag = 0;
  17563. if (skill_arrow_db[idx].cre_id[i] == 0 || !itemdb_exists(skill_arrow_db[idx].cre_id[i]) || skill_arrow_db[idx].cre_amount[i] == 0)
  17564. continue;
  17565. memset(&tmp_item,0,sizeof(tmp_item));
  17566. tmp_item.identify = 1;
  17567. tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
  17568. tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
  17569. if (battle_config.produce_item_name_input&0x4) {
  17570. tmp_item.card[0] = CARD0_CREATE;
  17571. tmp_item.card[1] = 0;
  17572. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17573. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17574. }
  17575. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17576. clif_additem(sd,0,0,flag);
  17577. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17578. }
  17579. }
  17580. return true;
  17581. }
  17582. /**
  17583. * Enchant weapon with poison
  17584. * @param sd Player
  17585. * @nameid Item ID of poison type
  17586. */
  17587. int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid)
  17588. {
  17589. sc_type type;
  17590. int chance, i, val4 = 0;
  17591. //uint16 msg = 1443; //Official is using msgstringtable.txt
  17592. char output[CHAT_SIZE_MAX];
  17593. const char *msg;
  17594. nullpo_ret(sd);
  17595. if( !nameid || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17596. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17597. return 0;
  17598. }
  17599. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  17600. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  17601. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  17602. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  17603. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; val4 = sd->bl.id; break;
  17604. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  17605. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; val4 = sd->bl.id; break;
  17606. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; val4 = sd->bl.id; break;
  17607. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  17608. default:
  17609. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17610. return 0;
  17611. }
  17612. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  17613. sc_start4(&sd->bl,&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  17614. type, chance, val4, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  17615. sprintf(output, msg_txt(sd,721), msg);
  17616. clif_colormes(sd->fd,color_table[COLOR_WHITE],output);
  17617. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  17618. clif_msg(sd,msg);
  17619. #endif*/
  17620. return 0;
  17621. }
  17622. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  17623. {
  17624. struct status_change *sc = status_get_sc(bl);
  17625. // non-offensive and non-magic skills do not affect the status
  17626. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  17627. return;
  17628. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  17629. if (sc->data[SC_MAGICPOWER]->val4) {
  17630. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  17631. } else {
  17632. sc->data[SC_MAGICPOWER]->val4 = 1;
  17633. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  17634. #ifndef RENEWAL
  17635. if(bl->type == BL_PC){// update current display.
  17636. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  17637. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  17638. }
  17639. #endif
  17640. }
  17641. }
  17642. }
  17643. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
  17644. int x, y, i, class_, skill;
  17645. struct mob_data *md;
  17646. nullpo_ret(sd);
  17647. skill = sd->menuskill_val;
  17648. if( !nameid || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17649. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17650. return 0;
  17651. }
  17652. // Spawn Position
  17653. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  17654. x = sd->sc.comet_x;
  17655. y = sd->sc.comet_y;
  17656. sd->sc.comet_x = sd->sc.comet_y = 0;
  17657. sd->menuskill_val = 0;
  17658. // Item picked decides the mob class
  17659. switch(nameid) {
  17660. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  17661. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  17662. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  17663. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  17664. default:
  17665. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17666. return 0;
  17667. }
  17668. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  17669. if( md ) {
  17670. struct unit_data *ud = unit_bl2ud(&md->bl);
  17671. md->master_id = sd->bl.id;
  17672. md->special_state.ai = AI_FAW;
  17673. if(ud) {
  17674. ud->skill_id = NC_MAGICDECOY;
  17675. ud->skill_lv = skill;
  17676. }
  17677. if( md->deletetimer != INVALID_TIMER )
  17678. delete_timer(md->deletetimer, mob_timer_delete);
  17679. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  17680. mob_spawn(md);
  17681. }
  17682. return 0;
  17683. }
  17684. // Warlock Spellbooks. [LimitLine/3CeAM]
  17685. void skill_spellbook(struct map_session_data *sd, unsigned short nameid) {
  17686. int i, max_preserve, skill_id, point;
  17687. struct status_change *sc;
  17688. nullpo_retv(sd);
  17689. sc = status_get_sc(&sd->bl);
  17690. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  17691. for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  17692. if( sc && !sc->data[i] )
  17693. break;
  17694. }
  17695. if( i > SC_MAXSPELLBOOK ) {
  17696. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  17697. return;
  17698. }
  17699. if (!skill_spellbook_count)
  17700. return;
  17701. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  17702. if( i == MAX_SKILL_SPELLBOOK_DB )
  17703. return;
  17704. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill
  17705. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  17706. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  17707. return;
  17708. }
  17709. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  17710. point = skill_spellbook_db[i].point;
  17711. if( sc && sc->data[SC_FREEZE_SP] ) {
  17712. if( (sc->data[SC_FREEZE_SP]->val2 + point) > max_preserve ) {
  17713. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  17714. return;
  17715. }
  17716. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  17717. if( !sc->data[i] ){
  17718. sc->data[SC_FREEZE_SP]->val2 += point; // increase points
  17719. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17720. break;
  17721. }
  17722. }
  17723. } else {
  17724. sc_start2(&sd->bl,&sd->bl, SC_FREEZE_SP, 100, 0, point, INVALID_TIMER);
  17725. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17726. }
  17727. // Reading Spell Book SP cost same as the sealed spell.
  17728. status_zap(&sd->bl, 0, skill_get_sp(skill_id, pc_checkskill(sd, skill_id)));
  17729. }
  17730. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  17731. int lv, prob, aslvl = 0;
  17732. uint16 id, sk_idx = 0;
  17733. nullpo_ret(sd);
  17734. if (sd->sc.data[SC_STOP]) {
  17735. aslvl = sd->sc.data[SC_STOP]->val1;
  17736. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  17737. }
  17738. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  17739. return 0;
  17740. if( !(skill_get_inf2(skill_id)&INF2_AUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  17741. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  17742. return 0;
  17743. }
  17744. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  17745. lv = min(lv,sd->status.skill[sk_idx].lv);
  17746. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  17747. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  17748. return 0;
  17749. }
  17750. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  17751. int i;
  17752. nullpo_ret(sd);
  17753. nullpo_ret(item_list);
  17754. if( n <= 0 )
  17755. return 1;
  17756. for( i = 0; i < n; i++ ) {
  17757. unsigned short nameid;
  17758. int add_amount, del_amount, idx, product;
  17759. struct item tmp_item;
  17760. idx = item_list[i*2+0]-2;
  17761. del_amount = item_list[i*2+1];
  17762. if( skill_lv == 2 )
  17763. del_amount -= (del_amount % 10);
  17764. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  17765. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  17766. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17767. return 1;
  17768. }
  17769. switch( nameid ) {
  17770. // Level 1
  17771. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  17772. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  17773. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  17774. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  17775. // Level 2
  17776. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  17777. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  17778. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  17779. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  17780. default:
  17781. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17782. return 1;
  17783. }
  17784. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  17785. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17786. return 1;
  17787. }
  17788. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  17789. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17790. return 1;
  17791. }
  17792. memset(&tmp_item,0,sizeof(tmp_item));
  17793. tmp_item.nameid = product;
  17794. tmp_item.amount = add_amount;
  17795. tmp_item.identify = 1;
  17796. if( tmp_item.amount ) {
  17797. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  17798. if( flag != 0 ) {
  17799. clif_additem(sd,0,0,flag);
  17800. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17801. }
  17802. }
  17803. }
  17804. return 0;
  17805. }
  17806. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  17807. int i, j, k, c, p = 0, amount;
  17808. unsigned short nameid;
  17809. nullpo_ret(sd);
  17810. nullpo_ret(item_list);
  17811. // Search for objects that can be created.
  17812. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  17813. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  17814. p = 0;
  17815. do {
  17816. c = 0;
  17817. // Verification of overlap between the objects required and the list submitted.
  17818. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  17819. if( skill_produce_db[i].mat_id[j] > 0 ) {
  17820. for( k = 0; k < n; k++ ) {
  17821. int idx = item_list[k*2+0]-2;
  17822. nameid = sd->status.inventory[idx].nameid;
  17823. amount = item_list[k*2+1];
  17824. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  17825. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  17826. return 0;
  17827. }
  17828. if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
  17829. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  17830. c++; // match
  17831. }
  17832. }
  17833. else
  17834. break; // No more items required
  17835. }
  17836. p++;
  17837. } while(n == j && c == n);
  17838. p--;
  17839. if ( p > 0 ) {
  17840. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  17841. return 1;
  17842. }
  17843. }
  17844. }
  17845. if( p == 0)
  17846. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  17847. return 0;
  17848. }
  17849. /**
  17850. * For Royal Guard's LG_TRAMPLE
  17851. */
  17852. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  17853. {
  17854. struct skill_unit *su = (struct skill_unit *)bl;
  17855. struct skill_unit_group *sg = NULL;
  17856. unsigned int tick;
  17857. nullpo_ret(su);
  17858. tick = va_arg(ap, unsigned int);
  17859. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  17860. switch( sg->unit_id ) {
  17861. case UNT_CLAYMORETRAP:
  17862. case UNT_FIRINGTRAP:
  17863. case UNT_ICEBOUNDTRAP:
  17864. if(battle_config.skill_wall_check)
  17865. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  17866. else
  17867. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  17868. break;
  17869. case UNT_LANDMINE:
  17870. case UNT_BLASTMINE:
  17871. case UNT_SHOCKWAVE:
  17872. case UNT_SANDMAN:
  17873. case UNT_FLASHER:
  17874. case UNT_FREEZINGTRAP:
  17875. case UNT_CLUSTERBOMB:
  17876. if (battle_config.skill_wall_check && !(skill_get_nk(sg->skill_id)&NK_NO_DAMAGE))
  17877. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  17878. else
  17879. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  17880. break;
  17881. }
  17882. // Traps aren't recovered.
  17883. skill_delunit(su);
  17884. }
  17885. return 0;
  17886. }
  17887. /*==========================================
  17888. *
  17889. *------------------------------------------*/
  17890. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  17891. int i;
  17892. nullpo_retr(-1, sd);
  17893. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  17894. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  17895. }
  17896. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  17897. struct map_session_data *sd = map_id2sd(id);
  17898. int i = (int)data;
  17899. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  17900. return 0;
  17901. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  17902. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  17903. return 0;
  17904. }
  17905. aFree(sd->scd[i]);
  17906. sd->scd[i] = NULL;
  17907. return 1;
  17908. }
  17909. /**
  17910. * Flags a singular skill as being blocked from persistent usage.
  17911. * @param sd the player the skill delay affects
  17912. * @param skill_id the skill which should be delayed
  17913. * @param tick the length of time the delay should last
  17914. * @param load whether this assignment is being loaded upon player login
  17915. * @return 0 if successful, -1 otherwise
  17916. */
  17917. int skill_blockpc_start(struct map_session_data *sd, int skill_id, int tick) {
  17918. int i;
  17919. nullpo_retr(-1, sd);
  17920. if (!skill_id || tick < 1)
  17921. return -1;
  17922. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  17923. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  17924. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17925. aFree(sd->scd[i]);
  17926. sd->scd[i] = NULL;
  17927. }
  17928. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  17929. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  17930. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  17931. sd->scd[i]->skill_id = skill_id;
  17932. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  17933. if (battle_config.display_status_timers && tick > 0)
  17934. clif_skill_cooldown(sd, skill_id, tick);
  17935. return 1;
  17936. } else {
  17937. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  17938. return 0;
  17939. }
  17940. }
  17941. int skill_blockpc_clear(struct map_session_data *sd) {
  17942. int i;
  17943. nullpo_ret(sd);
  17944. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  17945. if (!sd->scd[i])
  17946. continue;
  17947. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17948. aFree(sd->scd[i]);
  17949. sd->scd[i] = NULL;
  17950. }
  17951. return 1;
  17952. }
  17953. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17954. {
  17955. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  17956. if (data <= 0 || data >= SKILL_MAX_DB())
  17957. return 0;
  17958. if (hd)
  17959. hd->blockskill[data] = 0;
  17960. return 1;
  17961. }
  17962. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  17963. {
  17964. uint16 idx = skill_get_index(skill_id);
  17965. nullpo_retr(-1, hd);
  17966. if (!idx)
  17967. return -1;
  17968. if (tick < 1) {
  17969. hd->blockskill[idx] = 0;
  17970. return -1;
  17971. }
  17972. hd->blockskill[idx] = 1;
  17973. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  17974. }
  17975. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17976. {
  17977. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  17978. if( data <= 0 || data >= SKILL_MAX_DB() )
  17979. return 0;
  17980. if( md )
  17981. md->blockskill[data] = 0;
  17982. return 1;
  17983. }
  17984. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  17985. {
  17986. uint16 idx = skill_get_index(skill_id);
  17987. nullpo_retr(-1, md);
  17988. if( !idx )
  17989. return -1;
  17990. if( tick < 1 ) {
  17991. md->blockskill[idx] = 0;
  17992. return -1;
  17993. }
  17994. md->blockskill[idx] = 1;
  17995. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  17996. }
  17997. /**
  17998. * Adds a new skill unit entry for this player to recast after map load
  17999. * @param sd: Player
  18000. * @param skill_id: Skill ID to save
  18001. * @param skill_lv: Skill level to save
  18002. */
  18003. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  18004. {
  18005. struct skill_usave *sus = NULL;
  18006. if (idb_exists(skillusave_db,sd->status.char_id))
  18007. idb_remove(skillusave_db,sd->status.char_id);
  18008. CREATE(sus, struct skill_usave, 1);
  18009. idb_put(skillusave_db, sd->status.char_id, sus);
  18010. sus->skill_id = skill_id;
  18011. sus->skill_lv = skill_lv;
  18012. }
  18013. /**
  18014. * Loads saved skill unit entries for this player after map load
  18015. * @param sd: Player
  18016. */
  18017. void skill_usave_trigger(struct map_session_data *sd)
  18018. {
  18019. struct skill_usave *sus = NULL;
  18020. struct skill_unit_group *group = NULL;
  18021. if (!(sus = idb_get(skillusave_db,sd->status.char_id)))
  18022. return;
  18023. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  18024. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  18025. sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
  18026. idb_remove(skillusave_db, sd->status.char_id);
  18027. }
  18028. /*
  18029. *
  18030. */
  18031. int skill_split_str (char *str, char **val, int num)
  18032. {
  18033. int i;
  18034. for( i = 0; i < num && str; i++ ) {
  18035. val[i] = str;
  18036. str = strchr(str,',');
  18037. if( str )
  18038. *str++ = 0;
  18039. }
  18040. return i;
  18041. }
  18042. /**
  18043. * Split the string with ':' as separator and put each value for a skilllv
  18044. * if no more value found put the latest to fill the array
  18045. * @param str : string to split
  18046. * @param val : array of MAX_SKILL_LEVEL to put value into
  18047. * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL)
  18048. */
  18049. int skill_split_atoi (char *str, int *val)
  18050. {
  18051. int i, j, step = 1;
  18052. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  18053. if (!str) break;
  18054. val[i] = atoi(str);
  18055. str = strchr(str,':');
  18056. if (str)
  18057. *str++=0;
  18058. }
  18059. if(i==0) //No data found.
  18060. return 0;
  18061. if(i==1) { //Single value, have the whole range have the same value.
  18062. for (; i < MAX_SKILL_LEVEL; i++)
  18063. val[i] = val[i-1];
  18064. return i;
  18065. }
  18066. //Check for linear change with increasing steps until we reach half of the data acquired.
  18067. for (step = 1; step <= i/2; step++) {
  18068. int diff = val[i-1] - val[i-step-1];
  18069. for(j = i-1; j >= step; j--)
  18070. if ((val[j]-val[j-step]) != diff)
  18071. break;
  18072. if (j>=step) //No match, try next step.
  18073. continue;
  18074. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  18075. val[i] = val[i-step]+diff;
  18076. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  18077. { val[i] = 1; diff = 0; step = 1; }
  18078. }
  18079. return i;
  18080. }
  18081. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  18082. for (;i<MAX_SKILL_LEVEL; i++)
  18083. val[i] = val[i-1];
  18084. return i;
  18085. }
  18086. /*
  18087. *
  18088. */
  18089. void skill_init_unit_layout (void) {
  18090. int i,j,pos = 0;
  18091. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  18092. // standard square layouts go first
  18093. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  18094. int size = i*2+1;
  18095. skill_unit_layout[i].count = size*size;
  18096. for (j=0; j<size*size; j++) {
  18097. skill_unit_layout[i].dx[j] = (j%size-i);
  18098. skill_unit_layout[i].dy[j] = (j/size-i);
  18099. }
  18100. }
  18101. // afterwards add special ones
  18102. pos = i;
  18103. for (i = 0; i < SKILL_MAX_DB(); i++) {
  18104. uint16 skill_id = 0;
  18105. if (!skill_db[i])
  18106. continue;
  18107. if (!skill_db[i]->unit_id[0] || skill_db[i]->unit_layout_type[0] != -1)
  18108. continue;
  18109. skill_id = skill_idx2id(i);
  18110. if( skill_id == EL_FIRE_MANTLE ) {
  18111. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  18112. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  18113. skill_unit_layout[pos].count = 8;
  18114. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18115. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18116. } else {
  18117. switch (skill_id) {
  18118. case MG_FIREWALL:
  18119. case WZ_ICEWALL:
  18120. case WL_EARTHSTRAIN:
  18121. case RL_FIRE_RAIN:
  18122. // these will be handled later
  18123. break;
  18124. case PR_SANCTUARY:
  18125. case NPC_EVILLAND: {
  18126. static const int dx[] = {
  18127. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  18128. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  18129. static const int dy[]={
  18130. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  18131. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  18132. skill_unit_layout[pos].count = 21;
  18133. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18134. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18135. }
  18136. break;
  18137. case PR_MAGNUS: {
  18138. static const int dx[] = {
  18139. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  18140. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  18141. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  18142. static const int dy[] = {
  18143. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  18144. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  18145. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  18146. skill_unit_layout[pos].count = 33;
  18147. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18148. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18149. }
  18150. break;
  18151. case AS_VENOMDUST: {
  18152. static const int dx[] = {-1, 0, 0, 0, 1};
  18153. static const int dy[] = { 0,-1, 0, 1, 0};
  18154. skill_unit_layout[pos].count = 5;
  18155. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18156. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18157. }
  18158. break;
  18159. case CR_GRANDCROSS:
  18160. case NPC_GRANDDARKNESS: {
  18161. static const int dx[] = {
  18162. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  18163. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  18164. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  18165. static const int dy[] = {
  18166. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  18167. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  18168. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  18169. skill_unit_layout[pos].count = 29;
  18170. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18171. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18172. }
  18173. break;
  18174. case PF_FOGWALL: {
  18175. static const int dx[] = {
  18176. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  18177. static const int dy[] = {
  18178. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  18179. skill_unit_layout[pos].count = 15;
  18180. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18181. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18182. }
  18183. break;
  18184. case PA_GOSPEL: {
  18185. static const int dx[] = {
  18186. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  18187. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  18188. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  18189. -1, 0, 1};
  18190. static const int dy[] = {
  18191. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  18192. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  18193. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  18194. 3, 3, 3};
  18195. skill_unit_layout[pos].count = 33;
  18196. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18197. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18198. }
  18199. break;
  18200. case NJ_KAENSIN: {
  18201. 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};
  18202. 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};
  18203. skill_unit_layout[pos].count = 24;
  18204. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18205. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18206. }
  18207. break;
  18208. case NJ_TATAMIGAESHI: {
  18209. //Level 1 (count 4, cross of 3x3)
  18210. static const int dx1[] = {-1, 1, 0, 0};
  18211. static const int dy1[] = { 0, 0,-1, 1};
  18212. //Level 2-3 (count 8, cross of 5x5)
  18213. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  18214. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  18215. //Level 4-5 (count 12, cross of 7x7
  18216. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  18217. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  18218. //lv1
  18219. j = 0;
  18220. skill_unit_layout[pos].count = 4;
  18221. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  18222. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  18223. skill_db[i]->unit_layout_type[j] = pos;
  18224. //lv2/3
  18225. j++;
  18226. pos++;
  18227. skill_unit_layout[pos].count = 8;
  18228. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  18229. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  18230. skill_db[i]->unit_layout_type[j] = pos;
  18231. skill_db[i]->unit_layout_type[++j] = pos;
  18232. //lv4/5
  18233. j++;
  18234. pos++;
  18235. skill_unit_layout[pos].count = 12;
  18236. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  18237. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  18238. skill_db[i]->unit_layout_type[j] = pos;
  18239. skill_db[i]->unit_layout_type[++j] = pos;
  18240. //Fill in the rest using lv 5.
  18241. for (;j<MAX_SKILL_LEVEL;j++)
  18242. skill_db[i]->unit_layout_type[j] = pos;
  18243. //Skip, this way the check below will fail and continue to the next skill.
  18244. pos++;
  18245. }
  18246. break;
  18247. case GN_WALLOFTHORN: {
  18248. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  18249. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  18250. skill_unit_layout[pos].count = 16;
  18251. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18252. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18253. }
  18254. break;
  18255. default:
  18256. ShowError("unknown unit layout at skill %d\n",i);
  18257. break;
  18258. }
  18259. }
  18260. if (!skill_unit_layout[pos].count)
  18261. continue;
  18262. for (j=0;j<MAX_SKILL_LEVEL;j++)
  18263. skill_db[i]->unit_layout_type[j] = pos;
  18264. pos++;
  18265. }
  18266. // firewall and icewall have 8 layouts (direction-dependent)
  18267. firewall_unit_pos = pos;
  18268. for (i=0;i<8;i++) {
  18269. if (i&1) {
  18270. skill_unit_layout[pos].count = 5;
  18271. if (i&0x2) {
  18272. int dx[] = {-1,-1, 0, 0, 1};
  18273. int dy[] = { 1, 0, 0,-1,-1};
  18274. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18275. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18276. } else {
  18277. int dx[] = { 1, 1 ,0, 0,-1};
  18278. int dy[] = { 1, 0, 0,-1,-1};
  18279. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18280. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18281. }
  18282. } else {
  18283. skill_unit_layout[pos].count = 3;
  18284. if (i%4==0) {
  18285. int dx[] = {-1, 0, 1};
  18286. int dy[] = { 0, 0, 0};
  18287. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18288. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18289. } else {
  18290. int dx[] = { 0, 0, 0};
  18291. int dy[] = {-1, 0, 1};
  18292. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18293. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18294. }
  18295. }
  18296. pos++;
  18297. }
  18298. icewall_unit_pos = pos;
  18299. for (i=0;i<8;i++) {
  18300. skill_unit_layout[pos].count = 5;
  18301. if (i&1) {
  18302. if (i&0x2) {
  18303. int dx[] = {-2,-1, 0, 1, 2};
  18304. int dy[] = { 2, 1, 0,-1,-2};
  18305. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18306. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18307. } else {
  18308. int dx[] = { 2, 1 ,0,-1,-2};
  18309. int dy[] = { 2, 1, 0,-1,-2};
  18310. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18311. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18312. }
  18313. } else {
  18314. if (i%4==0) {
  18315. int dx[] = {-2,-1, 0, 1, 2};
  18316. int dy[] = { 0, 0, 0, 0, 0};
  18317. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18318. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18319. } else {
  18320. int dx[] = { 0, 0, 0, 0, 0};
  18321. int dy[] = {-2,-1, 0, 1, 2};
  18322. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18323. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18324. }
  18325. }
  18326. pos++;
  18327. }
  18328. earthstrain_unit_pos = pos;
  18329. for( i = 0; i < 8; i++ )
  18330. { // For each Direction
  18331. skill_unit_layout[pos].count = 15;
  18332. switch( i )
  18333. {
  18334. case 0: case 1: case 3: case 4: case 5: case 7:
  18335. {
  18336. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18337. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18338. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18339. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18340. }
  18341. break;
  18342. case 2:
  18343. case 6:
  18344. {
  18345. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18346. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18347. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18348. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18349. }
  18350. break;
  18351. }
  18352. pos++;
  18353. }
  18354. firerain_unit_pos = pos;
  18355. for( i = 0; i < 8; i++ ) {
  18356. skill_unit_layout[pos].count = 3;
  18357. switch( i ) {
  18358. case 0: case 1: case 3: case 4: case 5: case 7:
  18359. {
  18360. static const int dx[] = {-1, 0, 1};
  18361. static const int dy[] = { 0, 0, 0};
  18362. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18363. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18364. }
  18365. break;
  18366. case 2:
  18367. case 6:
  18368. {
  18369. static const int dx[] = { 0, 0, 0};
  18370. static const int dy[] = {-1, 0, 1};
  18371. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18372. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18373. }
  18374. break;
  18375. }
  18376. pos++;
  18377. }
  18378. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  18379. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18380. }
  18381. void skill_init_nounit_layout (void) {
  18382. int i, pos = 0;
  18383. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  18384. overbrand_nounit_pos = pos;
  18385. for( i = 0; i < 8; i++ ) {
  18386. if( i&1 ) {
  18387. skill_nounit_layout[pos].count = 33;
  18388. if( i&2 ) {
  18389. if( i&4 ) { // 7
  18390. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  18391. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  18392. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18393. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18394. } else { // 3
  18395. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  18396. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  18397. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18398. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18399. }
  18400. } else {
  18401. if( i&4 ) { // 5
  18402. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  18403. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  18404. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18405. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18406. } else { // 1
  18407. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  18408. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  18409. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18410. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18411. }
  18412. }
  18413. } else {
  18414. skill_nounit_layout[pos].count = 21;
  18415. if( i&2 ) {
  18416. if( i&4 ) { // 6
  18417. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  18418. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18419. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18420. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18421. } else { // 2
  18422. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  18423. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18424. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18425. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18426. }
  18427. } else {
  18428. if( i&4 ) { // 4
  18429. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18430. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  18431. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18432. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18433. } else { // 0
  18434. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18435. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  18436. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18437. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18438. }
  18439. }
  18440. }
  18441. pos++;
  18442. }
  18443. overbrand_brandish_nounit_pos = pos;
  18444. for( i = 0; i < 8; i++ ) {
  18445. if( i&1 ) {
  18446. skill_nounit_layout[pos].count = 74;
  18447. if( i&2 ) {
  18448. if( i&4 ) { // 7
  18449. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18450. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  18451. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  18452. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18453. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18454. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18455. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18456. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18457. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18458. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18459. } else { // 3
  18460. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18461. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18462. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18463. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18464. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18465. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18466. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18467. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18468. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18469. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18470. }
  18471. } else {
  18472. if( i&4 ) { // 5
  18473. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18474. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18475. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18476. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18477. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18478. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18479. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18480. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18481. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18482. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18483. } else { // 1
  18484. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18485. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18486. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18487. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18488. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18489. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  18490. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  18491. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18492. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18493. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18494. }
  18495. }
  18496. } else {
  18497. skill_nounit_layout[pos].count = 44;
  18498. if( i&2 ) {
  18499. if( i&4 ) { // 6
  18500. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  18501. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  18502. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18503. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18504. } else { // 2
  18505. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  18506. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  18507. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18508. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18509. }
  18510. } else {
  18511. if( i&4 ) { // 4
  18512. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18513. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18514. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18515. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18516. } else { // 0
  18517. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18518. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18519. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18520. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18521. }
  18522. }
  18523. }
  18524. pos++;
  18525. }
  18526. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  18527. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18528. }
  18529. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  18530. int inf3 = 0;
  18531. struct status_change *sc = status_get_sc(bl);
  18532. if( !sc || !bl || !skill_id )
  18533. return 0; // Can do it
  18534. inf3 = skill_get_inf3(skill_id);
  18535. switch (type) {
  18536. case SC_ANKLE:
  18537. if (skill_id == AL_TELEPORT)
  18538. return 1;
  18539. break;
  18540. case SC_STASIS:
  18541. if (bl->type == BL_PC && !(inf3&INF3_STASIS_BL))
  18542. return 1; // Can't do it.
  18543. break;
  18544. case SC_KAGEHUMI:
  18545. if( inf3&INF3_KAGEHUMI_BL)
  18546. return 1;
  18547. case SC_BITE:
  18548. if (inf3&INF3_BITE_BLOCK)
  18549. return 1;
  18550. break;
  18551. }
  18552. return 0;
  18553. }
  18554. /* Determines whether a skill is currently active or not
  18555. * Used for purposes of cancelling SP usage when disabling a skill
  18556. */
  18557. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  18558. {
  18559. switch( skill_id ) { //HP & SP Consumption Check
  18560. case BS_MAXIMIZE:
  18561. case NV_TRICKDEAD:
  18562. case TF_HIDING:
  18563. case AS_CLOAKING:
  18564. case GC_CLOAKINGEXCEED:
  18565. case ST_CHASEWALK:
  18566. case CR_DEFENDER:
  18567. case CR_SHRINK:
  18568. case CR_AUTOGUARD:
  18569. case ML_DEFENDER:
  18570. case ML_AUTOGUARD:
  18571. case PA_GOSPEL:
  18572. case GS_GATLINGFEVER:
  18573. case TK_READYCOUNTER:
  18574. case TK_READYDOWN:
  18575. case TK_READYSTORM:
  18576. case TK_READYTURN:
  18577. case TK_RUN:
  18578. case SG_FUSION:
  18579. case KO_YAMIKUMO:
  18580. case RA_WUGDASH:
  18581. case RA_CAMOUFLAGE:
  18582. case SU_HIDE:
  18583. if( sc->data[status_skill2sc(skill_id)] )
  18584. return 1;
  18585. break;
  18586. // These 2 skills contain a master and are not correctly pulled using skill2sc
  18587. case NC_NEUTRALBARRIER:
  18588. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  18589. return 1;
  18590. break;
  18591. case NC_STEALTHFIELD:
  18592. if( sc->data[SC_STEALTHFIELD_MASTER] )
  18593. return 1;
  18594. break;
  18595. }
  18596. return 0;
  18597. }
  18598. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  18599. int type = 0;
  18600. switch( skill_id ) {
  18601. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  18602. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  18603. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  18604. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  18605. }
  18606. type += skill_lv - 1;
  18607. return type;
  18608. }
  18609. /**
  18610. * Check before do `unit_movepos` call
  18611. * @param check_flag Flags: 1:Check for BG map, 2:Check for GVG map on WOE, 4:Check for GVG map
  18612. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  18613. **/
  18614. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  18615. nullpo_retr(false, bl);
  18616. if (check_flag&1 && map[bl->m].flag.battleground)
  18617. return false;
  18618. if (check_flag&2 && map_flag_gvg(bl->m))
  18619. return false;
  18620. if (check_flag&4 && map_flag_gvg2(bl->m))
  18621. return false;
  18622. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  18623. }
  18624. /*==========================================
  18625. * sub-function of DB reading.
  18626. * skill_db.txt
  18627. *------------------------------------------*/
  18628. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  18629. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  18630. uint16 skill_id = atoi(split[0]);
  18631. uint16 idx = skill_get_index2(skill_id);
  18632. if (!idx) {
  18633. if (SKILL_MAX_DB() >= MAX_SKILL) {
  18634. ShowError("Cannot add new skill. Limit is reached '%d' (mmo.h::MAX_SKILL).\n", MAX_SKILL);
  18635. return false;
  18636. }
  18637. idx = skill_db_create(skill_id);
  18638. }
  18639. skill_split_atoi(split[1],skill_db[idx]->range);
  18640. skill_db[idx]->hit = atoi(split[2]);
  18641. skill_db[idx]->inf = atoi(split[3]);
  18642. skill_split_atoi(split[4],skill_db[idx]->element);
  18643. skill_db[idx]->nk = (uint8)strtol(split[5], NULL, 0);
  18644. skill_split_atoi(split[6],skill_db[idx]->splash);
  18645. skill_db[idx]->max = atoi(split[7]);
  18646. skill_split_atoi(split[8],skill_db[idx]->num);
  18647. if( strcmpi(split[9],"yes") == 0 )
  18648. skill_db[idx]->castcancel = true;
  18649. else
  18650. skill_db[idx]->castcancel = false;
  18651. skill_db[idx]->cast_def_rate = atoi(split[10]);
  18652. skill_db[idx]->inf2 = (unsigned int)strtol(split[11], NULL, 0);
  18653. skill_split_atoi(split[12],skill_db[idx]->maxcount);
  18654. if( strcmpi(split[13],"weapon") == 0 )
  18655. skill_db[idx]->skill_type = BF_WEAPON;
  18656. else if( strcmpi(split[13],"magic") == 0 )
  18657. skill_db[idx]->skill_type = BF_MAGIC;
  18658. else if( strcmpi(split[13],"misc") == 0 )
  18659. skill_db[idx]->skill_type = BF_MISC;
  18660. else
  18661. skill_db[idx]->skill_type = 0;
  18662. skill_split_atoi(split[14],skill_db[idx]->blewcount);
  18663. skill_db[idx]->inf3 = (unsigned int)strtol(split[15], NULL,0);
  18664. safestrncpy(skill_db[idx]->name, trim(split[16]), sizeof(skill_db[idx]->name));
  18665. safestrncpy(skill_db[idx]->desc, trim(split[17]), sizeof(skill_db[idx]->desc));
  18666. strdb_iput(skilldb_name2id, skill_db[idx]->name, skill_id);
  18667. return true;
  18668. }
  18669. /**
  18670. * Split string to int by constant value (const.txt) or atoi()
  18671. * @param *str: String input
  18672. * @param *val: Temporary storage
  18673. * @param *delim: Delimiter (for multiple value support)
  18674. * @param min_value: Minimum value. If the splitted value is less or equal than this, will be skipped
  18675. * @param max: Maximum number that can be allocated
  18676. * @return count: Number of success
  18677. */
  18678. uint8 skill_split_atoi2(char *str, int *val, const char *delim, int min_value, uint16 max) {
  18679. uint8 i = 0;
  18680. char *p = strtok(str, delim);
  18681. while (p != NULL) {
  18682. int n = min_value;
  18683. trim(p);
  18684. if (ISDIGIT(p[0])) // If using numeric
  18685. n = atoi(p);
  18686. else if (!script_get_constant(p, &n)) { // If using constant value
  18687. ShowError("skill_split_atoi2: Invalid value: '%s'\n", p);
  18688. p = strtok(NULL, delim);
  18689. continue;
  18690. }
  18691. if (n > min_value) {
  18692. val[i] = n;
  18693. i++;
  18694. if (i >= max)
  18695. break;
  18696. }
  18697. p = strtok(NULL, delim);
  18698. }
  18699. return i;
  18700. }
  18701. /// Clear status data from skill requirement
  18702. static void skill_destroy_requirement(uint16 idx) {
  18703. if (skill_db[idx]->require.status_count)
  18704. aFree(skill_db[idx]->require.status);
  18705. skill_db[idx]->require.status = NULL;
  18706. skill_db[idx]->require.status_count = 0;
  18707. if (skill_db[idx]->require.eqItem_count)
  18708. aFree(skill_db[idx]->require.eqItem);
  18709. skill_db[idx]->require.eqItem = NULL;
  18710. skill_db[idx]->require.eqItem_count = 0;
  18711. }
  18712. /**
  18713. * Read skill requirement from skill_require_db.txt
  18714. * Structure: skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuses,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10,RequiredEquipment
  18715. */
  18716. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  18717. {
  18718. char* p;
  18719. uint16 idx, i;
  18720. idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18721. skill_split_atoi(split[1],skill_db[idx]->require.hp);
  18722. skill_split_atoi(split[2],skill_db[idx]->require.mhp);
  18723. skill_split_atoi(split[3],skill_db[idx]->require.sp);
  18724. skill_split_atoi(split[4],skill_db[idx]->require.hp_rate);
  18725. skill_split_atoi(split[5],skill_db[idx]->require.sp_rate);
  18726. skill_split_atoi(split[6],skill_db[idx]->require.zeny);
  18727. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  18728. p = split[7];
  18729. while (p) {
  18730. int l = atoi(p);
  18731. if( l == 99 ) { // Any weapon
  18732. skill_db[idx]->require.weapon = 0;
  18733. break;
  18734. } else
  18735. skill_db[idx]->require.weapon |= 1<<l;
  18736. p = strchr(p,':');
  18737. if(!p)
  18738. break;
  18739. p++;
  18740. }
  18741. //Ammo type that required, see doc/item_db for ammo types (View column)
  18742. p = split[8];
  18743. while (p) {
  18744. int l = atoi(p);
  18745. if( l == 99 ) { // Any ammo type
  18746. skill_db[idx]->require.ammo = AMMO_TYPE_ALL;
  18747. break;
  18748. } else if( l ) // 0 stands for no requirement
  18749. skill_db[idx]->require.ammo |= 1<<l;
  18750. p = strchr(p,':');
  18751. if( !p )
  18752. break;
  18753. p++;
  18754. }
  18755. skill_split_atoi(split[9],skill_db[idx]->require.ammo_qty);
  18756. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx]->require.state = ST_HIDDEN;
  18757. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx]->require.state = ST_RIDING;
  18758. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx]->require.state = ST_FALCON;
  18759. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx]->require.state = ST_CART;
  18760. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx]->require.state = ST_SHIELD;
  18761. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx]->require.state = ST_RECOV_WEIGHT_RATE;
  18762. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx]->require.state = ST_MOVE_ENABLE;
  18763. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx]->require.state = ST_WATER;
  18764. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx]->require.state = ST_RIDINGDRAGON;
  18765. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx]->require.state = ST_WUG;
  18766. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx]->require.state = ST_RIDINGWUG;
  18767. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx]->require.state = ST_MADO;
  18768. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT;
  18769. else if( strcmpi(split[10],"elementalspirit2") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT2;
  18770. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx]->require.state = ST_PECO;
  18771. else skill_db[idx]->require.state = ST_NONE; // Unknown or no state
  18772. //Status requirements
  18773. //FIXME: Default entry should be -1/SC_ALL in skill_require_db.txt but it's 0/SC_STONE.
  18774. trim(split[11]);
  18775. if (split[11][0] != '\0' || atoi(split[11])) {
  18776. int require[MAX_SKILL_STATUS_REQUIRE];
  18777. if ((skill_db[idx]->require.status_count = skill_split_atoi2(split[11], require, ":", SC_STONE, ARRAYLENGTH(require)))) {
  18778. CREATE(skill_db[idx]->require.status, enum sc_type, skill_db[idx]->require.status_count);
  18779. for (i = 0; i < skill_db[idx]->require.status_count; i++){
  18780. //todo add a check if possible here
  18781. skill_db[idx]->require.status[i] = (sc_type)require[i];
  18782. }
  18783. }
  18784. }
  18785. skill_split_atoi(split[12],skill_db[idx]->require.spiritball);
  18786. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  18787. uint16 itemid = atoi(split[13 + 2 * i]);
  18788. if (itemid > 0 && !itemdb_exists(itemid) ) {
  18789. ShowError("skill_parse_row_requiredb: Invalid item (in ITEM_REQUIRE list) %d for skill %d.\n", itemid, atoi(split[0]));
  18790. return false;
  18791. }
  18792. skill_db[idx]->require.itemid[i] = itemid;
  18793. skill_db[idx]->require.amount[i] = atoi(split[14+ 2*i]);
  18794. }
  18795. //Equipped Item requirements.
  18796. trim(split[33]);
  18797. if (split[33][0] != '\0' || atoi(split[33])) {
  18798. int require[MAX_SKILL_EQUIP_REQUIRE];
  18799. if ((skill_db[idx]->require.eqItem_count = skill_split_atoi2(split[33], require, ":", 500, ARRAYLENGTH(require)))) {
  18800. CREATE(skill_db[idx]->require.eqItem, uint16, skill_db[idx]->require.eqItem_count);
  18801. for (i = 0; i < skill_db[idx]->require.eqItem_count; i++){
  18802. if (require[i] > 0 && !itemdb_exists(require[i])) {
  18803. ShowError("skill_parse_row_requiredb: Invalid item (in EQUIP_REQUIRE list) %d for skill %d.\n", require[i], atoi(split[0]));
  18804. aFree(skill_db[idx]->require.eqItem); //don't need to retain this
  18805. skill_db[idx]->require.eqItem_count = 0;
  18806. return false;
  18807. }
  18808. skill_db[idx]->require.eqItem[i] = require[i];
  18809. }
  18810. }
  18811. }
  18812. return true;
  18813. }
  18814. /** Reads skill cast db
  18815. * Structure: SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast}
  18816. */
  18817. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  18818. {
  18819. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18820. skill_split_atoi(split[1],skill_db[idx]->cast);
  18821. skill_split_atoi(split[2],skill_db[idx]->delay);
  18822. skill_split_atoi(split[3],skill_db[idx]->walkdelay);
  18823. skill_split_atoi(split[4],skill_db[idx]->upkeep_time);
  18824. skill_split_atoi(split[5],skill_db[idx]->upkeep_time2);
  18825. skill_split_atoi(split[6],skill_db[idx]->cooldown);
  18826. #ifdef RENEWAL_CAST
  18827. skill_split_atoi(split[7],skill_db[idx]->fixed_cast);
  18828. #endif
  18829. return true;
  18830. }
  18831. /** Reads skill cast no dex db
  18832. * Structure: SkillID,Cast,Delay (optional)
  18833. */
  18834. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  18835. {
  18836. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18837. skill_db[idx]->castnodex = atoi(split[1]);
  18838. if( split[2] ) // optional column
  18839. skill_db[idx]->delaynodex = atoi(split[2]);
  18840. return true;
  18841. }
  18842. /** Reads skill no cast db
  18843. * Structure: SkillID,Flag
  18844. */
  18845. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  18846. {
  18847. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18848. skill_db[idx]->nocast |= atoi(split[1]);
  18849. return true;
  18850. }
  18851. /** Reads skill unit db
  18852. * Structure: ID,unit ID,unit ID 2,layout,range,interval,target,flag
  18853. */
  18854. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  18855. {
  18856. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18857. skill_db[idx]->unit_id[0] = (uint16)strtol(split[1],NULL,16);
  18858. skill_db[idx]->unit_id[1] = (uint16)strtol(split[2],NULL,16);
  18859. skill_split_atoi(split[3],skill_db[idx]->unit_layout_type);
  18860. skill_split_atoi(split[4],skill_db[idx]->unit_range);
  18861. skill_db[idx]->unit_interval = atoi(split[5]);
  18862. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  18863. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  18864. else if( strcmpi(split[6],"party")==0 ) skill_db[idx]->unit_target = BCT_PARTY;
  18865. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx]->unit_target = BCT_PARTY|BCT_GUILD;
  18866. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx]->unit_target = BCT_GUILD;
  18867. else if( strcmpi(split[6],"all")==0 ) skill_db[idx]->unit_target = BCT_ALL;
  18868. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx]->unit_target = BCT_ENEMY;
  18869. else if( strcmpi(split[6],"self")==0 ) skill_db[idx]->unit_target = BCT_SELF;
  18870. else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx]->unit_target = BCT_GUILD|BCT_SAMEGUILD;
  18871. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx]->unit_target = BCT_NOONE;
  18872. else skill_db[idx]->unit_target = strtol(split[6],NULL,16);
  18873. skill_db[idx]->unit_flag = strtol(split[7],NULL,16);
  18874. if (skill_db[idx]->unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  18875. skill_db[idx]->unit_target = BCT_NOENEMY;
  18876. //By default, target just characters.
  18877. skill_db[idx]->unit_target |= BL_CHAR;
  18878. if (skill_db[idx]->unit_flag&UF_NOPC)
  18879. skill_db[idx]->unit_target &= ~BL_PC;
  18880. if (skill_db[idx]->unit_flag&UF_NOMOB)
  18881. skill_db[idx]->unit_target &= ~BL_MOB;
  18882. if (skill_db[idx]->unit_flag&UF_SKILL)
  18883. skill_db[idx]->unit_target |= BL_SKILL;
  18884. return true;
  18885. }
  18886. /** Reads Produce db
  18887. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  18888. */
  18889. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  18890. {
  18891. unsigned short x, y;
  18892. unsigned short id = atoi(split[0]);
  18893. unsigned short nameid = 0;
  18894. bool found = false;
  18895. if (id >= ARRAYLENGTH(skill_produce_db)) {
  18896. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  18897. return false;
  18898. }
  18899. // Clear previous data, for importing support
  18900. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  18901. // Import just for clearing/disabling from original data
  18902. if (!(nameid = atoi(split[1]))) {
  18903. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  18904. return true;
  18905. }
  18906. if (!itemdb_exists(nameid)) {
  18907. ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
  18908. return false;
  18909. }
  18910. skill_produce_db[id].nameid = nameid;
  18911. skill_produce_db[id].itemlv = atoi(split[2]);
  18912. skill_produce_db[id].req_skill = atoi(split[3]);
  18913. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  18914. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  18915. skill_produce_db[id].mat_id[y] = atoi(split[x]);
  18916. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  18917. }
  18918. if (!found)
  18919. skill_produce_count++;
  18920. return true;
  18921. }
  18922. /** Reads create arrow db
  18923. * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  18924. */
  18925. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  18926. {
  18927. unsigned short x, y, i, material_id = atoi(split[0]);
  18928. if (!(itemdb_exists(material_id))) {
  18929. ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
  18930. return false;
  18931. }
  18932. //search if we override something, (if not i=last idx)
  18933. ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
  18934. if (i >= ARRAYLENGTH(skill_arrow_db)) {
  18935. ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
  18936. return false;
  18937. }
  18938. // Import just for clearing/disabling from original data
  18939. if (atoi(split[1]) == 0) {
  18940. memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
  18941. //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
  18942. return true;
  18943. }
  18944. skill_arrow_db[i].nameid = material_id;
  18945. for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
  18946. skill_arrow_db[i].cre_id[y] = atoi(split[x]);
  18947. skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
  18948. }
  18949. if (i == skill_arrow_count)
  18950. skill_arrow_count++;
  18951. return true;
  18952. }
  18953. /** Reads Spell book db
  18954. * Structure: SkillID,PreservePoints,RequiredBook
  18955. */
  18956. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  18957. {
  18958. unsigned short skill_id = atoi(split[0]), points = atoi(split[1]), nameid = atoi(split[2]);
  18959. if (!skill_get_index(skill_id) || !skill_get_max(skill_id))
  18960. ShowError("skill_parse_row_spellbookdb: Invalid skill ID %d\n", skill_id);
  18961. if (!skill_get_inf(skill_id))
  18962. ShowError("skill_parse_row_spellbookdb: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18963. else {
  18964. unsigned short i;
  18965. ARR_FIND(0, skill_spellbook_count, i, skill_spellbook_db[i].skill_id == skill_id);
  18966. if (i >= ARRAYLENGTH(skill_spellbook_db)) {
  18967. ShowError("skill_parse_row_spellbookdb: Maximum db entries reached.\n");
  18968. return false;
  18969. }
  18970. // Import just for clearing/disabling from original data
  18971. if (points == 0) {
  18972. memset(&skill_spellbook_db[i], 0, sizeof(skill_spellbook_db[i]));
  18973. //ShowInfo("skill_parse_row_spellbookdb: Skill %d removed from list.\n", skill_id);
  18974. return true;
  18975. }
  18976. skill_spellbook_db[i].skill_id = skill_id;
  18977. skill_spellbook_db[i].point = points;
  18978. skill_spellbook_db[i].nameid = nameid;
  18979. if (i == skill_spellbook_count)
  18980. skill_spellbook_count++;
  18981. return true;
  18982. }
  18983. return false;
  18984. }
  18985. /** Reads improvise db
  18986. * Structure: SkillID,Rate
  18987. */
  18988. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  18989. {
  18990. unsigned short skill_id = atoi(split[0]), per = atoi(split[1]), i;
  18991. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  18992. ShowError("skill_parse_row_improvisedb: Invalid skill ID %d\n", skill_id);
  18993. return false;
  18994. }
  18995. if ( !skill_get_inf(skill_id) ) {
  18996. ShowError("skill_parse_row_improvisedb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18997. return false;
  18998. }
  18999. ARR_FIND(0, skill_improvise_count, i, skill_improvise_db[i].skill_id == skill_id);
  19000. if (i >= ARRAYLENGTH(skill_improvise_db)) {
  19001. ShowError("skill_parse_row_improvisedb: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  19002. return false;
  19003. }
  19004. // Import just for clearing/disabling from original data
  19005. if (per == 0) {
  19006. memset(&skill_improvise_db[i], 0, sizeof(skill_improvise_db[i]));
  19007. //ShowInfo("skill_parse_row_improvisedb: Skill %d removed from list.\n", skill_id);
  19008. return true;
  19009. }
  19010. skill_improvise_db[i].skill_id = skill_id;
  19011. skill_improvise_db[i].per = per; // Still need confirm it.
  19012. if (i == skill_improvise_count)
  19013. skill_improvise_count++;
  19014. return true;
  19015. }
  19016. /** Reads Magic mushroom db
  19017. * Structure: SkillID
  19018. */
  19019. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  19020. {
  19021. unsigned short i, skill_id = atoi(split[0]);
  19022. bool rem = (atoi(split[1]) == 1 ? true : false);
  19023. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  19024. ShowError("skill_parse_row_magicmushroomdb: Invalid skill ID %d\n", skill_id);
  19025. return false;
  19026. }
  19027. if (!skill_get_inf(skill_id)) {
  19028. ShowError("skill_parse_row_magicmushroomdb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19029. return false;
  19030. }
  19031. ARR_FIND(0, skill_magicmushroom_count, i, skill_magicmushroom_db[i].skill_id==skill_id);
  19032. if (i >= ARRAYLENGTH(skill_magicmushroom_db)) {
  19033. ShowError("skill_parse_row_magicmushroomdb: Maximum db entries reached.\n");
  19034. return false;
  19035. }
  19036. // Import just for clearing/disabling from original data
  19037. if (rem) {
  19038. memset(&skill_magicmushroom_db[i], 0, sizeof(skill_magicmushroom_db[i]));
  19039. //ShowInfo("skill_parse_row_magicmushroomdb: Skill %d removed from list.\n", skill_id);
  19040. return true;
  19041. }
  19042. skill_magicmushroom_db[i].skill_id = skill_id;
  19043. if (i == skill_magicmushroom_count)
  19044. skill_magicmushroom_count++;
  19045. return true;
  19046. }
  19047. /** Reads db of copyable skill
  19048. * Structure: SkillName,Option{,JobAllowed{,RequirementRemoved}}
  19049. * SkillID,Option{,JobAllowed{,RequirementRemoved}}
  19050. */
  19051. static bool skill_parse_row_copyabledb(char* split[], int column, int current)
  19052. {
  19053. int16 id = 0;
  19054. uint8 option = 0;
  19055. trim(split[0]);
  19056. if (ISDIGIT(split[0][0]))
  19057. id = atoi(split[0]);
  19058. else
  19059. id = skill_name2id(split[0]);
  19060. id = skill_db_isset(id, __FUNCTION__);
  19061. if ((option = atoi(split[1])) > 3) {
  19062. ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]);
  19063. return false;
  19064. }
  19065. // Import just for clearing/disabling from original data
  19066. if (option == 0) {
  19067. memset(&skill_db[id]->copyable, 0, sizeof(skill_db[id]->copyable));
  19068. //ShowInfo("skill_parse_row_copyabledb: Skill %s removed from list.\n", split[0]);
  19069. return true;
  19070. }
  19071. skill_db[id]->copyable.option = option;
  19072. skill_db[id]->copyable.joballowed = 63;
  19073. if (atoi(split[2]))
  19074. skill_db[id]->copyable.joballowed = cap_value(atoi(split[2]),1,63);
  19075. skill_db[id]->copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
  19076. return true;
  19077. }
  19078. /** Reads additional range for distance checking from NPC [Cydh]
  19079. * Structure: SkillName,AdditionalRange{,NPC Type}
  19080. * SkillID,AdditionalRange{,NPC Type}
  19081. */
  19082. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current)
  19083. {
  19084. uint16 id = 0;
  19085. trim(split[0]);
  19086. if (ISDIGIT(split[0][0]))
  19087. id = atoi(split[0]);
  19088. else
  19089. id = skill_name2id(split[0]);
  19090. id = skill_db_isset(id, __FUNCTION__);
  19091. skill_db[id]->unit_nonearnpc_range = max(atoi(split[1]),0);
  19092. skill_db[id]->unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  19093. return true;
  19094. }
  19095. /** Reads skill chance by Abracadabra/Hocus Pocus spell
  19096. * Structure: SkillID,DummyName,RatePerLvl
  19097. */
  19098. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  19099. {
  19100. unsigned short i, skill_id = atoi(split[0]);
  19101. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  19102. ShowError("skill_parse_row_abradb: Invalid skill ID %d\n", skill_id);
  19103. return false;
  19104. }
  19105. if (!skill_get_inf(skill_id)) {
  19106. ShowError("skill_parse_row_abradb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19107. return false;
  19108. }
  19109. ARR_FIND(0, skill_abra_count, i, skill_abra_db[i].skill_id==skill_id);
  19110. if (i >= ARRAYLENGTH(skill_abra_db)) {
  19111. ShowError("skill_parse_row_abradb: Maximum db entries reached.\n");
  19112. return false;
  19113. }
  19114. // Import just for clearing/disabling from original data
  19115. if (strcmp(split[1],"clear") == 0) {
  19116. memset(&skill_abra_db[i], 0, sizeof(skill_abra_db[i]));
  19117. //ShowInfo("skill_parse_row_abradb: Skill %d removed from list.\n", skill_id);
  19118. return true;
  19119. }
  19120. skill_abra_db[i].skill_id = skill_id;
  19121. safestrncpy(skill_abra_db[i].name, trim(split[1]), sizeof(skill_abra_db[i].name)); //store dummyname
  19122. skill_split_atoi(split[2],skill_abra_db[i].per);
  19123. if (i == skill_abra_count)
  19124. skill_abra_count++;
  19125. return true;
  19126. }
  19127. /** Reads change material db
  19128. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  19129. */
  19130. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  19131. {
  19132. uint16 id = atoi(split[0]), nameid = atoi(split[1]);
  19133. short rate = atoi(split[2]);
  19134. bool found = false;
  19135. int x, y;
  19136. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  19137. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  19138. return false;
  19139. }
  19140. // Clear previous data, for importing support
  19141. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  19142. found = true;
  19143. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  19144. }
  19145. // Import just for clearing/disabling from original data
  19146. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  19147. if (nameid == 0) {
  19148. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  19149. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  19150. return true;
  19151. }
  19152. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  19153. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  19154. if (skill_produce_db[x].nameid == nameid)
  19155. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  19156. break;
  19157. }
  19158. if (x >= MAX_SKILL_PRODUCE_DB) {
  19159. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid);
  19160. return false;
  19161. }
  19162. skill_changematerial_db[id].nameid = nameid;
  19163. skill_changematerial_db[id].rate = rate;
  19164. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  19165. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  19166. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  19167. }
  19168. if (!found)
  19169. skill_changematerial_count++;
  19170. return true;
  19171. }
  19172. #ifdef ADJUST_SKILL_DAMAGE
  19173. /**
  19174. * Reads skill damage adjustment
  19175. * @author [Lilith]
  19176. */
  19177. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  19178. {
  19179. uint16 id = 0;
  19180. trim(split[0]);
  19181. if (ISDIGIT(split[0][0]))
  19182. id = atoi(split[0]);
  19183. else
  19184. id = skill_name2id(split[0]);
  19185. id = skill_db_isset(id, __FUNCTION__);
  19186. memset(&skill_db[id]->damage,0,sizeof(struct s_skill_damage));
  19187. skill_db[id]->damage.caster |= atoi(split[1]);
  19188. skill_db[id]->damage.map |= atoi(split[2]);
  19189. skill_db[id]->damage.pc = cap_value(atoi(split[3]),-100,INT_MAX);
  19190. if (split[3])
  19191. skill_db[id]->damage.mob = cap_value(atoi(split[4]),-100,INT_MAX);
  19192. if (split[4])
  19193. skill_db[id]->damage.boss = cap_value(atoi(split[5]),-100,INT_MAX);
  19194. if (split[5])
  19195. skill_db[id]->damage.other = cap_value(atoi(split[6]),-100,INT_MAX);
  19196. return true;
  19197. }
  19198. #endif
  19199. /**
  19200. * Init dummy skill db also init Skill DB allocation
  19201. * @param skill_id
  19202. * @return Skill Index
  19203. **/
  19204. static uint16 skill_db_create(uint16 skill_id) {
  19205. if (skill_num >= MAX_SKILL) {
  19206. ShowError("Cannot add more skill. Limit is reached '%d'. Change 'MAX_SKILL' in mmo.h\n", MAX_SKILL);
  19207. return 0;
  19208. }
  19209. if (!skill_num)
  19210. CREATE(skill_db, struct s_skill_db *, 1);
  19211. else
  19212. RECREATE(skill_db, struct s_skill_db *, skill_num+1);
  19213. CREATE(skill_db[skill_num], struct s_skill_db, 1);
  19214. if (skill_id > 0) {
  19215. safestrncpy(skill_db[skill_num]->name, "UNKNOWN_SKILL", sizeof(skill_db[skill_num]->name));
  19216. safestrncpy(skill_db[skill_num]->desc, "Unknown Skill", sizeof(skill_db[skill_num]->desc));
  19217. }
  19218. skill_db[skill_num]->nameid = skill_id;
  19219. uidb_iput(skilldb_id2idx, skill_id, skill_num);
  19220. return skill_next_idx();
  19221. }
  19222. static void skill_db_destroy(void) {
  19223. uint16 i;
  19224. for (i = 0; i < SKILL_MAX_DB(); i++) {
  19225. if (skill_db[i]) {
  19226. skill_destroy_requirement(i);
  19227. aFree(skill_db[i]);
  19228. }
  19229. skill_db[i] = NULL;
  19230. }
  19231. skill_num = 0;
  19232. aFree(skill_db);
  19233. skill_db = NULL;
  19234. }
  19235. /*===============================
  19236. * DB reading.
  19237. * skill_db.txt
  19238. * skill_require_db.txt
  19239. * skill_cast_db.txt
  19240. * skill_castnodex_db.txt
  19241. * skill_nocast_db.txt
  19242. * skill_unit_db.txt
  19243. * produce_db.txt
  19244. * create_arrow_db.txt
  19245. * abra_db.txt
  19246. *------------------------------*/
  19247. static void skill_readdb(void)
  19248. {
  19249. int i;
  19250. const char* dbsubpath[] = {
  19251. "",
  19252. "/"DBIMPORT,
  19253. //add other path here
  19254. };
  19255. db_clear(skilldb_name2id);
  19256. db_clear(skilldb_id2idx);
  19257. skill_db_destroy();
  19258. skill_db_create(0);
  19259. memset(skill_produce_db,0,sizeof(skill_produce_db));
  19260. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  19261. memset(skill_abra_db,0,sizeof(skill_abra_db));
  19262. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  19263. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  19264. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  19265. skill_produce_count = skill_arrow_count = skill_abra_count = skill_improvise_count =
  19266. skill_changematerial_count = skill_spellbook_count = skill_magicmushroom_count = 0;
  19267. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  19268. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  19269. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  19270. char* dbsubpath1 = (char*)aMalloc(n1+1);
  19271. char* dbsubpath2 = (char*)aMalloc(n2+1);
  19272. if (i == 0) {
  19273. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  19274. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  19275. } else {
  19276. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  19277. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  19278. }
  19279. sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, -1, skill_parse_row_skilldb, i);
  19280. sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, -1, skill_parse_row_requiredb, i);
  19281. sv_readdb(dbsubpath2, "skill_cast_db.txt" , ',', 7, 8, -1, skill_parse_row_castdb, i);
  19282. sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, -1, skill_parse_row_castnodexdb, i);
  19283. sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, -1, skill_parse_row_unitdb, i);
  19284. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i);
  19285. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i);
  19286. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i);
  19287. sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i);
  19288. sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i);
  19289. sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 2, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i);
  19290. sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, -1, skill_parse_row_copyabledb, i);
  19291. sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i);
  19292. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i);
  19293. sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, -1, skill_parse_row_nonearnpcrangedb, i);
  19294. #ifdef ADJUST_SKILL_DAMAGE
  19295. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 7, -1, skill_parse_row_skilldamage, i);
  19296. #endif
  19297. aFree(dbsubpath1);
  19298. aFree(dbsubpath2);
  19299. }
  19300. skill_init_unit_layout();
  19301. skill_init_nounit_layout();
  19302. }
  19303. void skill_reload (void) {
  19304. struct s_mapiterator *iter;
  19305. struct map_session_data *sd;
  19306. skill_readdb();
  19307. initChangeTables(); // Re-init Status Change tables
  19308. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  19309. iter = mapit_getallusers();
  19310. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  19311. pc_validate_skill(sd);
  19312. clif_skillinfoblock(sd);
  19313. }
  19314. mapit_free(iter);
  19315. }
  19316. /*==========================================
  19317. *
  19318. *------------------------------------------*/
  19319. void do_init_skill(void)
  19320. {
  19321. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  19322. skilldb_id2idx = uidb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA);
  19323. skill_readdb();
  19324. skillunit_group_db = idb_alloc(DB_OPT_BASE);
  19325. skillunit_db = idb_alloc(DB_OPT_BASE);
  19326. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  19327. bowling_db = idb_alloc(DB_OPT_BASE);
  19328. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_CACHE_OPTIONS);
  19329. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_CACHE_OPTIONS);
  19330. ers_chunk_size(skill_unit_ers, 150);
  19331. ers_chunk_size(skill_timer_ers, 150);
  19332. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  19333. add_timer_func_list(skill_castend_id,"skill_castend_id");
  19334. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  19335. add_timer_func_list(skill_timerskill,"skill_timerskill");
  19336. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  19337. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  19338. }
  19339. void do_final_skill(void)
  19340. {
  19341. db_destroy(skilldb_name2id);
  19342. db_destroy(skilldb_id2idx);
  19343. db_destroy(skillunit_group_db);
  19344. db_destroy(skillunit_db);
  19345. db_destroy(skillusave_db);
  19346. db_destroy(bowling_db);
  19347. skill_db_destroy();
  19348. ers_destroy(skill_unit_ers);
  19349. ers_destroy(skill_timer_ers);
  19350. }